recursal/Fanatic-Fandom huggingface dataset:
Radioactive Exclusion Zone

— Ingame description

**Radioactive Exclusion Zone** is one of the biomes of Hoxxes IV.
They usually have big open spaces, connected by wide tunnels. The Radioactive Crystals, while dangerous, do produce light. The caves themselves are generally empty with very few living things around. The air is mixed with ash like dust particles. The rock forming the caves is sturdy, taking 3 hits to destroy it.

### Hazards

The biome-specific hazard for Radioactive Exclusion Zone are Radioactive Crystals called Volatile Uranium, which irradiate any Dwarf or Creature who gets too close and slowly eats away at their health. It can be destroyed by directly hitting its light source with the appropriate weapon or simply smashing it with a pickaxe. There are also Spider Webs which, when passed through, will cover the player in webs, reducing movement speed and placing an effect on the screen that obstructs vision. These webs can be burned with a Flamethrower or most of the other fire sources.

### Enemies

Several enemies have a unique radioactive-themed variation that appears instead of their regular counterpart. Their attacks are also affected, with some such as Glyphid Exploders, Glyphid Praetorians and Glyphid Swarmers leaving behind clouds of radiation when killed. Glyphid Grunts have a different colour compared to the common glyphid grunt (including Glyphid Grunt Guards and Glyphid Grunt Slashers too, though they probably do not have resistance to radiation as other variants of the glyphids do. Radioactive Exclusion Zone enemy variants that are significant variants can be way far more resistant to radiation than creatures found elsewhere on Hoxxes. Most Glyphids can be encountered in Radioactive Exclusion Zone, such as Glyphid Brood Nexuses, Naedocyte Breeders, and including Spitball Infectors, Cave Leeches, and Glyphid Dreadnoughts. Most Glyphids also have a slight radioactive glow in the darkness, making them easier to spot in the vast majority distance.

### Biome Features

Radioactive Exclusion Zone contains sparse and highly irradiated flora, along with dead trees. The Cave Vine is unique to this biome, while creepy, are harmless and will at most be a mild nuisance.

### Ores

As with every biome, some of the Ores that can be found in Radioactive Exclusion Zone are determined by the mission type, such as Morkite and Aquarq.
The crafting materials found in Radioactive Exclusion Zone are  Umanite and  Enor Pearl, with Umanite being abundant and Enor Pearl being scarce.

### Trivia

* Added during the Early Access period with Update 7: Alpha Launch on the 28th February 2018.
* The **Breather** has a similar appearance to the real-life Predatory Tunicate, an invertebrate found in the deep ocean.
Veteran Depositor

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**Veteran Depositor** is one of the 23 available perks that currently exist in Deep Rock Galactic. It can be unlocked on the second row of perks and there are 4 tiers; each tier requiring 2 / 3 / 5 / 7 perk points respectively for a total of 17.

## Perk Table

20 / 20 / 20 / 30 % Damage Reduction within 7m of the MULE or other deposit points!

## Perk Breakdown

* The Damage Reduction applies near the M.U.L.E., Mine Head, and Drop Pod deposit slots.
	+ Mini-M.U.L.E.s do not count.
* This perk is multiplicative with other damage reducing perks.
Mini-M.U.L.E. Leg

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

 Type
 Hardness
 Rarity

**Mini-M.U.L.E. Legs** are part of the first primary objective in a Salvage Operation, as well as part of the "Repair Mini M.U.L.E.s" objective on Deep Dives. Mini-M.U.L.E. legs are used to repair up broken Mini-M.U.L.E.s, and up to three Mini-M.U.L.E.s must be recovered to complete their respective objective. Legs are attached by holding the leg and then interacting with the Mini-M.U.L.E. Three legs are required to repair each Mini-M.U.L.E..

Mini-M.U.L.E. legs are heavy objects 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 far away by holding the [FIRE] key before releasing it.

### Appearance

Mini-M.U.L.E. Legs are broken/ripped off legs from Mini-M.U.L.Es. They are lime green in color and emit pulsing translucent white bubbles once their locations have been scanned from the Mini-M.U.L.E. They glow brightly and are found on ground level, making them easy to spot.

Once their locations have been scanned from the Mini-M.U.L.E they belong to, they will show up on the Terrain Scanner as a large magenta Mini-M.U.L.E leg.

### Locations

Mini-M.U.L.E. Legs can be found in any Planetary Region when in a Salvage Operation mission. Four of them are scattered close to a broken down Mini-M.U.L.E.'s chassis. The legs are embedded in the terrain and must be dug out after being scanned at the Mini-M.U.L.E.

### Trivia

* Mini-M.U.L.E legs were the first primary objective resource introduced after the Early Access Launch in Update 14: Feature Creep.
* Update 33: New Frontiers introduced a new mechanic to the Mini-M.U.L.E, giving the player the option to scan for the M.U.L.E's legs to be able to see them on the Terrain Scanner.
* Mini-M.U.L.E. legs were accidentally made depositable into the M.U.L.E in Update 32, which would cause the mission to be uncompletable. This was patched in Hotfix 11 of Update 32.
Strong Arm

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

**Strong Arm** is one of the 23 available perks that currently exist in Deep Rock Galactic. It can be unlocked on the fifth row of perks and there are 4 tiers; each tier requiring 2 / 3 / 5 / 7 perk points respectively for a total of 17.

## Perk Table

Gems and other heavy objects get a 10 / 10 / 20 / 20 % bonus throwing force.
Proximity Mine

— Item Description

The **Proximity Mine** is an unlockable throwable for the Engineer. It is a spherical mine with a large ringpull at the top. When thrown onto a surface, several nodes will expand out of the holes on the device which act as motion sensors. The mine will be armed once these nodes are fully expanded, and it projects a yellow circle which traces along the shape of the floor, representing the radius in which it will detect enemies and create an explosion.

The Proximity Mine can stick to any surface it is thrown upon.

When a creature bigger than a Glyphid Swarmer crosses the detection radius, it will explode. Indeed, small creatures like Glyphid Swarmers are not able to set off the motion sensors on the mine and will slip by undetected.

Each mine is able to detonate four times before disappearing. One mine can deal 440 aoe damage in its lifetime. There is a small delay between explosions of a few seconds.

Prox Mines also have a moderate Fear Factor, creatures on the edge of the explosion might flee if they survive the blast.

Mines that didn't detonate can be recovered by holding the [USE] key ("E" by default). If a mine detonated at least once, it will explode after three minutes.

Allied Dwarves cannot trigger the mine, but they can be damaged in the resulting explosion.

Purchased for:

## Gallery

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Rockpox Goo Bomber

— Miner's Manual Description

**Rockpox Goo Bombers** is a hostile creature found on Hoxxes during a Lithophage event. Formed from a Mactera Goo Bomber being infected by a Rockpox Larva, the Rockpox Goo Bomber is the first example of the Lithophage plague jumping species from Glyphids to Macteras. The takeover from the sickness has killed off the Mactera's central immune system, making them incredibly numb to pain. This numbness to pain makes these Mactera-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.

## Combat

**Rockpox Goo Bombers** are much hardier than regular Goo Bombers as expected due to their rock-hard infected carapace. Players can still destroy the two globules from its abdomen to prevent it from leaking its fluids all over the place. However, it has six pustules and, combined with its high health, near-invincible carapace and its ability to fly, it is one of the toughest Rockpox enemies to face. When attacking, it behaves like a regular Goo Bomber with a Rockpox twist, spitting globules that both damages and increases the Lithophage status-effect on the player and coating the ground in infections goo which additionally slows movement. They are a priority target to take down due to this.

### Attacks

**Rockpox Barrage** moves forward releasing a trail of Rockpox Gunk.

Gunk effect: ×0.3 Movement while in the Goo. The effect refresh every 1 s whilst Lithophage status-effect builds up.
Sniper Turret

*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

### Weakness(es)

Frost: 100%
Explosive: 100%
Electrocution: 30%
Melee: 500%
Corrosive: 100%

## Temperature

### Freeze T°C

50°
-999°

### Unfreeze T°C

0°
0°

### Warming Rate

25°/s
20°/s

 — Miner's Manual Description

The **Sniper Turret** is a powerful stationary defense emplacement from Rival Tech. It will only spawn embedded into the ceiling and will spawn throughout Industrial Sabotage missions (mainly in the caves where the power stations are located) while also usually appearing in regular missions with the Rival Presence Mutator. The Caretaker is also able to deploy multiple at a time onto the cave ceiling in its second and third phases. Upon a Dwarf appearing in it's **Line of Sight** (**LoS**), regardless of the range, it will be alerted and configure into it's attack mode by popping out of its frame.

### Combat

The **Sniper Turret** will paint and track onto the first dwarf that enters it's **LoS** with an initially harmless laser beam that is red in color that then starts pulsing in increasingly shorter intervals as it prepares to fire, the laser will simultaneously start fading into a lighter orange hue as it finishes charging up, but before releasing, it will emit a low and short electronic buzz a split second before firing as an audio cue that it is about to shoot. The turret's laser will vanish then re-appear in it's original red color as it cools down, breaking **LoS** after the laser vanishes will cause it to pause and stow itself back into it's frame if no dwarf re-appears after a few seconds. Breaking **LoS** after the beam locks onto you after it re-appears will not cause it to hold it's fire and it will continue tracking and firing at you even when behind cover. The Sniper Turret is the lowest health Rival Tech turret but still usually requires accurate medium to long range weaponry to quickly destroy it due to it's inconvenient mounting location.
Promotion

**Promotions** become available when the player reaches level  25 on any class and have completed all prerequisite Promotion Assignments. It acts as a prestige system for players who have hit the max level on their class and want to continue gaining XP for their class. Previously unlocked items and upgrades will not reset upon promoting a class. The Promotion terminal can be found in the Memorial Hall.

### Promotion Benefits

After paying a fee, promoting a class will grant the following bonuses for that specific class:

* +1 Honor Badge
* +1 Active Perk Slot (once per Class only)
* Ability to continue leveling the Character Level for that Class by resetting the level back to 1 and increase  Player Rank for Prestige Assignments
* Permanent ability to activate Machine Events with the Tritilyte Key for all Classes
* New Assignments: Breach The Core and the Weekly Core Hunt
* Access to Deep Dives and The Forge
* +1 Blank Matrix Core, +1 Infused Core, +1 Matrix Core Cosmetics

### Honor Badge

The player is granted an Honor Badge upon their first promotion; it borders the character portrait with a bronze border and one white star. Every subsequent promotion will add another white star, for a maximum of three stars. After the fourth promotion, the border switches from bronze to silver, and the amount of white stars will reset back to 1. Upon reaching three more promotions, the border switches from silver to gold; then from gold to platinum; then from platinum to diamond; then finally from diamond to legendary; the highest border for the Honor Badge. Promotions after that will not change the border, however will still allow the player to continue increasing their Character Level.

The list of Honor Badges goes as follows:

### Benefits From Multiple Promotions

Beyond the first promotion, which unlocks an Active Perk Slot, Deep Dive and Machine Events access, you will still be rewarded with Blank, Infused and Cosmetics Matrix Cores. Honor Badges only represent time a player has put into their class. Promotions should be purchased as soon as possible, as players will not receive further XP towards their Character Level once they reach level 25. It also helps increase the Player Rank  which unlocks Prestige Assignments and rank titles.

## Trivia

* Promotions were known as **Retirement** in Update 18: Job Opportunities and changed in Update 19. Instead of keeping all unlocked class items, **Retirement** reset all unlocked class items.
* Update 30: Going 1.0 added three more Honor Badges: Platinum, Diamond and Legendary.
Legacy Wiki

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

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Featured images

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* How to play guide for Legacy
* System requirements
* Release date
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Register

How to help

To write a new article, just enter the article title in the box below or in the search box at the top of the page.

* **Adding content**
	+ If you are unsure of what to do or how to create a page, search for a few articles on the same topic and see what they look like. You can always view the source code in a wiki and learn from what others have done.
	+ An edit doesn't have to be massive; if you feel you don't want to create whole articles, then just fixing spelling errors and broken links is enough.

Main page sections: Top · Flex · Bottom. Changes for the main page can be proposed here.
Update 22: One Year In Orbit

Release Date
 External Link(s)

 — DRG Update Page

**Update 22: One Year In Orbit** introduced anniversary decorations in the Space Rig, many new headwear to purchase from the Accessory Shop, a big update to the Supporter Edition, and weekly Assignments. It was released on February 25th, 2019, three days before the games Early Access release on February 28th, 2019.

### New Features

#### Supporter Edition Upgrade

We’ve wanted to add more content to the game’s Supporter Upgrade for a long time, and what better occasion to do so than the One Year Anniversary! Here are the new goodies that current and new owners have in store:

* Supporter Weapon Skins
	+ Gilded Supporter skins for the weapons for all characters!

* A Very Special Ghost Ship Games Helmet
	+ This supporter helmet might be a little too old school for space, but it sure makes you look cool!

* Special Supporter Glyphid Slammer
	+ Serving one of our Supporters is always a pleasure! As a Supporter, you will get special treatment when ordering Glyphid Slammers at the Abyss Bar.

* Better Supporter Show-off In Text-chat
	+ Supporters now get their name and supporter icon displayed in blue when using the text-chat. Developers get their names displayed in green if you should be so lucky as to play with one :-)

#### Weekly Assignment

Weekly Assignments are a new addition to the Assignment system where a new Assignment is generated each week for you to complete. Complete it and earn a hefty cache of credits and minerals.

#### New Headwear

Snappy Beret for your Gunner? Check. A nice, warm Beanie to cover up that bald, freezing head? Double check. A pig-iron mohawk or iron plates bolted to your skull? We got you covered. Thirteen new headwears have been added for you to look fancy in the dark.

#### Cave Generation Improvements

More structures have been added to the cave generator which will result in a greater variety of levels in all mission types. Additionally, improvements to the underlying systems mean you should see more variations out of the existing cave shapes as well.

### Fixes and Improvements

* BET-C
	+ A light ring displays the area of effect of BET-C’s grenades.
	+ BET-C’s friendly fire damage (once converted, that is) has been reduced. Now BET-C feels a bit more like a trusty companion than before.
	+ Improvements to BET-C’s friendly movement behavior, in an effort to make her stop sitting on top of the player.

* Server List UI Improvements
	+ The server list has gotten a beefy overhaul, for an overall better overview of the different active games. We’ve improved the filtering options, and added tooltips to better explain the different icons.
* Other
	+ Fixed an issue the screen would flash white throughout gameplay, on GTX 970/980 graphics cards
	+ Various spelling errors fixed

### Post Update Hotfixes

Hotfixes are small patches meant to fix bugs and balancing.

#### Hotfix 1

25th February 2019

* Fixed an issue preventing BET-C from spawning
* Fixed an issue where BET-C would crash the game
Spring Bunny

— Mission Control

The **Spring Bunny** is a special creature found only during the The Great Egg Hunt event. These mechanical toy contraptions act as an experience multiplier, giving each player x2  upon finding, defeating and capturing the Bunny.

The Spring Bunny resembles a pink mechanical rabbit with a wind-up mechanism at its back and a deep, glowing heart on its chest. The Bunny leaves a trail of confetti and Easter eggs when it moves around. At around a foot and a half tall, the Bunny is one of the smallest mobs in the game. With only the Yuletide Elf being smaller. Despite its small size, the Bunny hops all over the place making it hard to take down. Moreover, it has as much health as a Glyphid Praetorian, so taking it down is a team effort. Like the Yuletide Elf, it is able to *somehow* hop on both the walls and the ceiling.

Therefore, trying to take it down is a challenge. The best class to do this is to play as Scout, as the Scout's Grappling Hook allows him to easily keep up with the Bunny. If hit, the Bunny 'bleeds' a cloud of Easter confetti.

### Health and Armor

 — Dwarf when they encounter the Bunny

Health Scaling

## Spring Bunny (Object)

 Type
 Hardness
 Rarity
 Value

 — Dwarf after defeating the Bunny

Once taken down, the Bunny's body goes limp and becomes a heavy object that has to be carried with two hands. As an object, the Spring Bunny would proceed to either fall or eject from whatever explosion that killed it. This can be a bit irritating given that it may fall down in either a inaccessible or dangerous place.

Fortunately, the Spring Bunny's deep pink and magenta glow makes it *very* noticeable and easy to find. Once killed, the Bunny becomes a highlighted object on the terrain scanner, much like other heavy objects such as jadiz, gunk seeds, compressed gold, etc. The Bunny is shown on the terrain scanner in the shape of a rabbit's head.

Once the Bunny has been deposited inside Molly, the Bunny's body would grant each player the double XP in the same vein as the other seasonal resources.

## Gallery

* Note the Spring Bunny's extremely bright glow

## Trivia

* The Spring Bunny is the second creature that could also act as an object, with the other being the Yuletide Elf and the Halloween Skull coming third.
* The Spring Bunny is also the second seasonal event 'mob' to be released in the game after the Yuletide Elf again.
* Compared to the Yuletide Elf, the Spring Bunny is comparatively easier to hit, given that it is not as fast as the Elf, has a bigger profile and its hops are relatively slow and easy to predict. Likewise, its brighter magenta glow and trail of Easter eggs makes it far easier to spot than the feint yellow glow of the Elf.
The Forge

**The Forge** is a special terminal introduced in Update 25: Endgame - Part 1 that is located on the Space Rig. This terminal allows the player to be able to craft their Weapon Overclocks, Cosmetic Overclocks, and Material Containers from Infused Matrix Cores. The Forge's functions can be used once the player receives their first **Infused Matrix Core** acquired from Deep Dives, Machine Events or Breach The Core and the Weekly Core Hunt assignments.

When interacting with the Forge, the player can view their Forge History, that details their crafting history.

## The Forge

The player will be able to craft their Infused Matrix Cores here for a certain cost. The cost to forge a core is different for each core and their corresponding values can be seen in either the Weapon Overclocks or the Matrix Core Cosmetic pages.

### Forge Mastery

   The Forge introduces a **Forge Mastery** mechanic that allows the player to receive bonus Infused Matrix Cores upon reaching the required Mastery level. Each forged Matrix Core will increase the Mastery experience by 1. Five forges are required per level. The reward for reaching each level alternates between a Weapon Core (Blank Matrix Core if all weapon overclocks are owned) or a Cosmetic Core (Mineral Container if all cosmetic overclocks are owned).

### Blank Matrix Cores

 **Blank Matrix Cores** are obtained from Deep Dives, Weekly Core Hunts or Forge Mastery. The Rival Escalation assignment rewards two Blank Matrix Cores on the first and third mission. Its only purpose is to be spent at Machine Events in exchange for Infused Cores (Cosmetics, Weapon Overclocks or Mineral Containers).

# See Also

* Weapon Overclocks
* Cosmetic Overclocks

* Machine Events
* Deep Dives
Umanite

Type
 Hardness
 Rarity

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 Radioactive Exclusion Zone, Dense Biozone, Glacial Strata 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

Umanite is a thin, shiny, light green crystal with small protrusions of its structure jutting out of its surface. It grows out of the ground at various angles, usually making it easy to find and mine.

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

### Locations

Umanite is common in the Radioactive Exclusion Zone, it's also scarce in the Dense Biozone, Glacial Strata and Azure Weald. It cannot be located anywhere else.

### Trivia

* Due to Umanites name, color, and prevalence in the Radioactive Exclusion Zone, it is most likely based off of pop-culture interpretations of real world Uranium.
Shield Link

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

**Shield Link** 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 3 / 7 / 11 perk points respectively for a total of 21.

## Perk Table

Active: You can overcharge a teammate’s shield to 300% for 20 / 30 / 30 seconds.
(3 / 3 / 2 minutes cooldown)
Press [USE] while looking at a teammate within 4m.

## Perk Breakdown

* On use the perk will have the following effects on the targeted dwarf:
	+ Instantly regenerate all shield.
	+ Add 60 to the maximum shield value of the target (unlike the description it doesn’t really triple the shield value).
	+ The overshield will stay up to 20 / 30 / 30 s.
	+ If any damage is taken, the shield will only regenerate up to it’s normal value, any overshield used is lost forever.
* Neither the passive nor the active effect of the perk can stack.
* If a teammate is lacking part of his shields to benefit from the passive effect of Shield Link, vertical blue lines will ascend from him.
Spitball Infector

* Front
* Side

 — Miner's Manual Description

The Spitball Infector (also known as the Spitballer by the Dwarves) is a hostile Creature on Hoxxes. It can be found in any region of the planet. A seemingly grey line between flora and fauna, the Spitball infector defies traditional classifications and is a hard creature to describe, other than that it is fully organic. The Spitballer's towering body is comprised of green "flesh", and it has a blue carapace on its base and head. It does not appear to have any organs besides its large, gaping mouth and two glowing bulbs on its body - one in its center (or neck) while the other on the back of its head. It can also make various grunting noises when waking or attacking.

The Spitballer is a completely immobile enemy and is spawned via level creation, meaning that the only Spitballers seen in a level are those which can be discovered, no more will spawn in once they are killed. They will always spawn rooted to the floor and are surrounded by "Infector Bulbs", purely cosmetic lumps of an organic material similar in color to the Infector itself. It starts out in a "sleeping" state, curled up in a ball. When approached or shot at, the Spitballer will unfurl itself into its base height - in this state is it easily amongst the biggest creatures in the game. Once a Spitballer wakes up it will not go back to sleep.

Its only attack is to fire acidic globs. It telegraphs this attack by swelling up for a second and then spewing the glob at the nearest Dwarf target. These globs have unlimited range, as does the Spitballer's capacity for aiming them. When a Spitballer swells up it conceals its weakspots slightly by sucking them inwards, making them harder to hit. The Spitballer will continue to fire these acid globs for as long as it lives, and has a visible target. The globs can be shot down with weapons fire.

## Combat

### Attacks

The Spitballer's only attack is to spit globs of acid at players.

## Gallery

* Acid Mortar
* Spitballers can occasionally appear to spawn in the air. What actually happens here is post-generation of terrain and enemies, the terrain is destroyed by being detached, leaving the spitballer floating, as seen in this screenshot.
Ommoran Heartstone

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

 Type
 Hardness
 Rarity

**Ommoran heartstone Core** are a primary objective in Escort Duty, found in the center of Ommoran heartstones. They are heavy objects 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 disabled, but the Dash perk can still be activated). It can be dropped by switching weapons or using the Laser Pointer, and can also be thrown far away by holding the [FIRE] key before releasing it.

### Appearance

The Ommoran heartstone is a spherical rock structure. It is primarily comprised of a dark purple stone that shines a deep magenta color under a light source. Underneath the heartstone's crust lies two layers of stone, a muted reddish layer adjacent to the crust and a bright red layer surrounding the heartstone Core. Each Ommoran heartstone is loosely surrounded by tall, dark magenta spires that point towards the center of the heartstone.

The Ommoran Heartstone Core is an amber-colored spherical rock that is roughly one meter in diameter. Its surface is lined in irregular, warm orange cracks. Once released from the Heartstone, it emits a bright, warm glow.

The Ommoran Heartstone's Flying Rocks are slightly irregular spherical rocks. Each rock is about 1.5 meters in diameter, dark red in color, and has several holes revealing a molten-appearing amber core underneath. Flying Rocks are connected to the Ommoran Heartstone by a glowing, golden arc.

### Locations

Ommoran heartstones can be found in any Planetary Region during Escort Duty missions. Each Ommoran Heartstone will always spawn in the center of a large cave found at the end of each Escort Duty mission.

# Flying Rocks

## Combat

### Immunity

On Fire
Electrocution
Stun
Fear
Radiation (DoT only)
Poison (DoT only)

## Temperature

### Freeze T°C

101°
-101°

### Unfreeze T°C

100°
0°

### Warming Rate

100°/s
100°/s

During the second phase of the Ommoran Heartstone fight, the Heartstone will summon several Flying Rocks. Each Flying Rock will slowly move towards the Ommoran Heartstone for a few seconds before being launched at the Drilldozer with sufficient force. Flying Rocks can be destroyed before the Heartstone can use them to attack the Drilldozer.

## Combat

### Gallery

* The Heartstone after the Drilldozer breaks through the Heartstone shell.
* The Heartstone after being deposited on the M.U.L.E.

### Trivia

* The Ommoran Heartstone and Data Rack are the only heavy objects that will continue to be visible when deposited in the M.U.L.E, with them being strapped to the top.
* The Ommoran Heartstone appears to discharge use-able energy, as the Shard Diffractor weapon for the Engineer is powered by a 12-pound chunk of Ommoran Heartstone.
* It is possible that the Ommoran Heartstone may have some sort of sentience, as it will aggressively attempt to destroy anything that attacks it (such as the Drilldozer) by hurling globules of molten rock and forming laser-firing crystalline spires from the ground.
Season 03: Plaguefall/WIP

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 Release Date
 External Link(s)
 ← Previous
 Season 02: Rival Escalation | N/A

**Season 03: Plaguefall/WIP** is the current third season for Deep Rock Galactic.

## Overview

*Note: This section is due to change as more details become available.*

Season 3 will add a number of new features to the game. Season 3 revolves around the invasion of the "Rockpox" plague.

## Additions

* A new batch of seasonal rewards

* New enemies like the Rockpox Grunt and Praetorian.

* New grenades for all classes

* A new biohazard cosmetic pack

* A new Warning: Lithophage Outbreak
Q'ronar Shellback

* Front
* Side
* Back

 — Miner's Manual Description

The **Q'ronar Shellback** is a hostile Creature. It can be found in any region of the planet except Salt Pits and Sandblasted Corridors.

The Q'ronar Shellback is quite the abnormal resident of Hoxxes, and is unlike any other species on the planet. Described by the Miner's Manual as a "three ton pill-bug", the Shellback's topside is covered in black chitinous plates while its underbelly is soft and fleshy. It has a huge mouth which stretches vertically along its underside. It has three bulbous "eyes" at its top end and four spindly, clawed legs stationed around the middle of its body. Finally, the end of its body has a glowing sac on the tip which serves an unknown purpose.

The Shellback is capable of adopting two forms in combat. It is usually seen curled up and rolling around at high speeds, using its body armor as a battering ram to crash into its targets. The Shellback can achieve incredible speeds in this form, even using sloped terrain to jump off high into the air. Its chitin will protect it from a majority of weapons fire while it is rolling. Every so often the Shellback will come to a stop and stand on its legs. This slows it down significantly and exposes its weakpoints, but it can fire highly damaging globs of acid from its mouth.

The chitinous plating on the Shellback completely covers its whole body while it is in rolling mode. It is able to fully block the damage of most weapons, though it can be broken off in pieces if it takes enough firepower. This will cause any shots done to unarmored sections to take a full 100% damage.

The Shellback's damage resistances can change depending on whether it is in rolling or walking mode. While rolling it resists 30% of Fire and Ice damage, 80% of Explosive damage and 100% of Electrical damage. However when walking it takes 50% more Fire damage and 70% more Ice damage. Even with these resistances and weaknesses, the Shellback is totally immune to freezing in both modes. It also cannot be stunned and ignores Pheromones.
Resupplier

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

**Resupplier** 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 2 / 3 / 5 / 7 perk points respectively for a total of 17.

## Perk Table

Regain an extra 10 / 15 / 20 / 25 % health when you resupply!
After resupplying, all weapons instantly reload!
Plasma Burster

— Item Description

The **Plasma Burster** is an unlockable Throwable for the Engineer. It appears to be four plasma canisters held together in one group. Based on the color of the canisters and explosions, it is likely the same plasma technology used by the Breach Cutter.

When the Plasma Burster hits the ground it will immediately detonate, creating four medium plasma explosions which detonate in sequence in a line, following the direction it was thrown in. The bursts cannot scale walls and will "bounce" off in the opposite direction if there are more bursts to be created when the line hits a wall.

All four plasma bursts combined deal 240 (60 \* 4) damage.

The Plasma Burster is also able to inflict Fear onto enemies that it doesn't kill.

Purchased for:

## Gallery

 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
Rockpox Exploder

— Miner's Manual Description

**Rockpox Exploders** are the sickly mutated result of a Glyphid Exploder being infected by the Lithophage pandemic. The takeover from the sickness has killed off the Glyphid's central immune system, making them incredibly numb to pain. This numbness to pain makes these Glyphid-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.

## Combat

**Rockpox Exploders** are incredibly dangerous since their infection has made them almost immune to all weapons, meaning that they have a higher chance to run towards the player and detonate. To avoid this, target their blisters before they get too close. Area-of-effect weapons such as the CRSPR Flamethrower and the Colette Wave Cooker are excellent against them as they target all of their blisters at once.

### Attacks

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

*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.*

 **Matrix Core** may refer to:

* **Blank Matrix Core**: obtained from Deep Dives or Weekly Core Hunts. Its only purpose is to be spent at Machine Events in exchange for Infused Cores.

**Infused Cores**: obtained from Deep Dives, Machine Events, Weekly Core Hunts and Forge Mastery.

* Weapon Overclocks: Crafted at The Forge, they unlock an additional modification for Primary and Secondary Equipment.
* Matrix Core Cosmetics: Crafted at The Forge, they can be weapons paintjob, victory moves, and cosmetics.

* A **Mineral Container** of 120 crafting resources crafted at The Forge.
Update History

This page contains the **release information** and **update history** for *Deep Rock Galactic*.

Deep Rock Galactic was released in Early Access on Steam, the Windows 10 Store, and Xbox One Game Preview on February 28th, 2018. Before then it went through some closed-testing phases.

### Post-Release Update History

Season 04: Critical Corruption

Season 03: Plaguefall

Season 02: Rival Escalation

Season 01: Rival Incursion

Update: Modding Support

Update 34: Modest Expectations

Update 33: New Frontiers

Update 32: Roughnecks At Work

Update 31: What Was Left Behind

### Early Access Update History

Update 30: Going 1.0

Update 29: The End of the Beginning

Anniversary: Two Years In Orbit

Update 28: Feeling Perky

Update 27: Little Big Things

Update 26: Endgame - Part 2

Update 25: Endgame - Part 1

Update 24: Explosive Expansion

Update 23: Horrors of Hoxxes

Update 22: One Year In Orbit

Update 21: Going Lethal

Update 20: Bigger, Better, Bosco

Update 19: Guns! Lots of Guns!

Update 18.5: Halloween

Update 18: Job Opportunities

Update 17: Oktoberfest

Update 16: Winter Has Come!

Update 15: Mutation Warning

Update 14: Feature Creep

Update 13: Minor Life Changes

Update 12: Flies N' Finance

Update 11: Dead And Gun

Update 10: Tunnel Vision?

Update 9: Drill You Later!

Update 8: Binds N' Beards!

Update 7: Alpha Launch

### Closed Alpha Update History

Update 6: Open Alpha Preview

Update 5: Dreadnought

Update 4: A Home in Orbit

Update 3: Beards

Update 2

Closed Alpha Launch (Update 1)

Pre-Alpha

### External Links

* Official Update History
* Deep Rock Galactic Roadmap (Last Updated 13th June 2022)
* Steam Store Page
* Official Deep Rock Galactic Website
* Official Ghost Ship Games Website
Cave Vine

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

The **Cave Vine** is a passive mob that spawns exclusively in the Radioactive Exclusion Zone. It hangs from the roof of the cave and reaches its tendril feelers down to the ground, lazily hanging there.

## Behaviour

When no dwarves are nearby, the Cave Vine will just hang directly down and sway slightly. When approached by a dwarf, it will reach out to them to feel / touch them and produce a strange sound effect. This doesn't affect the player in any way.

You can pet a nearby Cave Vine by pressing the [USE] ("E" by default) key.

### Health and Armor

Health Scaling

### Attacks

This creature cannot damage the player directly or indirectly. But it has the potential to be mistaken for a Cave Leech.

## Trivia

* The feeler will always float directly above a portion of ground below the creature's "body", which can result in humorously long tendrils if spawned in large caves or if the ground is dug out below it.
* The player can pet the end of a Cave Vine tentacle even though there is no on screen prompt to do so.
Subata 120/ru

Reason: "*Subpages is NOT how you translate pages, this one lacks a RU wiki page*"

**This page is a candidate for deletion.**
Reason: "*Subpages is NOT how you translate pages, this one lacks a RU wiki page*"

## Equipment Details

### Об оружии

**Субата 120** - стандартное оружие для второго слота, используемое Бурильщиком. В то время, пока огнемёт CRSPR бурильщика - основной приоритет, то Субата необходим для убийства созданий на расстоянии, таких, как мактер и пещерные пиявки.

### Модификации

Данное оружие имеет пять уровней модификаций и каждый из уровней имеет от двух до трёх улучшений, только одно улучшение может быть экипировано на уровень.
Vampire

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

**Vampire** is one of the 23 available perks that currently exist in Deep Rock Galactic. It can be unlocked on the sixth row of perks and there are 4 tiers; each tier requiring 2 / 3 / 5 / 7 perk points respectively for a total of 17.

## Perk Table

Regain 2 / 3 / 4 / 5 health when you kill a medium sized or larger creature with a melee attack!

## Perk Breakdown

* Vampire won’t trigger on the following creatures: Glyphid Spawn, Glyphid Swarmer, Naedocyte Shocker, Naedocyte Hatchling, Xynarch Charge-Sucker, Shredder and any neutral creature.
* The killing hit on the creature must be classified as melee damage for the healing to occur. Attacks capable of this include:
	+ Pickaxe Swing
	+ Pickaxe Power Attack
	+ Reinforced Power Drills
	+ Impact Axe
		- Will only trigger vampire if the target is killed by the melee part of the attack
		- Impact Axe does 3 damage instances in this order: 50 melee damage, 110 melee damage, 80 explosive damage.
Voicelines

*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.

Headers marked with \* contain unfinished entries.
Personal Drop Pod

— Mission Control

**Personal Drop Pod** is a one-man deployment vessel which carries a single dwarf to the mining site.

When a player late-joins Mission Control will announce the incoming reinforcement and a hologram will be placed at the pod's landing site. Once the pod lands the four sides will pop off and a nearby dwarf will greet the new teammate, it's important to note that the pod deals hefty damage when landing.

If the same player re-joins a second time during the same mission the Personal Drop Pod will no longer be used, instead the player will be teleported.

## Gallery

* Inside the Personal Drop Pod

### Trivia

* This was a community suggested feature.
* Previously late-join players would be simply teleported to a random dwarf, in-lore this was dubbed as "horribly unreliable teleportation technology".
Rockpox Grunt

Front

 — Miner's Manual Description

The **Rockpox Grunt** is a hostile creature found on Hoxxes during a Lithophage event. Formed from a Glyphid Grunt being infected by a Rockpox Larva, the Rockpox Grunt is the end result of this ghastly mutation. The takeover from the sickness has killed off the Glyphid's central immune system, making them incredibly numb to pain. This numbness to pain makes these Glyphid-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.

## Combat

As a Glyphid infected with the Rockpox, the Rockpox Grunt's body is highly resistant to conventional damage. What you need to do is aim for its glowing Rockpox Blisters. Popping each one of them deals tremendous damage to the Rockpox Grunt, and popping all of them outright kills it.

Caution must also be taken as unlike normal Glyphid Grunts, the Rockpox Grunt actually behave more like a Glyphid Acid Spitter due to the Rockpox Infestation attack, but whereas the normal Acid Spitter spits out acid, the Rockpox Grunt spits out a phlegm of Lithophage, dealing both high damage and a build-up in the Rockpox effect. Due to the presence of the blisters, As such, it is best to use splash damage weapons or area-covering damage weapons that could hit near all of the blisters at once to get rid of them.

Like all Lithophage infected organisms, they can be repelled (although not damaged) by a LithoFoam.

## Trivia

* Despite coming from the more common Glyphid Grunt, the Rockpox Grunt actually appears less than the much bigger Rockpox Praetorian.
Special Moves

Knack has a veritable fulham of special moves available for his use once he has absorbed enough Sunstones.

## Shockwave

Knack can unleash a massive area of effect shockwave by activating his special moves with circle, then hitting circle again. This attack damages enemies in a relatively tight radius, but one-hits most enemies in the game.

## Tornado

Knack can turn his relics into a massive tornado surrounding his body by activating his special moves with circle, then hitting the square button. In this form (a relatively short time), Knack can move as a tornado, causing massive damage to those in his path.

## Ranged Attack

Knack can use a ranged attack by pushing circle to enter special moves, then hitting triangle to launch his relics in a ranged attack, capable of targeting multiple enemies at once.
Mini-M.U.L.E

## The Mini-M.U.L.E

The **Mini-M.U.L.E** is a smaller lime-green version of the regular-sized M.U.L.E. that is only found in Salvage Operation missions as a key objective, and (not always) as a first or second objective during Deep dives. acting as a mobile depository for the resources gathered by the Dwarves.

## Gameplay

There are always two to three Mini-M.U.L.Es in a Salvage Operation mission, each having their parts dismantled due to previous failed mining expeditions of former Dwarf miners. Finding Mini-M.U.L.E parts is part of the key objective for the mission as without it, the mission will fail.

It is required that each Mini-M.U.L.E is to be thoroughly fixed and completed. Each Mini-M.U.L.E require three Mini-M.U.L.E legs to be dug up and repaired. Once it has been repaired, the Mini-M.U.L.E will be activated and behave essentially like an additional M.U.L.E.. Dwarves can dump their resource collected as per normal and the Mini-M.U.L.Es will follow the nearest Dwarf automatically.

However, the main point of the Mini-M.U.L.E isn't to be an additional unit of resource collection (although it does help). The main objective of the Mini-M.U.L.E is to be docked into the Drop Pod, which can be done once the big red button of the regular M.U.L.E. is pressed. Once docked, the secondary objective of Salvage Operation will begin; which is the uplinking and refueling of the Drop Pod.

## Trivia

* In each Salvage Operation mission, there is actually more Mini-M.U.L.E legs than the Mini-M.U.L.E themselves, leading to an abundance of legs. It is unknown whether this is a ongoing glitch or an intentional implementation to make a Salvage Operation possible to complete in case of bugs.
* Mini-M.U.L.Es can be found on the Space Rig alongside the regular M.U.L.E. There is also a much larger M.U.L.E bigger than both of them coloured in blue. This bigger M.U.L.E is only seen as a prop and never seen in gameplay.
* Given that the players would have access to up to *four* M.U.L.Es in a Salvage Operation mission, Mini-M.U.L.Es are considered to be very helpful for resource collections as it does not force the players to centralise resource deposition and compete on calling for a M.U.L.E.

## See Also

* Bosco
* Drop Pod
* Resources
* M.U.L.E.
* Salvage Operation