recursal/Fanatic-Fandom huggingface dataset:
Update 8: Binds N' Beards!

**Update 8: Binds N' Beards!** main focus was various miscellaneous tweaks, hair styles and beards. This update went live on March 2nd, 2018.

## Patch Notes

* New:
	+ New reload for the Jury-rigged Boomstick
	+ New soundFX (death splat sound, tutorial pop up sound, revive sound, maggot ..)
	+ Added "Give Us Feedback" button to Escape menu
	+ Max FPS option
	+ Added option to disable analytics
	+ Added Keybindings to Options -> Control menu (yeah, it's 2018, and NOW we got key-bindings!)
	+ Disable server list when already hosting
	+ Only show Info Screen once per session
	+ Added a new dance to perform at the Jukebox
	+ Added first batch of new beards and hairstyles ( Beard System is under construction - some clipping will occur with some beards )
* Fixes & tweaks:
	+ Fix: Memorial Hall upgrade at Player Rank 5, 7 and 8
	+ Fix: Grappling Hook intersects with poison clouds
	+ Fix: Complexity and Duration on serverlist
	+ Improved Friend Inviting on Steam
	+ Sentry Gun fixes and tweaks
	+ Fixed Mixer names on enemies being wrong if several people spawns enemies
	+ Fix for Push to Talk
	+ Fix Glyphids playing run animation while not moving after being hit
	+ Fixed various spelling errors and typos
	+ Fix for Game Server Name (should work now!)
	+ Try to fix players are unmuted when someone else joins
	+ Improved Crafting menu layout
	+ Cabin Sign font should be more readable
	+ Fix: Supply Pod leaves red squares when it goes down
	+ Lots of crash fixes (thanks for the reports!)
* Localization:
	+ Updated all languages with latest from Crowdin community
	+ Note: since we are also adding new text, you will keep seeing some part of the game in English
	+ Fixed some text in Space Rig not showing correct in Russian
	+ Note: we have several more languages that will be added in the next update (Italian, Japanese, Croatian and Finnish) - they didn't make it in this time, sorry!
Thorns

This page is possibly not up to date.

 This page is possibly not up to date. It was last updated for Update 31: What Was Left Behind

**Thorns** is one of the 23 available perks that currently exist in Deep Rock Galactic. It can be unlocked on the first row of perks and there are 4 tiers; each tier requiring 2 / 5 / 8 / 11 perk points respectively for a total of 26.

## Perk Breakdown

* The damage dealt is typeless, being unaffected by all vulnerabilities and resistances an enemy may have
* The perk can only cause damage once every 0.75 seconds.
* The damage dealt will instantly kill the following enemies on all hazard levels and player counts:
	+ Glyphid Swarmer
	+ Naedocyte Hatchling
	+ Naedocyte Shocker
* Does not trigger at all for attacks made by the Cave Leech
* The effect triggers upon taking melee damage. As a result, you cannot trigger it while invulnerable (such as after being revived)
Rock Cracker Module

The **Rock Cracker Module** is a two-piece equipment used to destroy an exceptionally large Lithophage meteorite during a rare Meteor Impact event.

## Appearance

As aforementioned, the Rock Cracker Module actually comes in two parts. The first is the **Rock Cracker Pod** which is a orange modified drop pod that acts as a power supply and connection cable to the Rock Crackers themselves. The **Rock Crackers** are the second part of the module. Resembling a form of jackhammer, the Rock Cracker shatters a meteorite through the use of repeated kinetic impacts.

## Function

Once a large Lithophage Meteorite is found, the player can call-in a Rock Cracker Module. Two Rock Cracker Pods will descend near the meteorite and it is in the player's interests to connect the Pods to the meteorite. Once the connection cables and the Rock Crackers are in place and activated, the players must defend the pod from attacks or risk it temporarily breaking down. The Rock Crackers will continue to pummel the meteorite until it shatters, revealing three to four Plaguehearts as a reward bonus.

## Gallery

* Rock Crackers deactivated
* Rock Crackers built
* Rock Crackers activated
Search and Extract

This page contains information on a feature that has been removed from the game as of Update 18: Job Opportunities. This page is kept for historical purposes.

 Cave Type
 Deposit Type

**Search and Extract** missions are characterized by one large, irregularly shaped cavern, with a few small cave offshoots connected to it, sometimes behind dirt walls. Like Mining Expedition missions, your goal will be to collect a set quota of Morkite as well as whatever optional Secondary Objective material is assigned. Throughout the caves there's an abundance of Gold and Crafting Resources encouraging miners to explore the non-linear formations.

### About

The goal of Search and Extract is to collect a certain quantity of a shiny, dark blue resource named Morkite. Search and Extract was the second mission to feature Morkite until it was retired. It glimmers in the darkness, making it easy to find, even in the largest of caverns. Once mined, the Morkite must be deposited into the M.U.L.E for it to count towards the quota.

While you must complete your primary objective to finish the mission, You can choose to collect an optional secondary objective resource for a  Credit bonus upon mission completion.

After the primary objective is completed a red button will light up on the MULE, once pressed a drop pod will be called to pick up the MULE and any surviving miners.

### Primary Objective

There's only a single set of possible cave length and complexity, making 325 Morkite the only possible requirement.

### Secondary Objective

Possible secondary objectives:

 Collect 10 Alien Fossil

 Collect 15 Apoca Bloom

 Collect 20 Boolo Cap

 Collect 25 Hollomite

### Trivia

* Search and Extract was merged with Egg Hunt in Update 18: Job Opportunities, hence why it was retired.
Update 13: Minor Life Changes

— DRG Update Page

**Update 13: Minor Life Changes** launched with slight difficulty tweaks and solo mission difficulty adjustments. It was released on May 4th, 2018.

### New Features

Update 13 didn't introduce any new content to the game, and was described as an Experimental Update.

### Patch Notes

* Difficulty Tweaks
	+ Starting shield lowered from 30 to 25
	+ Shield Upgrades tweaked from 10 to 2.5 (10% boost)
	+ Player health raised from 100HP to 110HP
* Red Sugar
	+ Healing from Red Sugar increased by 25%
	+ Amount of Red Sugar that spawns in each mission increased by 10%
* Enemies
	+ Mactera Spawn health increased from 180 to 210
* Solo Missions
	+ Bosco now revives the player 3 times instead of 2.
	+ Enemy health and spawn count lowered on solo missions
Resource Bag

Type
 Hardness

**Resource Bags** are special containers left behind by any players who disconnect from a game. They appear as hexagon-shaped crates that emit a bright white light, making them easily distinguishable in the dark.

They contain any materials the player had collected but not yet deposited. Depositing it adds the contents to the Team Depository.

It is considered a heavy object and must be picked up and carried by hand, or via Bosco. When carrying it, a dwarf cannot do anything but throw flares / throwables, ride ziplines, and move with a 25% speed penalty (Sprinting is also disabled). It can be dropped by switching weapons or using the Laser Pointer, it can also be thrown by holding the [FIRE] key ("Left Mouse Click" by default) before releasing it.

### Tips

Although Resource Bags are dropped where the player was upon disconnection, they have a tendency to roll away when a player leaves. If you must leave a game, be considerate to your fellow Dwarves and try to disconnect in a safe, flat place.

### Trivia

* According to patch notes, this feature was suggested by the community.
* This item appears to share the same model with space rig's window corners.
* A "Resource Pouch" was accidentally teased in Update 23's hotfix patch notes.
Weapon Overclocks

Please help improve this if you can. The Discussion page may contain suggestions.

**This article may need cleanup to meet quality standards.**
Please help improve this if you can. The Discussion page may contain suggestions.

Introduced in Update 25: Endgame - Part 1 **Weapon Overclocks** are special mods that can be equipped to further increase the capabilities of class weapons. There are three types of Overclocks: Clean, gives a small boost with no penalty; Balanced, a decent boost with a decent penalty; and Unstable, a big boost with a big penalty. Weapon Overclocks can be obtained from weekly Deep Dives, with one being rewarded per variant, per week. They can also be unlocked from the Weekly Core Hunts, Machine Events,Promoting a dwarf from bronze 2 onward and Forge Mastery rewards. The Overclocks must then be brought to the Forge to be crafted, at a cost of  credits and crafting resources. Only one Overclock can be equipped per weapon and only after at least one modification has been purchased in each of its tiers.

# List of Overclocks

Below is a list of every available Overclock in the game, as well as a list of Overclocks removed from the game. There are currently **148** Overclocks available and **8** removed Overclocks.

## Driller's Weapons Overclocks

There are currently **36** Overclocks available for the Driller.
 **[Expand/Collapse all]**

## Engineer's Weapons Overclocks

There are currently **36** Overclocks available for the Engineer.
 **[Expand/Collapse all]**

## Gunner's Weapons Overclocks

There are currently **39** Overclocks available for the Gunner.
 **[Expand/Collapse all]**

## Scout's Weapons Overclocks

There are currently **37** Overclocks available for the Scout.
 **[Expand/Collapse all]**

# See Also

Cosmetic Overclocks

The Forge

Deep Dives
Movement

— the Scout

**Movement** is an essential aspect of navigating the caves of Hoxxes IV. Movement can refer to basic inputs used to move a player's character or to specific techniques and abilities employed by the Dwarves to get around.

## Basic Movement

All Dwarves are capable of the same basic movement: walking (W, S, A and D for forward, backwards, left and right respectively), jumping (space bar), sprinting (shift key) etc.. Dwarves move at approximately 3m a second when walking and 5m a second when sprinting; certain modifications and Perks can be used to improve movespeed. Dwarves can reload their weapons when sprinting, and when jumping, a Dwarf rises approximately 1.2m high. When the player is in air and the Dwarf is touching a vertical surface they are within eye level of, they will grab the ledge and pull themselves up, commonly referred to as "Ledge Grab". This can only be done once until the Dwarf touches the ground again. The Dwarves have fairly fluid air control and can alter their direction when falling.

## Equipment

All four Dwarves bring utility equipment with them which aids them to get around the caves when running, jumping and climbing won't cut it. In addition, some Weapon Overclocks can also increase their mobility.

  The Scout carries his own Grappling Hook which can instantly carry him to any location he desires (within its range, of course). With unlimited uses and only a short cooldown required between shots, the Grappling Hook is a powerful movement tool and makes the Scout by far the most mobile of the four Dwarves. The *Special Powder* Overclock for the Jury-Rigged Boomstick can be equipped to enable additional mid-air jumps.
Naedocyte Roe

## Temperature

Immune to Heat
Immune to Cold

 — Miner's Manual Description

The **Naedocyte Roe** is a special creature, created only by Naedocyte Breeders. It will never appear if a Breeder is not present in a level.

The Roe is technically not an enemy, more of an entity which can be destroyed. It has no attacks of any kind, nor can it even move once it is spawned. It is periodically created by Breeders, being dropped onto the ground whenever the Breeder's "mouth" is open. The Roe will not take any falling damage when dropped and is capable of stopping all momentum as soon as it hits the ground.

Roe sacks will stay on the ground where they are dropped, pulsating and writhing in place. As time passes their coloration will change from blue to a pinkish-purple, until it eventually bursts open and spawns a cluster of Naedocyte Hatchlings. The Roe as an entity will cease to exist once the Hatchlings are birthed.

If a Roe is "killed" before it can hatch, no Hatchlings will be spawned on its demise.

## Trivia

* In real life, roe is a type of fish eggs which is released as a combined cluster (as the Naedocyte Roe appears). This ties in to the Breeder's similarities to marine life.
Voltaic Stun Sweeper

— Item Description

The **Voltaic Stun Sweeper** is an unlockable Throwable for the Scout.

Resembling a light olive-green boomerang with an orange battery in the middle and a blue-glowing electrical field on its edge.

Voltaic Stun Sweeper is able to hit nine enemies in a single throw before it breaks. If it does not hit any targets, it will fly back to the Scout to be used again, without wasting ammo.

Targets hit by the Voltaic Stun Sweeper would be stunned immediately and electrocuted in the process, dealing decent damage. Its ability to stun multiple group of enemies, as well as home-in on targets makes it a very useful weapon when dealing with flying creatures. However, there is a downside. The Voltaic Stun Sweeper lack any and all forms of armor break, making it a poor weapon of choice against larger foes like Praetorians and Dreadnoughts. Reserve this for smaller enemies.

Purchased for:

 \*Will not benefit from Weakpoints

 This page is possibly not up to date.

 This page is possibly not up to date. It was last updated for Update 34: Modest Expectations
Springloaded Ripper

— Item Description

The **Springloaded Ripper** is an unlockable Throwable for the Driller.

Resembling three sawblades attached to a handle, the Springloaded Ripper behaves more like a temporary lawnmower than it does a grenade or a throwable.

Once thrown, the Springloaded Ripper will continue to follow the same path until it self-destructs. The Springloaded Ripper can stick to walls and ceilings, as such, it is more optimum to use this in extremely enclosed tunnels to maximise its effects. Damage of the Springloaded Ripper is immense, instantly killing lesser Glyphids and dealing significant armour-piercing damage to Praetorians.

The Springloaded Ripper can be seen as an alternative to the Impact Axe for the Driller as they are both throwables that deals armour-piercing damage. The main difference is the Springloaded Ripper's long duration, lack of any AOE and high risk of damaging allies.

There is however, one main weakness of the Springloaded Ripper despite its extreme damage and crowd control. As the Springloaded Ripper craws on the ground, walls and ceilings, it is utterly useless against aerial targets which are often out of reach from the Springloaded Ripper's ground pathing.

Purchased for:

 \*Will benefit from Weakpoints

## Trivia

* On release the Springloaded Ripper had the single highest friendly-fire damage in the game at 110%. It was known to single-handedly take down Dwarves in one hit without their shields. This has since been reduced to 70% after far too many innocent Dwarves lost their lives to stray buzzsaws.

 This page is possibly not up to date.

 This page is possibly not up to date. It was last updated for Update 34: Modest Expectations
Prospector Drone

*This article is a stub. You can help Deep Rock Galactic Wiki by expanding it.*

Please help improve this if you can. The Discussion page may contain suggestions.

**This article may need cleanup to meet quality standards.**
Please help improve this if you can. The Discussion page may contain suggestions.

## Combat

### Attack(s)

Evacuation Protocol
Summon Reinforcements
Immunity Barrier

### Weakness(es)

Frost: 100%
Explosive: 100%
Electrocution: 30%
Melee: 200%
Corrosive: 100%

## Temperature

### Freeze T°C

1000°
-490°

### Unfreeze T°C

100°
-100°

### Warming Rate

30°/s
520°/s

 — Miner's Manual Description

The **Prospector Drone** is a relatively passive rival tech drone that can be encountered wandering on Hoxxes. If attacked it will attempt to flee in distress, and will call in Patrol Bots and Shredders. It has no means of attack other than summoning rival tech bots to attack the Dwarves.

Whenever one of the 3 health segments are depleted, it will summon an orange shield and become immune to damage for 10 seconds, or up to 20 seconds if spawned Patrol Bots exceed number of active players. Immediately after this shield is engaged, a wave of Patrol Bots and Shredders will also spawn to protect the Prospector Drone. This can happen twice. Also this spawns mostly in salvage M.U.L.E. missons.

If the Prospector Drone manages to escape the dwarves by reaching a safe location several dozen meters away from them, it will return to passive mode and the Drone's healthbar will fade until reengaged. However, the Drone will now become alert on proximity of a nearby dwarf in addition to it also being able to be disturbed by taking damage as normal. Every time a Prospector Drone is allowed to escape and is reengaged it will spawn an additional wave of Patrol Bots and Shredders.

Upon death it will drop a Data Cell which can then be deposited in the M.U.L.E.. It also drops small amounts of collectible mineral chunks as well as "soil samples" which cannot be collected.

## Combat

The Prospector Drone alone is entirely defenseless, and is incredibly fast. The bright orange engines on the rear can be destroyed with enough damage, and doing so will slow it down significantly.

## Trivia

* The prospector drone was going to occasionally stop at the prospector data deposits and deposit its data. This was scrapped before release.
* You have a random chance to spawn a prospector drone, a prospector data deposit and the signal event at the same time in one mission for three data cells.
Naedocyte Hatchling

This page is possibly not up to date.

 This page is possibly not up to date. It was last updated for Update 32: Roughnecks At Work

## Temperature

### Freeze T°C

30°
-50°

### Unfreeze T°C

0°
0°

### Warming Rate

10°/s
10°/s

 — Miner's Manual Description (of Naedocyte Shocker)

The **Naedocyte Hatchling** is a hostile Creature. It will only spawn from Naedocyte Roe, which in turn can only spawn from Naedocyte Breeders.

Hatchlings are the product of a hatched Roe sack. When it bursts, the Roe sack spawns five Hatchlings at once which will seek and destroy any threats to the Breeder. Functionally they are almost identical to the Naedocyte Shocker with the same amount of health and behavior, and the same levitation ability. However they do not have the ability to shock a Dwarf, and their attacks will not slow the player down when they land.

A Naedocyte Roe will spawn multiple Hatchlings at once.

The presence of Hatchlings will indicate that a Breeder is nearby, and the wispy trails they leave behind linger for a second after their death which can reveal their flight path. Until the Breeder is killed, there is no limit to the amount of Hatchlings which can spawn.

## Trivia

* While hatchlings are implied to be the infant versions of Naedocyte Shockers, they have several differences from their parent creature, most notably the short spikes on all four of their "limbs".
Doctor Vargas

**Information**

## History

The Doctor is a leading weapons developer for the human coalition in Knack. Due to the war with the Goblins, humanity is desperate for any edge that will grant them success and survival, and The Doctor is one of those edges. To the surprise of many of his colleagues, The Doctor offers his artificial intelligence construct, Knack, as a weapon in the war against Gundahar and the Goblin armies. Because he is seen helping Knack throughout the reveal trailer, it is assumed that The Doctor will be an active protagonist, as opposed to a passive background character. The Doctor is also principally responsible for raising and caring for Lucas, as Lucas' parents are deceased and his uncle is a globetrotting adventurer.
Oil Shale

*This article is a stub. You can help Deep Rock Galactic Wiki by expanding it.*

 Type
 Hardness
 Rarity
 Value

**Oil Shale** is a resource used to refuel the Drilldozer in Escort Duty.

Oil Shale can be mined with the Drilldozer's Fuel Canisters or broken into chunks with the Pickaxe or Bosco. It can be collected only with Fuel Canisters, converting the shale into fuel. It cannot be picked up by dwarves, and therefore cannot be deposited in the M.U.L.E..

Sometimes, in the Drilldozer's active path, it may break some Oil Shale, dropping the mined chunks onto the ground.

### Appearance

Oil Shale appears in large formations of glowing dark teal sedimentary rock. It has a dim violet glow, making it visible in lightless caves.

Mined chunks of Oil Shale use the same model as mined Morkite and Red Sugar.

### Locations

Oil Shale can be found in any biome during the Escort Duty mission type. It will always spawn in caverns in which the Drilldozer needs to be refueled. Chunks of Oil Shale can be located at ground level, but can also be found on walls and ceilings.

### Trivia

* Oil Shale is a real mineral. It is a sedimentary rock containing kerogen and bitumen, which are carbon-based minerals that can be refined into hydrocarbons.
Legacy Wiki/Top section

Welcome to *Legacy* Wiki
the *Legacy* guide for Machines, Workforce, Resources and more written and maintained by the players.
Please feel free to contribute by creating new articles or expanding existing ones.

About Legacy

*Legacy* is a city-building and toy-manufacturing industrialist simulator developed by 22cans Ltd. It is based off of Peter Molyneux's first game, *The Entrepreneur*, which he made in 1984 and was never popularized.

Content

Happiness

Prestige

Workforce

Machines

Resources

Featured images
Update 5: Dreadnought

**Update 5: Dreadnought** mainly focused on visual improvements and new creatures. It went live on August 28th, 2017.

## New Features

The new major content introduced in this update.

##### New Creatures

Six new creatures were introduced in this update, three neutral and three hostile.

* Maggot - harmless critters that just hang around in the caves. So squishy.
* Loot Bug - big fat grub full of tasty resources. Once you Pop, as they say...
* Spitballer - a towering, sentient plant that shoots explosive spore pods at intruders.
* Cave Vine - inquisitive polyps hanging from the ceilings.
* Deeptora Swarm - swarms of stinging, angry insects. Destroy their hive to get rid of them.
* The Dreadnought - the biggest and meanest Glyphid to date. You see the Dreadnaught coming at you, you better be prepared for a tough fight!

## Patch Notes

* Complete Overhaul of Glyphids:
	+ New Models
	+ New Animations
	+ Overhauled sound
	+ Enhanced Shaders
* New Creatures:
	+ Maggot - harmless critters that just hang around in the caves. So squishy.
	+ Loot Bug - big fat grub full of tasty resources. Once you Pop, as they say...
	+ Spitballer - a towering, sentient plant that shoots explosive spore pods at intruders.
	+ Cave Vine - inquisitive polyps hanging from the ceilings.
	+ Deeptora Swarm - swarms of stinging, angry insects. Destroy their hive to get rid of them.
	+ The Dreadnought - the biggest and meanest Glyphid to date. You see the Dreadnaught coming at you, you better be prepared for a tough fight!
* Improved Creature Behavior:
	+ Better Pathfinding
	+ More Responsive Behavior
* New Mission:
	+ Go on an entirely new mission for Deep Rock Galactic, codenamed “Lost Overhang”.
* Biomes:
	+ Ongoing work on enhancing underlying systems, allowing for more diverse biomes in future - much more to come
	+ Tweaked basic biome to support the new features
* Razer Chroma Support:
	+ Different Color Scheme based on which class you play
		- The numpad keys lights up in the colors of the corresponding Character Class
	+ F button lights up when you are able to throw Flares
		- Throwing a Flare makes a ripple effect
	+ Health represented from F1 - F12
		- All keys blink red when taking damage to health
	+ Shield represented on PrtScn, Scroll Lock and Pause buttons.
		- All keys blink blue when taking damage to shield
	+ R lights up green while reloading
	+ WASD are red, indicating the basic movement list
* Audio:
	+ Tons of new or overhauled Sound Effects
	+ Loads of new ambient Music
	+ For Extraction
	+ For Mini boss
* General Gameplay:
	+ Lines for Dwarf Salutes
	+ Dwarf Stuff
	+ New Running Animations (in first person view)
	+ New idle animations for all weapons
	+ The dwarves now bust a move when there’s music playing nearby on the space rig
	+ Salute your fellow dwarves using the V key ingame

## Links

* https://steamcommunity.com/games/DeepRockGalactic/announcements/detail/1437066999337118919
Silicate Harvester

— Miner's Manual Description

The Silicate Harvester is a passive mob found in Dense Biozone, Fungus Bogs, Radioactive Exclusion Zone. It makes its way slowly across the map using its tentacle-like arms to sift through the terrain. It is used to complete two Achievements. It was introduced in Update 14: Feature Creep. The patch notes for the update do not mention Fungus Bogs. They were either introduced there later or their presence in the Fungus Bogs was not included in the patch notes.

## Behavior

Slowly sifts through the map looking for food, throwing up small clouds of dust while doing so. It is completely oblivious to damage and its surroundings, and won't react to either.

### Health and Armor

Health Scaling

## Trivia

* The Silicate Harvester is used to complete two Achievements: Farmer and Car Pool.
Legacy Wiki/Flex section

Guides

* How to play guide for Legacy
* System requirements
* Release date
* Game support

Videos

Twitter

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*Legacy* Links

Publisher
Rockpox Naedocyte Breeder

— Miner's Manual Description

**Rockpox Naedocyte Breeders** is a hostile creature found on Hoxxes during a Lithophage event. Formed from a Naedocyte Breeder being infected by a Rockpox Larva, the Rockpox Naedocyte Breeder is the second example of the Lithophage plague jumping species from Glyphids to Naedocytes. The takeover from the sickness has killed off the Naedocyte's central immune system, making them incredibly numb to pain. This numbness to pain makes these Naedocyte-transformed Lithophages extremely hard to kill. They are usually found near a Lithophage meteorite during an outbreak and will defend the meteorite to its death in order to protect it.

Rockpox Naedocyte Breeders are the largest flying Rockpox-infected creature that is known, akin to a floating Rockpox Praetorian. It also has the highest base-health out of any Rockpox-infected creature save for the Lithophage Corruptor. Likewise, its large health pool is only matched by its rarity. Spawn rates for infected Breeders are quite low even among the relatively uncommon Rockpox enemies, and you would have more chances encountering a Lithophage Corruptor than one of these things.

## Combat

**Rockpox Naedocyte Breeder** are much hardier than regular Naedocyte Breeders as expected due to their rock-hard infected carapace. By behaviour, they behave exactly the same as their uninfected counterparts. The biggest difference however, is that rather than birthing Naedocyte Hatchlings and Naedocyte Roes, the Lithophage infection has mutated to only spawn Rockpox Larva. This also means that killing these infected Breeders would cause their body to erupt in even more Larva. It is recommended to use area-of-effect weapons when dealing with them, although their extreme health and ability to fly would make them difficult to target for short-ranged weapons. It has several blisters, making them very sturdy even for the likes of the Rockpox.

## Trivia

* Its ability to spawn lesser infectious creatures and explode; releasing even *more* infectious creatures is reminiscent to the Flood Carrier Forms from the Halo franchise.
* Upon death, there is a chance for it to perform the popular Wilhelm scream.
* It is by far, ***THE*** rarest enemy to encounter, even more rare than the already uncommon Lithophage Corruptor.
How to play guide for Legacy

*This article is a stub. You can help Legacy Wiki by expanding it.*

This page will serve as a basic **how to play guide for *Legacy***. While there is very little information available at this time, we urge you to check back often, as new information is being added all the time! Feel free to edit this guide with any tips, tricks, and suggestions.

## See also

* Release date
* System requirements
Machines

*This article is a stub. You can help Legacy Wiki by expanding it.*

**Machines** are automation tools used to experiment with new products and manufacture existing products. The machines that have been made public are:

* Cloth Maker Machine
* Wood Maker Machine
* Metal Maker Machine
* Mineral Maker Machine
* Universal Assembler
* Painter
Naedocyte Cave Cruiser

*This article is a stub. You can help Deep Rock Galactic Wiki by expanding it.*

## Cave Cruiser

 — Miner's Manual Description

The **Naedocyte Cave Cruiser** is a passive creature found exclusively on Dense Biozone. It floats around aimlessly, occasionally raining a substance that has no effect.

### Health and Armor

Health Scaling

### Attacks

Naedocyte Cave Cruisers cannot directly damage the player in any way.

## Trivia

* The model used for the Cave Cruiser was originally shared with the Naedocyte Shocker, but the Shocker was given a unique model in Update 23: Horrors of Hoxxes.
Legacy

*This article is a stub. You can help Legacy Wiki by expanding it.*

**Legacy** is a city-building and toy-manufacturing industrialist simulator developed by 22cans Ltd. It is based off of Peter Molyneux's first game, The Entrepreneur, which he made in 1984 and was never popularized.

No release date has been announced yet.

It is speculated that Legacy will be available on Windows, mobile operating systems, and the Nintendo Switch, however concrete information regarding system requirements has not been released yet.

## Game support

This wiki is not used for game support. The game has not yet been released and, as such, there is no official channel for game support yet.
Chapter 2

Location: The Highland Crags

## Chapter 2-1: The Adventure Begins

Throughout this level, you will have to deal with Beetles of varying strengths and powers, but you should be able to deal with them pretty effectively. A few of them have spinning mouth parts, shoot lasers, or charge you and then explode. When you see red textures on walls, break them, because there's a good amount of relics in there. There's a couple Birds to face as well, and they primarily attack via a tornado. Little Goblins are here in force, as well as Arrow Traps.

## Chapter 2-2: Old Crag Mine

Enemies:

Environment

Known Secret Part Rooms:

Make your way down the mine, dodging the goblin archers and laser bugs. You'll encounter some large Goblins deeper in the mine that are pretty threatening in your small state, but a few aerial attacks should deal with them in quick order, especially considering they are of the slow-moving club-wielding variety.

## Chapter 2-3: An Unexpected Encounter

Enemies:

Environment

Known Secret Part Rooms:

## Chapter 2-4: Over the Lake

Enemies:

Environment

Known Secret Part Rooms:
See You In Hell

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**See You In Hell** is one of the 23 available perks that currently exist in Deep Rock Galactic. It can be unlocked on the first row of perks and there are 3 tiers; each tier requiring 3 / 7 / 11 perk points respectively for a total of 21.

## Perk Table

Active: 3 times each mission, you can trigger a large neuro-pulse explosion after you go down. A residual neuro-electric field will electrocute and scare off enemies.(2 / 2 / 1 minute cooldown)
[Tier 2 and 3 only: Neuro-pulse radius increased!]
Hold [THROW GRENADE] after going down to activate.

## Perk Breakdown

* Neuro-pulse explosion effects:
	+ Damage: 666 Disintegrate
	+ Full damage radius: 4 m
	+ Damage radius: 4.5 m
	+ Armor Damage x0
	+ Weakpoint Damage x0
	+ Friendly Fire Modifier: x0
	+ Fear: 10
	+ Stagger: 33% chance to stagger for 15 s

* On Neuro-electric field effects:
	+ Damage: 3 - 5 Electric
	+ Interval: 0.25 s
	+ Movement Speed: x0.3
	+ Duration: 15 s
	+ Affected by: Electric resistance (both the damage and the slow)

* Melee damage bonus:
	+ Duration: 1.5 s
	+ Increases base melee damage by 20 (base melee damage being 11)
	+ It doesn’t add damage to: Impact Axe, Reinforced Power Drills, Power Attack
	+ Basic pickaxe attack will do:
		- (11+20)+(11+20)x1.5 = 77.5 melee damage versus non armored enemies
		- ((11+20)+(11+20)x1.5)x0.8 = 62 melee damage versus light armor
		- (11+20)x2+(11+20)x1.5 = 108.5 melee damage versus a x2 weakspot; allowing to kill a Glyphid Grunt in one hit
* The single use active effect will recharge at the beginning of each stage of a Deep Dive.
* This perk is currently bugged; the number of activations remaining will not update when the player is downed.
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Credits

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**Credits** () are the primary form of currency in Deep Rock Galactic. Credits, as well as Crafting Materials, are used to purchase Modifications, Accessories, and other goods on board the Space Rig. Credits serve no purpose during missions.

### Acquiring Credits

There are multiple ways to collect **credits**.

* Assignments
	+ Certain assignments, such as Conquer Hoxxes IV, will provide credit rewards for each completed mission.

* Mission Payout
	+ Completing the primary / secondary objective of a mission will reward credits

**Note:** Payouts shown in the Space Rig and inside the Drop Pod are not always correct.

* Gold
	+ 2 Credits are rewarded per unit of Gold, which can be found spread across the walls of caverns. A larger, compressed form of gold, named Compressed Gold, can be sometimes found embedded in the cave walls, and must be dug out. Depositing the hidden chunk of gold will reward the team with 150 - 250 units of gold.

* Bittergem
	+ An extremely rare purple chunk of crystal, named Bittergem, can be found and deposited into the M.U.L.E. It will reward the players with 1000 - 1500 Bittergem units, which are worth 1 Credit each.

* Mineral Trade Terminal
	+ The Mineral Trade Terminal on the Space Rig can be used to trade-in Crafting Materials for Credits (50  per 1 Crafting Material).

### Spending Credits

Credits can be spent in various way on the Space Rig.

* Equipment
	+ Unlocking gear and modifications is one of the primary uses for credits, as it is the primary source of making the player stronger.

* Accessory Shop
	+ Vanity items can be purchased using credits and minerals to outfit the player character's appearance.

* The Forge
	+ Various customizations, such as overclocks, cosmetic options and weapon paintjobs have a credit cost associated with them.

* Mineral Trade Terminal
	+ The Mineral Trade Terminal on the Space Rig can be used to purchase Crafting Materials for Credits (150  per 1 Crafting Material).

* Drone Modification Terminal
	+ Upgrades can be purchased with Credits to increase Bosco's capabilities while on missions.

* Abyss Bar
	+ Corporate issue drinks from the Abyss Bar can be purchased with Credits.

* Promotions
	+ Once a player has completed all Promotion Assignments, the player can promote their character's class at the Memorial Hall.

* Jukebox
	+ Various songs can be played at the Jukebox by the Abyss Bar for just 2  Credits. Although it exists for fun, there are a few Achievements that can be earned from playing songs.
Shredder

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## Combat

### Weakness(es)

Explosive: 100%
Electrocution: 30%
Melee: 200%

## Temperature

### Freeze T°C

30°
-1000°

### Unfreeze T°C

0°
-0°

### Warming Rate

30°/s
20°/s

 — Miner's Manual Description

Shredders are very small rival tech bots. They can appear if a Prospector Drone has been attacked along with Patrol Bots, can appear in Industrial Sabotage missions, or during rival waves in the Rival Presence mutator. They will primarily quickly fly around looking for targets to slam into.

It is rocket/missile like in appearance. The stabilization fins along its sides can be assumed to help it quickly zip around, and it has a glowing orange visual sensor on its front. In season 3 they are found as one of engineers grenades.

## Combat

Shredders are fairly aggressive and will use melee only. Their attack consists of spinning in place and then ramming into the Dwarves, and they will pause before attempting to ram again. Upon being killed they will fall to the ground and explode. using area firearms is heaveliy reccomended
Goblin Swordsman

The Goblin Swordsman is the stock enemy of the Goblins (outside of Little Goblins), and exist in two forms: the Static Goblin Swordsman, and the Throwing Goblin Swordsman. The static variant simply strikes with their weapon, while the throwing can throw their sword like a boomerang, possibly causing double damage. Of these variants, there are even more variants, with Double Edged Goblin Swordsman and Goblin Flame Swordsman being most common.
Mine Head

The **Mine Head** is a specialized heavy lifter deployed by Deep Rock Galactic to assist the dwarves during Point Extraction missions.

### Appearance

The Mine Head is a large, yellow colored platform with a massive auger drill at the base. It is delivered to the Point Extraction mission area, where it lands and unfolds, revealing a wide metal grated surface for the team to stand on, a red button, four ramps connecting it to the ground, and five solid yellow platforms where two floodlights and three large Sentry Turrets, similar to the Engineer's LMG Gun Platform, will be placed in a star formation. At the top of the Mine Head lies a small rocket craft with two doors on either side. The doors will open when approached, allowing players to deposit their resources into a large mineral grinder.

### Point Extraction

The Mine Head serves as a base of operations for all Point Extraction missions, providing a depository for minerals and safe haven against any enemies that crawl within range. Do note however, most enemies are able to hit dwarves from under the platform.

The Sentry Turrets are functional, and will fire upon enemies that enter their range. The Sentry Turrets deal roughly the same damage as an Engineer's Sentry Gun, have 600 rounds of ammo each and cannot be damaged. They will deconstruct and disappear after their ammo is depleted - they cannot have their ammo refilled by an Engineer. As such, it is recommended to finish a level before the turrets run out of ammo. The floodlights remain operational throughout the whole level and will progressively scan the environment for enemies in a sweeping motion.

Once the primary objective has been completed, Mission Control will announce that the launch controls are active. The orange button on the Mine Head will become active, and can be interacted with. Once pressed, the rocket ship the players deposited their resources into will return to the Space Rig by propelling itself back up the tunnel the Mine Head originated from. After two minutes of defending against a large swarm of enemies, the Drop Pod will land somewhere nearby, where it will wait for three minutes before departing

### Trivia

* In the Closed Alpha, the floodlights and sentries present on the platform could be summoned similarly to the Resupply Pod by spending gold instead.
* As bugs can attack through the metal mesh of the Mine Head, it's not recommended to fight on it.
* Dwarves are instantly downed by the Mine Head if it lands on top of them, similar to Resupply Pods.
* As of Update 33, the Mine Head has received a visual update to make it more aesthetically consistent with newer assets.

### Gallery

* Floodlights on the Mine Head
* Large Auto Turrets on the Mine Head
The Doctor's Laboratory

This is the location that Chapter 1 is set in. It is the location of the demonstration and may be the location the meeting to decide the next steps to combat the goblins took place.

There is a garden outside of the Lab where Knack and Viktor's robots competed to see whether or not Knack would join the operation.

## Enemies

Machines
Androids
Robots
## Environment

Wall Turrets
Fire Wheel
Electric Trap
Fans
Elevator Platforms
Crumbling Floor
Breakable Projectiles
Guardian

Guardians are an Enemy type. There are four varieties: the Knife Guardians, the Guardians, the Grand Guardians, and the Final Guardian. They are a difficult Enemy type. Guardians are found in many areas, usually with relics present. Knife guardians often appear near them. Grand Guardians and the Final Guardian are only found in the Shattered Lands.

## History

The Guardians are unthinkably old. Their original purpose was to serve the High Core and protect the Relics. They wish to see the world returned to its ancient state. At some point in time, a certain kind of Beetle developed Guardian powers. The High Core's favorite guardian, the Final Guardian, was seemingly in command of the rest and could summon them at will. The number of Guardians is unknown, but is thought to be hundreds or even thousands. Several centuries ago, the Labyrinth's creator found a way to control them. He used them to guard his Key so that the High Core could never be released. During the events of Knack, they returned to protect their relics and finally launched an attack on the world in Chapter 15. Strangely, they have a deep connection with the relics but instead are made up of stone and Sunstone. It is thought the Sunstones on their bodies give them energy.

## Knife Guardian

The Knife Guardians are small, about human size. They appear as stone creatures with purple stripes. They often escort Guardians, or are found close to them.
Ryder

**Information**

[[File:|frame]]
Ryder is Lucas' uncle, and is a world famous explorer who has been instrumental in the war against the Goblins. Because Lucas' parents are deceased and Ryder is a globetrotting adventurer, most of Lucas' upbringing has been overseen by The Doctor, causing some interesting friction between the three characters.
Machines

The machines are little robots used by in the demonstration of Knack's abilities. There are a few features of these machines.

## Type 1: Spiked

Chapters:

* Chapter 1-1

Attack 1: Spikes

* Description: As this machine approaches knack powered spikes extend from its base and spin then retract.

Special Property 1: Shield

* Description: Some are found with a force shield covering them. This shield can sometimes be turned off by use of a nearby switch. Other than the switch using a special move on them will break through the shield and destroy the machine.

## Type 2: Bolt

Chapters:

* Chapter 1-1

Attack 1: Bolts

* Description: It fires 2 energy balls, from its antenna, straight at the player in secession.

Special Property 1: Shield

* Description: Some are found with a force shield covering them. This shield can sometimes be turned off by use of a nearby switch. Other than the switch using a special move on them will break through the shield and destroy the machine.
Lucas

**Information**

Lucas is the level-headed best friend of Knack. He is the assistant of The Doctor and helps him with his work with Knack. Lucas is the one who came up with the idea of having Knack assimilate with other material not just relics. The Doctor said that it was impossible, but he convinced Knack to try by saying, "what could it hurt?"
Viktor

**Information**

Viktor is a billionaire industrialist who has made his fortune mining for ancient relics. These relics can be used for electricity, powering machinery and vehicles, and are in fact that main component that powers Knack, his transformations, and his dramatic growth. His stable of powerful robots have been instrumental in the defense against the Goblins. He is assisted by his faithful assistant Katrina.
Chapter 1

This is the first chapter that introduces Knack to the game. It is mostly a tutorial on how to play Knack and how to use his abilities.

## Chapter 1-1 - His Greatest Creation

This chapter starts with goblins raiding a highly fortified bunker. Then moves one to a group of people who are trying to come up with a plan to stop that group of goblins. Viktor suggests using his security robots and then the professor uses that time to introduce knack as a potential solution.

Location: The Doctor's Laboratory

Enemies:

* Machines
* Androids

Environment:

* Wall Turrets
* Fire Wheel
* Electric Trap
* Fans
* Elevator Platforms

Known Secret Part Rooms:

* None

This entire first section is mostly a tutorial for the powers and skills that Knack can use. Platforming is demonstrated here by dodging the wheels of fire, avoiding green laser balls, and jumping over the electrified panels. Various robotic enemies will pop up here and then, including a group of blue enemies that turn into spikes while twirling, which will also showcase the combat system quite well. When you go in for most of the "first attacks" on new enemies, the screen will slow down, allowing you to see the best use of attack or dodge in order to effectively combat them. Sunstones will also be shown here for the first time, demonstrating your various Special Moves.

## Chapter 1-2 - Viktor's Challenge

This chapter starts with Viktor dismissing the demonstration with the point of that the robots used were not made well for combat. Then says that if Knack can beat his robots then he would be fine with him joining the expedition. They decide the gardens is a good place to battle since it has more space.

Location: The Gardens outside of The Doctor's Laboratory

Enemies:

* Robots

Environment

* Crumbling Floor
* Breakable Boxes

Known Secret Part Rooms:

* 3 Secret Rooms

Deal with the various enemies here as indicated on screen. This is a very simple level, so you shouldn't have much difficulty.

## Conclusion

This chapter ends with Viktor and his group along with Knack's group flying off to locate the goblin raiders.