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Damage is the main way of depleting Health Points, there are multiple ways it can be boosted, or resisted. All factors are multiplied with each other to calculate the final damage.

Damage Types[]

Some damage types currently only effect Dwarves (e.g. suffocation). Some types are considered "Elemental Damage" and are resisted by specific perks, weapon upgrades, & armor upgrades.

Icon Damage Kinetic.png Kinetic[]

Kinetic damage includes most of the damage done by bullets and pellets, as well as most creature projectiles.

Icon Damage Melee.png Melee[]

Melee damage usually comes from attacks done at close range, such as bites, slashes and stabs. Some perks give bonuses based on that type, such as Vampire (gives Health to the Dwarf when a medium-sized or larger enemy is killed with Melee damage) and See You In Hell (increases Melee damage when the Dwarf is hit by Melee damage).

Icon Damage Explosive.png Explosive[]

Explosive damage includes most explosions and grenades, most sources of that damage type are also Area damage.

Icon Damage Electrical.png Electric[]

Elemental damage type. Most sources of Electric Damage can also apply the electrocution status effect.

Fall[]

Fall is a special damage type which can only occur to Dwarves when they hit the ground after falling from a great height. It scales with fall speed, and can be mitigated by Upgrades, the "Low Gravity" Mission Anomaly, & by landing on certain surfaces (e.g. Deep Snow in Glacial Strata Biome, Sticky Goo in Fungus Bogs, and Plastcrete MKII). There are a few ways to completely negate fall damage: falling on top of a dwarf/enemy you can bounce off of (such as a Glyphid Praetorian), catching a zipline or pipeline, grabbing a terrain ledge, the perk Hover Boots, or using the Grappling Hook.

Status fire.png Fire[]

Elemental damage type. Usually increases the target's temperature as described in Fire. May cause Temperature Shock.

Status frozen.png Frost[]

Elemental damage type. Usually lowers the target's temperature. May freeze the target (see: frozen). May also cause Temperature Shock.

Icon Damage Radiation.png Radiation[]

Elemental damage type. Usually caused by the Radiation status effect.

Status Oxygen.png Suffocation[]

Only present in Low Oxygen Mission Mutator. Only affects Dwarves.

Icon Damage Poison.png Poison[]

Elemental damage type. Most sources usually cause Acid/Poison.

Thorn[]

Damage type for the Thorns perk.

Disintegrate[]

Damage type that changes death animations for killed creatures. This can prevent the triggered on-death effects of some enemies. For example, after being disintegrated, Glyphid Praetorians (includes regional varieties and the Glyphid Oppressor) will not release their "Death Cloud" attack.

Internal[]

Damage type used for explosive reloads.

Nanite[]

Damage type used for the Nanite Bombs used on the Tritilyte Crystal Machine Event

Typeless[]

Damage type used when no other types are selected.


Damage Modifiers[]

Hazard level & Player count[]

Below is a table listing damage modifiers for each Hazard Level and player count. Please note: 3.5, 4.5, & 5.5 Hazard Levels are unique to Deep Dives & Elite Deep Dives.

1 Player (Solo) / 2 Players / 3 Players / 4 Players
Hazard Level Enemy Damage Friendly
Fire*
Environmental
Damage
Normal
Enemy Resistance
Large
Enemy Resistance
Extra Large
Enemy Resistance
Extra Large 2
Enemy Resistance
1 — Low Risk 0.50 / 0.50 / 0.50 / 0.50 0.10 0.75 0.70 0.45 / 0.55 / 0.70 / 0.85 0.20 / 0.40 / 0.60 / 0.80 0.20 / 0.40 / 0.60 / 0.80
2 — Challenging 0.70 / 0.80 / 0.90 / 1.00 0.20 1.00 1.00 0.65 / 0.75 / 0.90 / 1.00 0.30 / 0.40 / 0.70 / 1.00 0.30 / 0.40 / 0.70 / 1.00
3 — Dangerous 1.20 / 1.30 / 1.40 / 1.50 0.30 1.00 1.10 0.80 / 0.90 / 1.00 / 1.10 0.50 / 0.55 / 0.90 / 1.20 0.50 / 0.50 / 0.90 / 1.10
4 — Extreme 2.00 / 2.15 / 2.30 / 2.50 0.40 1.33 1.20 1.00 / 1.00 / 1.20 / 1.30 0.70 / 0.75 / 1.00 / 1.60 0.70 / 0.70 / 1.00 / 1.30
5 — Lethal 2.80 / 3.00 / 3.20 / 3.40 0.70 2.00 1.20 1.20 / 1.20 / 1.40 / 1.50 0.75 / 0.80 / 1.20 / 1.70 0.70 / 0.70 / 1.00 / 1.30
1 Player (Solo) / 2 Players / 3 Players / 4 Players
Hazard Level Enemy Damage Friendly
Fire*
Environmental
Damage
Normal
Enemy Resistance
Large
Enemy Resistance
Extra Large
Enemy Resistance
3.5 — DD Hazard 1.50 / 1.60 / 1.70 / 1.80 0.30 1.15 1.10 0.85 / 0.95 / 1.10 / 1.20 0.60 / 0.65 / 0.95 / 1.40
4.5 — DD Hazard 2.30 / 2.45 / 2.60 / 2.80 0.55 1.66 1.20 1.10 / 1.10 / 1.30 / 1.40 0.70 / 0.75 / 1.10 / 1.60
5.5 — DD Hazard 3.00 / 3.20 / 3.40 / 3.60 0.70 2.20 1.20 1.30 / 1.30 / 1.50 / 1.60 0.75 / 0.80 / 1.20 / 1.70

*Explosive friendly fire is reduced by a further 50%

Weakspots[]

Weakspots are special spots on creature that increase damage depending on the creature, and the damage source's weakspot damage bonus. Refer to the creature page to learn more about its weakspots. Area Damage, Damage over time and Spray Damage (including Cryo Cannon and CRSPR Flamethrower) are not boosted by weakspots.


Freeze[]

See Frozen


Inhibitor-Field Generator[]

See Inhibitor-Field Generator


Damage Category/Class & Timing[]

The method of applying a Damage type can fall into one or more of these categories, and is applied either Instantly or over time.

Area Damage[]

See Area Damage

Single Target[]

Usually kinetic. Hits one target and is used by many weapons. Most creature attacks fall under this too.

Damage over Time[]

Damage is applied in multiple "Ticks" over an interval. Usually related to a status effect.

Instant[]

Damage is applied in a single tick when conditions are met. Includes most explosive and kinetic damage.

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