Deep Rock Galactic Wiki
Register
Advertisement

Icon Upgrade ScareEnemies

In Deep Rock Galactic, certain weapons, weapon mods, grenades, and perks are able to inflict the Fear Status Effect on ground-based mobile enemies like Glyphid Grunts or Praetorians.

Sources of Fear

Driller

  • CRSPR Flamethrower T4.A "It Burns!" applies 0.13 Fear Factor to enemies for every full second that they are damaged by the Flame Stream
  • Satchel Charge T4.A "Big Bang" applies 1.0 Fear Factor to enemies within its damage radius plus 10m
  • HE Grenade applies 1.0 Fear Factor to enemies within its damage radius

Engineer

  • "Stubby" Voltaic SMG Overclock "Turret EM Discharge" applies 0.5 Fear Factor to enemies within a 5m radius of the turret that the explosion is centered on
  • Deepcore 40mm PGL applies 1.0 Fear Factor to enemies within its damage radius
  • Proximity Mine applies 1.0 Fear Factor to enemies within its damage radius

Gunner

  • "Lead Storm" Powered Minigun T5.A "Aggressive Venting" applies 10.0 Fear Factor to enemies within a 10m radius around the Gunner upon overheating
  • "Thunderhead" Heavy Autocannon T5.B "Suppressive Fire" applies 0.5 Fear Factor to enemies within 1m of bullet impact, either on terrain or enemies
  • Sticky Grenade applies 2.5 Fear Factor to the enemy directly impacted, and 1.0 Fear Factor to all enemies within its damage radius upon detonation

Scout

  • M1000 Classic T5.B "Precision Terror" applies 1.0 Fear Factor to enemies within 3.5m of any enemy killed with a Focused Shot to a Weakpoint
  • Jury-Rigged Boomstick T5.B "Fear the Boomstick" applies 0.5 Fear Factor to enemies within a 5m radius around the Scout every time the trigger is pulled

Other

  • Active Perk "Field Medic" applies 10.0 Fear to enemies near the dwarf's downed body, accompanied by a bright flash of light.
  • Active Perk "See You in Hell" applies 10.0 Fear to enemies near the dwarf's downed body, accompanied by a bright flash of light.
  • Bosco revive applies 10.0 Fear to enemies near the dwarf's downed body, accompanied by a bright flash of light.
  • Bosco T4.A "Fear the Rocket" applies 0.5 Fear Factor to enemies within the rocket's damage radius

Effects on Enemies

If the Fear Status Effect gets applied to ground-based mobile enemies, they should stop what they're doing and attempt to flee from the source of the Fear Factor. Sometimes this is able to interrupt a Praetorian spit attack or Radioactive Praetorian roar attack, but it's not consistent. If an enemy is running away from a source of Fear, they gain a "Flee" movespeed multiplier of x1.5 (with some exceptions, see below). Once the Fear Effect has ended, they resume normal behavior.

Probability to Inflict Fear

All creatures in the game have a Courage value. This table lists all enemies that have non-zero Courage values and what those non-zero values are.

Enemy Name Courage Value
Glyphid Grunt 0.5
Glyphid Slasher 0.5
Glyphid Guard 0.5
Glyphid Praetorian 0.5
Glyphid Oppressor 1.0
Glyphid Web Spitter 0.3
Glyphid Acid Spitter 0.3
Glyphid Warden 0.5
Glyphid Menace 0.7
Glyphid Bulk Detonator 1.0
Glyphid Crassus Detonator 1.0
Glyphid Dreadnought 1.0
Huuli Hoarder 0.5

The probability that any given source of Fear Factor will inflict the Fear Status Effect on any given creature is as follows:

  • Let F be the Fear Factor applied to the enemy
  • Let C be the Courage of the enemy

such that if an enemy's Courage is 1.0, they cannot have Fear inflicted (with some exceptions, see below). As a result of this formula, a Fear Factor of 1.0 applied to a Glyphid Grunt will have 1.0 * (1.0 - 0.5) = 50% chance to succeed. Similarly, a Fear Factor of 0.5 applied to a Glyphid Acid Spitter would have 0.5 * (1.0 - 0.3) = 35% chance to succeed.

Duration of Fear Effect

This isn't fully confirmed yet, but from observation it appears that the duration of the Fear Effect is tied to the distance traveled across the ground, rather than a set duration like the Stun Status Effect. From testing, it appears that the goal distance to travel is around 10m. As a result, ground-based mobile enemies that have faster Max Movespeeds will reach the goal distance sooner, therefore having a shorter duration of Fear Effect than their slower counterparts. Using this logic, Glyphid Exploders and Swarmers should be Feared for the least amount of time, while Glyphid Praetorians should be Feared for the most amount of time. Further, slowing enemies either before or during the Fear Effect will increase the time it takes to travel the full distance, and increase the time that the enemies are Feared. The formula for how long any given enemy will be affected by the Fear Effect is as follows:

  • Let M be the creature's Max Movespeed (terms of m/sec)
  • Let D be the Difficulty Scaling Modifier (ranges from 0.8 - 1.1 depending on Hazard Level)
  • Let S be the movement Slow applied to the enemy, ranging from 0 (no slow) to 0.8 (Electrocute DoT Status Effect)

Special Cases

Although under normal conditions Glyphid Oppressors, Bulk Detonators, Crassus Detonators, and Dreadnoughts cannot have the Fear Status Effect inflicted upon them since their Courage is 1.0, there are three exceptions:

  • Field Medic revive
  • See You in Hell explosion
  • Bosco revivve

All three of those sources of Fear are accompanied by a bright flash of light and ignore the normal Courage check, causing them to have a 100% chance to inflict Fear on all ground-based mobile enemies. When this happens, the "Flee" movespeed multiplier is changed to x2 for Glyphid Oppressors and x1 for Glyphid Bulk Detonators, Crassus Detonators, and Dreadnoughts.

Advertisement