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Glyphid Spawn

— Miner's Manual Description

The **Glyphid Spawn** is a hostile creature found on Hoxxes IV. It is a miniscule, infantile Glyphid loosely resembling the Glyphid Swarmer, distinguished from the latter by its slightly smaller size and its body always being mint green in color regardless of biome.

Glyphid Spawns are exclusively spawned by the Glyphid Brood Nexus and thus do not spawn naturally within the biome. While dealing roughly the same amount of damage as Glyphid Swarmers, Glyphid Spawns have less health compared to their Swarmer counterparts.

When a Brood Nexus is destroyed, multiple Glyphid Spawns explode out of it (unless the Nexus is frozen). All strategies effective against Swarmers should be even more effective on Spawns.

## Combat

Glyphid Spawns will run at players to engage in melee combat, jumping towards nearby targets when they get close enough.
Deep Rock Galactic Wiki/Sandbox

Welcome to the Official *Deep Rock Galactic* Wiki
The *Deep Rock Galactic* compendium by the players, for the players.
We are currently maintaining 5,837 pages (378 articles).

Please feel free to contribute by creating new articles or expanding existing ones.

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Participate
Have a page you'd like to add to the Deep Rock Galactic Wiki? Get started by giving your article a name and hitting "Create Page." Edits and improvements to existing pages are also appreciated.

* Adding content
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Updates

**Version**: 0.25.31361.0

**Release Date**: September 26th, 2019

**Key Features**

* Deep Dives
* Matrix Cores
* Six New Mutators
* Interplanetary Miners Union
* Cargo Crates
* And More!

View The Update Article

News
Deep Rock Statistics! 2023 by the numbers - - 2024/01/11 15:02
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About
**DANGER. DARKNESS. DWARVES.**

In the far future, space mining is big business.
The interplanetary mining corporation DEEP ROCK GALACTIC specializes in securing the most dangerous dig sites in the galaxy. When they need a team for the toughest missions, they call in the Dwarves - mercenary miners, legendary for their ability to survive underground, and infamous for their brutality in combat.
Join a team of up to 4 players to fight, dig and explore your way through enormous cave systems, uncover the greatest riches, and make it out alive.
 — from the official site

Release date: February 28, 2018 (Early Access)

Twitter
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It's a Bug Thing

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**It's a Bug Thing** is one of the 23 available perks that currently exist in Deep Rock Galactic. It can be unlocked on the eighth row of perks and there are 2 tiers; each tier requiring 2 / 3 perk points respectively for a total of 5.
Health

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.

**Health** is a value determining the hit points of a dwarf, creature or amount restored/lost.

There's currently three hit point types:

* **Health** - main hit points of a dwarf or creature, once this is depleted the dwarf will be incapacitated or the creature killed.
* **Shield** - protective hit points for the dwarves which can fully regenerate passively, shield protects health points until depleted.
* **Armor** - protective hit points for creatures which ignore any bonus weak point damage, armor protects health points until depleted.

## Dwarves

Each class currently shares the same health and shield count.

*For more detail about armor upgrades please see their respective Armor pages*

Note: Each level of armor mastery add 5 , health added by armor mastery isn’t affected by Red Rock Blaster.

Healthy add 20 , health added by Healthy isn’t affected by Red Rock Blaster.

### Incapacitation

Once a dwarf's health reaches zero, they will become incapacitated.

Incapacitated dwarves are unable to move or use any of their equipment. They will remain in the same location they were originally incapacitated. An incapacitated dwarf must be rescued by either a teammate or Bosco depending on the mode they are playing. When playing in a team of players, the game will end immediately after all the players have been incapacitated. If a player has the Iron Will perk, then a ten-second grace period is granted after all dwarves have been knocked out, offering the player a final opportunity to activate the perk.

To revive an incapacitated teammate, a player must walk up to them and hold the Activate button. After a short duration (six seconds without changes from perks), the incapacitated dwarf will be revived with a fraction of their overall health pool, with the percentage depending on the hazard level. The revive can only be interrupted by the savior becoming incapacitated themselves, or being forced away from the downed player.

Downed players can press the Shout button to call for help. They can also view their teammates in a third person perspective.

## Creatures

Creatures have their own individual hit points, although their damage resistance may change depending on the Hazard Level. Below creature base health values will be displayed with no damage resistances applied.

## Healing Sources

There's a few ways the dwarves can restore any of their missing health and/or shield.

 Claiming a Resupply Rack from a Resupply Pod | +50%
 Claiming a Resupply Rack from a Resupply Pod, with the Resupplier Perk
 Inside a Shield Generator's bubble
 Mining Red Sugar with Sweet Tooth perk equipped
 Melee killing a medium-sized creature with Vampire perk equipped

### Regenerative

These are meant to regenerate a certain amount of missing health or shield passively (or upon revival).

 Receiving damage, then avoiding damage for 7 seconds.(6s with Improved Generator / 9s with Boosted Converter)
 Being revived
Glyphid Warden

* Front
* Top

 — Miner's Manual Description

The **Glyphid Warden** is a hostile creature found on Hoxxes. It is a member of the Glyphid family, and can be found on every region of the planet. It is somewhat similar in appearance to the Glyphid Grunt Guard; it features heavy chitinous plating covering the majority of its body, mainly the abdomen and front legs, which can be broken via concentrated firepower. Its coloration is mainly white chitin and pink flesh. The mouth is slightly smaller compared to other Glyphid species of a similar size. Most notably of the creature, however, is its rather ornately designed abdomen. The armor plating spikes out in various directions, and at the top of the creature can be found a large pink orb known as a "spherical spore emitter organ".

## Combat

The Warden itself does not engage in direct combat. It is completely incapable of attacking a dwarf on its own and will put up no resistance or self-defense when attacked.

The Warden instead serves as a support unit for the Glyphids. It will use its spore emitter to buff any Glyphids standing around it, giving them considerable damage resistance (as indicated by a blue shield icon next to the Glyphid's name, and a large pink spore trail connecting the Warden to the Glyphid). The Warden can only buff so many of its Glyphid allies within range, and it will only buff Glyphids - Macteras, Naedocytes and stationary threats such as Spitball Infectors will not be protected by a Warden.

A lone Warden can "summon" more Grunts to buff and assist it in a fight by emitting a particular screech. This will cause several Glyphid Grunts to burrow up from the terrain and form around the Warden in a defensive manner.

Wardens are mostly clad in heavy armor and can thus withstand considerable punishment. However, like most Glyphids, their face and mouth are highly vulnerable to damage. The spore emitter in particular takes 300% damage and does not break like similar weak spots.

**Defense Enhance**, the buff provided by the Warden, grants its allies restoration of 3.5 health every 1.5 seconds and x0.5 damage resistance, lasting 2 seconds. While this buff doesn’t affect the Warden itself, it can nonetheless affect the following creatures:

* Glyphid Grunt

* Glyphid Grunt Slasher

* Glyphid Grunt Guard

* Glyphid Praetorian

* Glyphid Oppressor

Enemies who are debuffed in any way such as being lit on fire, electrocuted or frozen will still be protected by a Glyphid Warden. The buff effect provided by a Warden will continue to persist for a few seconds after it dies.

## Trivia

* The Glyphid Warden was added in Update 23: Horrors of Hoxxes.
Armor

*This **disambiguation** page lists articles associated with the same title. If an internal link referred you here, you may wish to change the link to point directly to the intended article.*

**Armor** may refer to:

## Equipment

* "Mole" Armor Rig, Driller's armor undersuit.
* "Owl" Armor Rig, Engineer's armor undersuit.
* "Barracuda" Armor Rig, Gunner's armor undersuit.
* "Fox" Armor Rig, Scout's armor undersuit.

## Hitpoints

* Regenerating shell hitpoints of a Glyphid Dreadnought or a Dreadnought Hiveguard
* Red Rock Blaster health buff
* Each class's Armor Rig Mastery unlocks

## Resistances

* Creature's Innate Resistances
* Creature's Armored Shells
* Tier 3 upgrade of each class's Armor Rig:
	+ Temperature Insulation
	+ Hazmat System
	+ Reactive Armor
	+ Shock Absorbers

## Skins

Visit Armor Skins to view the armor skins.
Glyphid Swarmer

* Common
* Frost
* Radioactive

 — Miner's Manual Description

The **Glyphid Swarmer** (colloquially known as the *"Hoxxes IV Ankle Biter"*) is a hostile creature found on Hoxxes IV. It is a small, underdeveloped Glyphid with peach skin, lacking any bodily chitin unlike the majority of its matured brethren. Its Glacial Strata variant differs by being light blue in color while the Radioactive Exclusion Zone variant is light green. Glyphid Swarmers created by the Glyphid Dreadnought's Swarm Bladder are dark red in color.

Glyphid Swarmers are smaller, faster versions of the common Glyphid Grunt and often swarm the dwarves in large groups, serving as a distraction or overwhelming them with sheer numbers. They are one of the most agile of all Glyphids, and will often leap around, towards, or run around their prey to startle them and attack from all directions. Swarmers are also found lurking in Glyphid tunnels, and will awaken to attack any dwarf who approaches the nest.

This creature has a Glacial Strata variant which is less vulnerable to cold but more vulnerable to heat, and a Radioactive Exclusion Zone variant which is immune to radiation and produces a small cloud of radiation upon death.

Swarmers can appear in a number of ways besides the usual roving packs and swarms. They spawn from Glyphid tunnels, which are composed of an unknown purple material, from clusters of Glyphid eggs found in the Dense Biozone and the Fungus Bogs, and from pheromone-filled egg sacs hurled by the Glyphid Dreadnought. There is also a rare type of swarm that heavily spawns Swarmers. These swarms are always prefaced by an alert from Mission Control.

The Glyphid Spawns produced by a Glyphid Brood Nexus are very similar to Swarmers, but they're even smaller and less resilient.

## Combat

The Glyphid Swarmer's combat behavior is identical to the Glyphid Spawn. However, the Swarmer has slightly more health. Nonetheless, an easy way to kill it is by simply using a pickaxe, so as to conserve ammo for larger threats.

## Gallery

* Radioactive Exclusion Zone appearance.
* Glacial Strata appearance.
* Eggs Glyphid Swarmers can spawn from when destroyed found in the Dense Biozone.

## Trivia

* Although its Miner's Manual description states that the Glyphid Swarmer is the smallest known variant, this title actually attributes to the Glyphid Spawn, which is partially smaller than the former.
Alien Fossil

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

 Type
 Hardness
 Value

The Alien Fossil is a secondary objective found in all mission types. 10 must be collected in order to complete the objective.

Completing the objective gives 900  and 200 , which are both affected by Hazard Bonus.

### Appearance

Alien fossils appear as a fossil of a creature that seems to resemble an Ammonite, embedded in brown rock. The "creature" on the fossil can also be seen in the dark, although barely.

### Locations

Fossils can be found in any environment. They appear on walls and ceilings, sometimes making their collection difficult.
Level

*This **disambiguation** page lists articles associated with the same title. If an internal link referred you here, you may wish to change the link to point directly to the intended article.*

**Level** may refer to:

### Difficulty

Hazard Level, a mission's difficulty indicator.

### Player

Experience, the player's experience points, levels and ranks.
Glyphid Exploder

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
* Common
* Radioactive

## Combat

### Weakpoint

Mouth: ×2

* Front
* Top

## Temperature

### Freeze T°C

10°
-10°

### Unfreeze T°C

0°
0°

### Warming Rate

6°/s
12°/s

## Combat

### Weakpoint

Mouth: ×2

* Front
* Top

## Temperature

### Freeze T°C

10°
-10°

### Unfreeze T°C

0°
0°

### Warming Rate

6°/s
12°/s

 — Miner's Manual Description

The **Glyphid Exploder** is an explosive variant of the Glyphid Grunt with dark red skin and orange bulging tumors and veins which emit a slight glow. Exploders are much faster than most enemies and make little to no noise which they will often use to easily sneak up behind players and detonate before the player has time to react. The only recognizable noise they make is a distinct inflating and hissing sound they make before they explode. When an exploder gets close enough to a player or it takes enough damage, it will freeze in place and then detonate, leaving behind a crater coated in Slate or Hot Rock if in the Magma Core or just plain but rough and jagged ice in Glacial Strata. Exploders have very little health, so they can be easily disposed of as they approach. Exploders always explode on death unless frozen, melted, or critically hit with a final blow to the head.

This creature has a Radioactive Exclusion Zone variant, which explodes into a cloud of radiation instead of making a normal explosion.

## Combat

### Attacks

The **Glyphid Exploder** will move towards players at a run. Once they get within a certain radius, they will stop and make a sizzling sound, and explode. This deals a significant amount of damage, and explodes a patch of terrain leaving behind slag on all biomes besides Glacial Strata and Magma Core, where the explosion leaves behind hot rock in the place of slag. Body parts are also occasionally left over after the explosion.

When a **Glyphid** **Exploder** sees a dwarf that is not full health it will rush at them, moving at ×1.5 Speed for 3s.

## Variants

### Radioactive Exclusion Zone Variant

 — Miner's Manual Description

This variant of the Glyphid Exploder is mostly the same as the regular variant, however the radioactive exploder leaves a small cloud of radioactivity after it blows up.

## Trivia

* In Update 32: Roughnecks At Work, Glyphid Exploders gained a 25% melee damage vulnerability so that they could be reliably defused with a single Pickaxe attack to the mouth across all Hazard Levels. Prior to the update, a single Pickaxe attack would not consistently kill them on Hazard 4 and 5.
* Glyphid Exploders were originally named 'Suiciders', but this was later changed. However, the Steam trading card for the Exploder is still titled after its original name.
Fungus Bogs

— Ingame description

**Fungus Bogs** is one of the biomes of Hoxxes IV. It is made up of large caverns filled with different kinds of Xenofungi, which range in size from small to extremely large. Larger Xenofungi are big enough to be used as platforms. The dirt making up the caves is durable, taking two hits for it to give way.

#### Hazards

The biome-specific hazards for Fungus Bogs are Poison Spores Fungus, medium-sized mushrooms that release poisonous vapors, damaging dwarves who get too close, and Sticky Goo, a deep-green bubbly goo which can cover large areas of the floor, dramatically slowing movement of any Dwarf or Glyphid walking across it.

Similar to other biomes, Fungus Bogs has Explosive Plants, which explode violently when sufficiently damaged. The explosions are able to trigger other nearby explosive plants, which may then cause a deadly chain-reaction.

#### Enemies

Most Glyphids can be encountered in Fungus Bogs, including Spitball Infectors, Cave Leeches, and Glyphid Dreadnoughts.

#### Ores

As with every biome, some of the Ores that can be found in the Fungus Bogs are determined by the mission type, such as Morkite and Aquarq. The crafting materials found in the Fungus Bogs are  Croppa and  Jadiz, with Croppa being abundant and Jadiz being scarce.

### Trivia

* Added during the Early Access period with Update 7: Alpha Launch on the 28th February 2018.
Carnivorous Larva

— Miner's Manual Description

The **Carnivorous Larva**, also known as Parasite, is a hostile creature found during missions in any region with the  Parasites Warning. These tiny enemies burst out of killed bugs and flail around, gnashing at the Dwarves.

The HP of the Larva is not linked with its host, meaning that overkilling the host will not kill the Larvae along with the host.

## Combat

When killing a medium or larger enemy, a pile of blackish goo will form, and some Larvae will spawn in a group (1-3 for a medium enemy, 3-5 for larger) and leap out of the goo. After landing again, they slither rapidly towards their target. Larvae attack by leaping at a target to deal contact damage, as well as exploding on contact to deal additional damage in a small area.

## Trivia

* Although Larvae will spawn when killing a Glyphid Bulk Detonator or Glyphid Crassus Detonator, they are not fast enough to avoid the Detonator's death explosion and will always die.
Hover Boots

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Press and hold the [CALL M.U.L.E.] key ("C" by default) to use the Hover Boots.

**Hover Boots** is one of the 23 available perks that currently exist in Deep Rock Galactic. It can be unlocked on the third row of perks and there are 4 tiers; each tier requiring 3 / 5 / 7 / 9 perk points respectively for a total of 24.

## Perk Table

(120 / 105 / 90 / 75 seconds cooldown)
Long Press [CALL M.U.L.E.] while airborne to activate.
Press [CALL M.U.L.E.] or [JUMP] while hovering to deactivate.

## Perk Breakdown

* The perk does not immediately halt your momentum (though it does reduce it very quickly). As such, you can still slam into the ground (taking fall damage) if you are going extremely fast or activate it too late!
* While active, you burn any creatures unfortunate enough to be right beneath you:
	+ Damage per tick: 20
	+ Damage type: Heat
	+ Interval: 0.25-0.5 s
	+ Movement speed: x0.8
	+ Duration: 2 / 2.5 / 3 / 3.5 s
	+ The area underneath the Dwarf's feet acts as an Environmental Heat Source with an Intensity value of Heat 3. This prevents enemies from cooling and causes them to gain 20° per second.
Black Box

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

 Cave Type
 Deposit Type
 Objective(s)

**Black Box** is a mission type unique to Deep Dives in *Deep Rock Galactic*.

Black Box missions only appear as a secondary objective.

## About

Black Box missions are very similar to the Uplink and Refueling stages of a Salvage Operation. The equipment must be repaired, after which the team has to stay inside a visible radius, fighting off creatures until the progress bar completes. The progress bar will move faster the more players remain within the radius, and will rapidly decrease if no players are within the radius. Mission Control will chastise the players until they return to the zone. If the progress bar is completely depleted, you will be able to retry the Black Box. Players who are downed within the triangulation zone are counted as outside the zone, and will not advance the progress bar.

## Trivia

* Black Box objective was added with the Deep Dives update, Update 25: Endgame - Part 1
Barley Bulb

Type
 Hardness
 Rarity
 Value

**Barley Bulb** is an ingredient used to create Today's Special drinks or acquire Beer License in the Abyss Bar. They can appear in any mission type. To be gathered, dwarves must be close enough to pick them up with the [USE] key ("E" by default). They are not affected by Hazard Bonus or biome.

### Appearance

Barley Bulbs grow on a single stalk and have a red bulb at the end. The bulbs are bioluminescent and can be seen in the darkness, making them easy to see at a distance.

### Locations

Barley Bulbs can be found in any environment. While normally they are growing out of the ground, they sometimes jut out of walls, making their collection somewhat difficult.
In every mission, there will always be at least one barley bulb.

### Trivia

Barley is a grain that is used frequently as fermentable matter for beer. This explains why it is used it Beer Crafting.
"Mole" Armor Rig

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

 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

## Equipment Details

### Availability

Default

 — Item Description

The "Mole" Armor Rig is the Driller's piece of undersuit armor. It can be upgraded to improve its resistance against fire damage.

## Modifications

There are four tiers of modifications and each tier has one to three upgrades. Only one modification can be equipped per tier.

### Mastery

Each modification that is purchased advances a mastery bar by one unit.

Mastery unlocks:

* Three upgrades – +5 Health
* Four upgrades – Chocolate Reign Armor Paintjob
* Six upgrades – +5 Health
* Seven upgrades – Chalkbuster Armor Paintjob
* Nine upgrades – +5 Health

## Stats breakdown

### Unique Modifications

#### Shockwave

**Shockwave**

* Damage: 8-16
* Damage Type: Explosive
* Radius: 5 m

#### Static Discharge

**Static Discharge**

* Damage: 0.2 per tick
* Damage Type: Electric
* Interval: 0.2
* Duration: 2s
* Total Damage: 2
* Radius: 2 m
* Status Effect: Electrocution (Movement Speed ×0.2)
Iron Will

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**Iron Will** is one of the 23 available perks that currently exist in Deep Rock Galactic. It can be unlocked on the third row of perks and there are 4 tiers; each tier requiring 3 / 5 / 7 / 9 perk points respectively for a total of 24.

## Perk Table

While in this state you move faster, hit harder, and are resistant to slowdowns.
Make it count!
Hold [JUMP] after going down to activate.

## Perk Breakdown

* During Iron Will:
	+ Immune to all damage, shields do not regenerate
	+ All weapons are reloaded upon entering Iron Will
	+ Movement Speed: ×1.2
	+ Pickaxe damage: ×2.5
		- Does **not** apply to power attacks
	+ Slowdown reduction: 30 % (ie slow will affect you at 70 % of their normal value so a 80 % slow will become a 56 % slow instead)
	+ Power Attack Cooldown: Divided by 3
* The single use active effect will recharge at the beginning of each stage of a Deep Dive.
* Obtaining health via any method during "Iron Will" will prevent the down from occurring after the last stand duration.
Mactera Tri-Jaw

— Miner's Manual Description

The **Mactera Tri-Jaw** is a hostile creature found on Hoxxes IV. It is a rarer member of the Mactera species which will not be seen as commonly as the Mactera Spawn. It will always be spotted flying when idle or in combat, and will be propelled by 4 sharp, curved wings along its back. It can be distinguished from its brethren by its tri-pronged mouth with 3 holes to deliver its attack. Like Glyphid Grunts, they can sometimes be found idly wandering the caves, but most of the time they are seen flying into action during swarms to fight the Dwarves. Generally, one will appear with a group of Mactera Spawn during a swarm.

The Mactera Tri-Jaw has just one attack called the Triple Barrage which consists of a short charge up time, where the Tri-Jaw will then proceed to fire out a burst of 3 acidic spines. They are fired with a short delay in between each spine and each shot has a slight spread, meaning there is a high chance a player will be hit. Added to this is the fact the barrage spines have a small explosive radius.

## Combat

### Weakness(es)

Fire: 100%
Electricity: 50%
Explosive: 100%
Melee: 100%

### Immunity

Courage: 0.0
Stun Duration: ×0.2
## Temperature

### Freeze T°C

35°
-100°

### Unfreeze T°C

5°
0°

### Warming Rate

10°/s
40°/s

The Elite Mactera Tri-Jaw is the elite version of the regular Mactera Tri-Jaw. Like all Elite enemies, the Elite Mactera Tri-Jaw looks almost identical to its regular counterparts; being only distinguished by its aura of distinct vertical red lines with the words 'elite' above their healthbar when scanned and looked at.

#### Attacks

Elite Mactera Tri-Jaw boasts a substantial amount of health to the point that swarms of them would becomes a serious problem for players. Combined with their rapid and multi-firing capabilities, these Elite varieties can quickly down an entire team.

Due to this, the need to target their weakpoints becomes far more strategic when it comes to dealing with them.

Health Scaling

## Trivia

* Though the Bestiary states that the Trijaw is not much of a threat on it's own, ironically it is one of the most dangerous Mactera enemies to encounter with half the health of a Brundle and capable of dealing 4x as much damage as a normal Spawn.
* The Trijaw functions quite similarly to the Primal Aspid from Hollow Kight both in attack patterns and relations to other enemies within their respective games
Croppa

Type
 Hardness
 Rarity
 Value

**Croppa** is a Crafting Mineral that can be aquired by mining it. It can also be stored on the Personal Inventory and Team Depository. It can be bought on the Mineral Trade Terminal for  150 Credits, chunks of it can be acquired (only on Fungus Bogs, Magma Core and Azure Weald) via Huuli Hoarders, Cargo Crates or near Lost Packs.

When the mission is concluded, the Hazard Bonus will dictate how many units the player will get. It is sometimes required to buy equipments, modifications, vanity items and Overclocks. It can be sold for  50 Credits in the Mineral Trade Terminal.

### Appearance

Croppa is a pale-green metallic ore vein, dotted by deep purple crystals jutting from its surface. It bulges out from the walls, similar to Nitra. It is usually located high up, making it a challenge to mine.

Croppa pieces use the same model as Bismor , Nitra, Enor Pearl, Jadiz, Umanite, and Hollomite.

### Locations

Croppa is common in the Fungus Bogs and Azure Weald, and scarce in the Magma Core. It cannot be located anywhere else.

### Trivia

* Based on the color and name of the mineral, it is most likely based off of real-life ore minerals for copper, or copper itself, as it oxidises to a ruddy green in the open air.
* Early in development, Croppa was called "Cropanite".

1. ↑ https://youtu.be/K8cLtfqra9U?t=171
Deep Rock Galactic Wiki

Welcome to the *Deep Rock Galactic* Wiki
The *Deep Rock Galactic* compendium by the players, for the players.
We are currently maintaining 5,837 pages (378 articles).

Please feel free to contribute by creating new articles or expanding existing ones.

Basics

Space Rig
Equipment
Missions
Hoxxes
Creatures
Resources
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Accessories

* How to Play
* Common Misconceptions
* Update History
* Game Support

Dwarves

Driller
Engineer
Gunner
Scout

New Secondary Weapons

* Colette Wave Cooker
* Shard Diffractor

* ArmsKore Coil Gun
* Nishanka Boltshark

Advanced

Assignments
Promotions
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Extras

* Machine Events
* Data Cell

* Cargo Crate / Lost Pack
* Performance Pass

Participate
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Deep Rock Statistics! 2023 by the numbers - - 2024/01/11 15:02
We finally got that hat working! - - 2024/01/05 11:59
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About
**DANGER. DARKNESS. DWARVES.**

In the far future, space mining is big business.
The interplanetary mining corporation DEEP ROCK GALACTIC specializes in securing the most dangerous dig sites in the galaxy. When they need a team for the toughest missions, they call in the Dwarves - mercenary miners, legendary for their ability to survive underground, and infamous for their brutality in combat.
Join a team of up to 4 players to fight, dig and explore your way through enormous cave systems, uncover the greatest riches, and make it out alive.
 — from the official site

Release date: May 13, 2020

Update

**Version**: 1.36.70593.0

**Release Date**: April 28th, 2022

**Key Features**

* 4 New Secondary Weapons
* 1 New Mission Event
* New Performance Pass
* Phazyonite
* And More!

View The Update Article

View The Development Q&A Article

To test changes, to the front page, use the sandbox. Ask a wiki administrator on the Deep Rock Galactic Discord Server.
Laser Pointer

The Laser Pointer is a support tool that relays quick, contextual communication. It can be engaged by holding the [Left CTRL] or [X] button on a keyboard, or [LB] button on an Xbox controller, or [L1] button on a Playstation controller. This function is bound on the same button as `SHOUT`, however keyboard can additionally bind this separately as `LASERPOINTER`.

## Usage

While engaged, the Laser Pointer will draw a line forward until it reaches a solid surface, upon which the screen will reveal its distance from the player and the name of the material its aimed at. When it is aimed at a Resource, the screen will flash green and play a pinging sound effect to indicate its presence. If the Laser Pointer is pointed at an enemy, the screen will turn red.

Pressing `FIRE` will mark the aimed target and display a hover-tooltip for 20s, only one target can be marked at a time. All players can see the tooltip, which will read out the user's class, information, and the player's current distance from the mark. The mark can be seen through walls, making the Laser Pointer a useful tool for tracking the location of enemies or resources.

Pressing `USE` will set a personal waypoint that the user can see while holding the Laser Pointer, it will also display on the Terrain Scanner.

## Notes

* The line drawn by the Pointer will change color based on player class.

## Strategies

### Mechanics

* The Laser Pointer is a crucial tool in Solo Mode, being the tool that can command Bosco directly. After installing the Rockets modification, the Laser Pointer can be used to instruct Bosco to fire missiles at enemies.
* An Engineer with the *Hawkeye System* mod can mark targets for LMG Gun Platform to attack first.

### Communication

* Whenever a player uses a mark, their character will speak a contextual voiceover about the material.
LithoVac

The **LithoVac** is a cleansing support tool that can be used by all Dwarves to combat the Rockpox plague. The tool resembles a large green and bulky portable vacuum cleaner, with a large orange tank on its side to store the sanitized bits of Rockpox in a safe compartment.

The LithoVac is one of the two weapons dropped via a Cleansing Pod, with the other being the LithoFoam. The LithoVac sucks in any Rockpox encrusted terrain that has been covered and sanitized by a LithoFoam. Unlike the LithoFoam, the LithoVac has a very short range, requiring a meter at most for it to be able to properly suck up the Rockpox. This can prove tricky in hard to reach places. Like the LithoFoam, the LithoVac has infinite 'ammo', allowing the player to fire continuously without needing to reload.

The LithoVac is deadly against the Lithophage Corruptor despite dealing no damage, as the LithoVac along with the LithoFoam is required in the destruction of the Corruptor's near-unbreakable shell; making the abomination incredibly vulnerable to normal weapons once its shell is destroyed.

The LithoVac like the LithoFoam, counts as a 'heavy object'; replacing the player's weapons with the tool. Although it won't encumber the player. LithoVacs can be discarded if needed by using either melee key or the weapons scroll wheel, likewise if dropped LithoVacs can also be retrieved.

## Gallery

* LithoVac sucking up Rockpox
* LithoVac artwork

## Trivia

* The LithoVac's range is possible the shortest our of any tool in Deep Rock Galactic.
	+ Due to its limited range, it is easier if Scouts and Engineers were to be in charge of the LithoVac.

 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
Fuel Cell Drop Pod

— Mission Control

**Fuel Cell Drop Pod** or Refueling Pod are specialised drop pods that carry the fuel cells needed to power up a downed Drop Pod. Found only in Salvage Operation missions, the Fuel Cell Drop Pod is the last part needed to complete the mission.

This drop pod itself is an olive-green drop pod when inactive, with an open charge connection port to its side. Once the connection cable has been connected to the main Drop Pod, the Refueling Pod immediately activates; its top 'head' opening up to reveal its internal mechanisms whilst its central body extending to reveal a row of rotating green-luminescent fuel rods. This pod must be defended at all costs within a small green radius to stay active. Failing to do so will result in the pod to stop in its tracks. It takes roughly a few minutes for the Drop Pod to be fully charged.

### Trivia

* The green fuel rods maybe Uranium, suggesting that the Drop Pod itself is nuclear-powered in nature.
"Warthog" Auto 210

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

## Equipment Details

### Availability

Default

 — Weapon description

The **"Warthog" Auto 210** is a primary weapon for the Engineer. It is a sleek and powerful semi-automatic shotgun (its pump-action mechanism is only used to cycle the action during a reload) that performs best at close range, though it is serviceable at mid to long range. It is magazine-fed, meaning that reloading is quick and consistent, as dwarves do not need to load shells one by one.

It has a decent base chance of stunning enemies (which can be improved upon further with mods) which can help players keep hostile creatures at bay.

The weapon's "full ammo" interaction consists of the Engineer tossing it upwards as it spins counter clockwise before landing back in his hands.

## Modifications

There are five tiers of modifications and each tier has two to three upgrades. Only one modification can be equipped per tier.

## Overclocks

Overclock calculations happen after modifiers.

## Stats Breakdown

### Understanding the Weapon

Due to Weapon's stun Chance being per pellet, the chance of stun happening (before considering any resistances) increases when more pellets hit a target.

### Unique Modifications

* Radius: 2m
* Maximum Damage Radius: 1.5m
* Minimum Damage: 50%
* Stun Chance: 100%
* Stun Duration: 1.5s
* Fear Factor: 100%
* Friendly Fire: 50%
* Armor Break: 200%
* Cooldown: 3s

## Mastery

Each modification that is purchased advances a mastery bar by one unit.

Mastery unlocks:

* Three modifications – **First Stripe** Weapon Paintjob
* Seven modifications – **Deepcore** Weapon Paintjob
* All (12) modifications – **The Company Special** Weapon Paintjob

## Skins

Full gallery of skins can be seen in Weapon Skins.
Deep Pockets

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

**Deep Pockets** is one of the 23 available perks that currently exist in Deep Rock Galactic. It can be unlocked on the seventh row of perks and there are 3 tiers; each tier requiring 2 / 5 / 8 perk points respectively for a total of 15.
Elimination

This page is possibly not up to date.

 This page is possibly not up to date. It was last updated for Update 33: New Frontiers

 Cave Type
 Deposit Type
 XP Payout

**Elimination** is a mission type in *Deep Rock Galactic*.

A nest of large Glyphid Cocoons has been located underground and the Dwarves are ordered to eliminate their various inhabitants: ferocious and heavily armored Dreadnoughts. Eliminations are the sixth unlockable mission type, the fifth being Escort Duty.

## Eliminate Dreadnought Types

The goal in Elimination missions is to locate and destroy multiple Dreadnoughts, which are in their cocoons when the Dwarves arrive. Any Dreadnought variant can spawn from a cocoon, but the same variant can not spawn from two consecutive cocoons.

The cocoons appear on the scanner as bright red egg shapes. The cocoons themselves spawn near open areas to fight in and are surrounded by veins of blue organic material. They emit an audible heartbeat sound and are safe to approach, but take very little damage to break.

Swarms do not attack the players in Elimination missions, but smaller waves of enemies will occasionally attack, including while a Dreadnought Type is being fought. Since these missions are more combat focused, higher quantities of Nitra can be found on the walls to aid in calling Resupply Drops.

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

After the primary objective is completed, a red button will light up on the M.U.L.E to begin the extraction phase. Once pressed the Drop Pod will be called in to pick up the M.U.L.E and any surviving miners. It will wait for 5 minutes before departing, though the door will only open once the MULE has been secured.

## Cave

Elimination caves consist of a small "starter" room typically lined with resources such as Gold and Nitra. There are usually a few tunnels to various caverns blocked by Compacted Dirt. These can be taken in any order to get to the Cocoons, though use of the player's Terrain Scanner will aid in locating them.

## Dreadnoughts

*Main article:* Dreadnought Types

Once a Glyphid Cocoon has been shattered, any of the three types of Glyphid Dreadnoughts will appear. They will attack immediately, using a variety of attacks to incapacitate the Dwarves. These attacks vary for each Dreadnought type.

## Objectives

### Primary Objective

The number of targets to kill is based on the length and complexity of the mission.

### Secondary Objective

 Collect **15 Apoca Blooms**
 Collect **20 Boolo Caps**
 Collect **14 Ebonut**
 Collect **12 Gunk Seeds**
 Collect **25/35 Hollomite**

## Trivia

* Glyphid Dreadnoughts first appeared in Update 5.
* Two new Dreadnought variants were added in Update 33: New Frontiers: the Glyphid Dreadnought Hiveguard and Glyphid Dreadnought Twins. (Arbalest and Lacerator)
Hacking Device

The **Hacking Device** is a handheld cracking tool developed in order for Dwarves to hack rival technology. It can be pulled out and used when next to a rival bot that is disabled/can be hacked.

## Usage

Upon killing a Patrol Bot, there is a chance that it will become disabled instead of rolling and blowing up. If it does it will fall onto the ground and become immobile. A player may approach and hold the E key to bring out their hacking device and attempt to rewire it. Hacking is not automatic; it requires the player to left click in a series of puzzles on the device's screen. There are 4 stages, each involving the player needing to click when a moving shape intersects a static yellow square:

1. A yellow ring will have a yellow square quickly orbiting around it, with the static square located somewhere along the ring.

2. A yellow line will come in horizontally on the screen and move side to side.

3. A yellow line will come in vertically on the screen and move bottom to top.

4. A large yellow square will close in on the static square.

Missclicking will simply cause the current puzzle stage to repeat itself until the player completes it. If the Patrol Bot has been successfully hacked it will become an ally.

A player may also hack a Turret Controller unit during a mission with the Rival Presence warning, as well as the antenna nodes during the Rival Communications Router event. During these hacks, the player will be faced with a square with 3 notches on each side. The notches are linked two by two by wires, with three wires colored yellow, red, and green. The player needs to click when the cursor is on a notch with a colored wire, then click again when the cursor reaches the notch with the other end of the same wire. Once a colored wire is selected, the player needs to click when the cursor reaches the marked part of the wire. The process is repeated until all colored wires are cut. Successfully hacking a Turret Controller Unit results in all spawned turrets disabling.
Bismor

Type
 Hardness
 Rarity
 Value

**Bismor** is a Crafting Mineral that can be acquired by mining it. It can also be stored in the Personal Inventory and Team Depository. It can be bought on the Mineral Trade Terminal for  150 Credits, chunks of it can be acquired (only on Dense Biozone, Crystalline Caverns, Salt Pits and Hollow Bough) via Huuli Hoarders, Cargo Crates or near Lost Packs.

When the mission is concluded, the Hazard Bonus will dictate how many units the player will get. It is sometimes required to buy equipment, modifications, vanity items and Overclocks. It can be sold for  50 Credits in the Mineral Trade Terminal.

### Appearance

Bismor is a cube-shaped dark yellow metallic crystal structure, dotted by small brownish-orange crystals across its surface. It is usually sitting at ground level, making it relatively easy to mine.

Bismor pieces use the same model as Nitra , Croppa , Enor Pearl, Jadiz, Umanite, and Hollomite. In fact, they appear *very* similar to Nitra pieces, but have a more pale orange glow.

### Locations

Bismor is common in the Dense Biozone, and scarce in the Salt Pits, Crystalline Caverns and Hollow Bough. It cannot be located anywhere else.

### Trivia

* Bismor might be named for bismuth, a metal that is usually obtained as a byproduct of refining lead or tin. The appearance of the in-game material might be a nod to bismuth vanadate, a distinctive bright yellow pigment used in visual arts.
* Several of Bismor's call out voice lines are a subtle gag in reference to the fact that Bismor was for the longest time the only crafting mineral to lack call out voice lines. For example "Bismor, it feels so good to say it!" The voice lines were added in Update 29.
* Early in development, Bismor was called "Nemonite" and "Neromite" and had a greener color.

1. ↑ https://en.wikipedia.org/wiki/Bismuth\_vanadate
2. ↑ https://youtu.be/K8cLtfqra9U?t=145
Glyphid Septic Spreader

— Miner's Manual Description

**Glyphid Septic Spreader** are highly evolved cousins of the more common Glyphid Acid Spitters, they are tougher and more dangerous than the Acid Spitters as they have the capability to shoot out several globs of mutagenic acid from their abdomens. Moreover, unlike Acid Spitters, the Septic Spreader as its name implies, leaves globs of these acids for a short duration of time, creating an areal denial effect.

Septic Spreaders can be easily identified by their bright crimson red glow, and a distinctive “squealing” sound as it attacks.

## Combat

**Glyphid Septic Spreader** are incredibly dangerous due to the fact that their projectiles linger for a short while, damaging any player that steps on it. Moreover, even when killed, the Septic Spreader would explode, expelling even *more* of its poisonous goop around its corpse. Caution must be taken when facing them.

## Trivia

* The Septic Spreader's projectiles mirrors the effect of the Corrosive Sludge Pump, so care must be taken to not be grouped together in a tight corridor when facing them.
* The Septic Spreader seems to be the only member of the Glyphid family that can’t have it’s head blown off with a killer headshot.