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Creatures, Dwarfs, Constructed pipes, Bosco, and some environmental features each have health, shield, or armour values, each functioning slightly differently. Health is the hitpoints of an entity, which all entities that cam be damages have. If health is depleted, the entity dies or enters a damaged state (like pipelines). Shields are regenerating hitpoints that take damage before health, and will help keep an entity alive longer. Armour is similar to shields, but does not regenerate, and instead protect small parts of an entity.

Dwarves[]

The two "light" dwarfs (scout and engineer) have the following health and shield values:

Player Status HUD

The player's status, displayed in the bottom left of their screen. Their red health bar Health Points is displayed below their current shield bar Shield Points.

Armor Modification Armor Masteries Red Rock Blaster Health Health Points Shield Shield Points
90 15
Overcharger 90 20
Healthy 110 15
1 95 15
2 100 15
3 105 15
Overcharger 3 105 20
Healthy 3 125 15
Yes 165 15
Overcharger 3 Yes 170.9 20
Healthy 3 Yes 190.9 15

Meanwhile, the two "heavy" dwarfs (gunner and driller) have the following health values:

Armor Modification Armor Masteries Red Rock Blaster Health Health Points Shield Shield Points
120 15
Overcharger 120 20
Healthy 150 15
1 125 15
2 130 15
3 135 15
Overcharger 3 135 20
Healthy 3 155 15
Yes 185 15
Overcharger 3 Yes 210.9 20
Healthy 3 Yes 230.9 15

For more detail about armor upgrades please see their respective Armor pages
Note: Each level of armor mastery add 5 Health Points, health added by armor mastery isn’t affected by Red Rock Blaster.
Healthy add 20 Health Points, 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.

Creature Health Health Points Shield Shield Points
Glyphid Spawn 5 -
Glyphid Swarmer 12 -
Glyphid Grunt 90 -
Glyphid Grunt Slasher 148 -
Glyphid Grunt Guard 270 -
Glyphid Grounder 320 -
Glyphid Exploder 20 -
Glyphid Web Spitter unknown -
Glyphid King Spitter 580 -
Glyphid Acid Spitter 120 -
Glyphid Septic Spreader 270 -
Glyphid Stingtail 600 -
Glyphid Menace 700 -
Glyphid Warden 800 -
Glyphid Praetorian 750 -
Glyphid Oppressor 900 -
Glyphid Dreadnought 4500 1000
Glyphid Bulk Detonator 4000 -
Glyphid Crassus Detonator 6000 -
Mactera Spawn 223 -
Mactera Tri-Jaw 350 -
Mactera Grabber 500 -
Mactera Brundle 600 -
Mactera Goo/Frost Bomber 800 -
Naedocyte Hatchling 5 -
Naedocyte Roe 120 -
Naedocyte Breeder 1500 -
Naedocyte Shocker 5 -
Carnivorous Larva 10 -
Nayaka Trawler 300 -
Q'ronar Youngling 100 -
Q'ronar Shellback 4500 -
Stone Guardian 450 -
Xynarch Charge-Sucker 1300 -
Korlok Tyrant-Weed 3000 -
Korlok Sprout 550 -
Korlok Healing Pod 250 -
Cave Leech 100 -
Deeptora Honeycomb 400 -
Spitball Infector 800 -
Glyphid Brood Nexus 1800 -
Cave Vine 100 -
Loot Bug 100 -
Golden Loot Bug 200 -
Huuli Hoarder 1500 -
Maggot 1 -
Naedocyte Cave Cruiser 35 -
Silicate Harvester 250 -
Shredder 35 -
Sniper Turret 300 -
Prospector Drone 400 -
Repulsion Turret 600 -
Burst Turret 750 -
Patrol Bot 900 -

Healing Sources[]

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

Method Health Shield
Mining Red Sugar Red Sugar +1-60 -
Claiming a Resupply Rack from a Resupply Pod +50% -
Claiming a Resupply Rack from a Resupply Pod, with the Resupplier Perk +60-75% -
Inside a Shield Generator's bubble - +10/s
Mining Red Sugar with Sweet Tooth perk equipped +1-72 -
Melee killing a medium-sized creature with Vampire perk equipped +2-5 -
Killing a sugar bug +10-20% -
Standing in an electric shield crystal - +1/s

Regenerative[]

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

Upon Effect
Dropping below 15% health, then avoiding damage for 10 seconds Health regenerates up to 15% of maximum within ? seconds when the hazard level is below 5

On hazard 5 regenerates up to 10% of maximum health

Receiving damage, then avoiding damage for 7 seconds.
(6s with Improved Generator / 9s with Boosted Converter)
The player regenerates 3 shields per second (6 shields with Boosted Converter).
Being revived Health is restored to 60 / 50 / 40 / 20 / 10 % of maximum for Hazard 1 / 2 / 3 / 4 / 5, respectively
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