(→Low Gravity: Added link pointing to Fall Damage page) Tag: Visual edit |
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− | Mutators were released in [[Update 15: Mutation Warning]]. [[Missions]] may have Mutators, which are special events that may modify the mission for better or worse. [[#Warnings|Warnings]] are negative mutators and [[#Anomalies|Anomalies]] are positive or neutral mutators. A mission currently can have at most |
+ | Mutators were released in [[Update 15: Mutation Warning]]. [[Missions]] may have Mutators, which are special events that may modify the mission for better or worse. [[#Warnings|Warnings]] are negative mutators and [[#Anomalies|Anomalies]] are positive or neutral mutators. A mission currently can have at most two Warnings and one Anomaly. Warnings will increase the [[Hazard Bonus]] from 15% up to 30%, depending on the type. |
== <span style="color:#FF0000">'''Warnings'''</span> == |
== <span style="color:#FF0000">'''Warnings'''</span> == |
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[[File:Warning Complete2 CaveLeechCluster.png|192px|link=|right]] |
[[File:Warning Complete2 CaveLeechCluster.png|192px|link=|right]] |
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− | [[Cave Leech]]es spawn in much higher numbers and, as the name suggests, they are usually packed together. Sometimes they can form in a 2x2 grid, potentially wiping out an entire team if all Dwarves are ensnared simultaneously without an alternate means of escape (such as the [[Heightened Senses |
+ | [[Cave Leech]]es spawn in much higher numbers and, as the name suggests, they are usually packed together. Sometimes they can form in a 2x2 grid, potentially wiping out an entire team if all Dwarves are ensnared simultaneously without an alternate means of escape (such as the [[Heightened Senses|Heightened Senses perk]]). |
− | |||
− | Watch ceilings closely and use the Scout's [[Flare Gun]] to light large open spaces. The Engineer's [[LMG Gun Platform]] in combination with the Hawkeye mod can do a decent job at finding and eleminating Cave Leeches from a distance. |
||
Solo players can be freed by [[APD-B317|Bosco]] when grabbed, but this by no means guarantees survival; it can take a while for the drone to find its way back to its owner and kill the Leech before it is too late. |
Solo players can be freed by [[APD-B317|Bosco]] when grabbed, but this by no means guarantees survival; it can take a while for the drone to find its way back to its owner and kill the Leech before it is too late. |
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=== {{icon warning|Exploder Infestation!|30px}} <span style="color:#FF0000">Exploder Infestation!</span> === |
=== {{icon warning|Exploder Infestation!|30px}} <span style="color:#FF0000">Exploder Infestation!</span> === |
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{| class="wikitable" style="width:100%;" |
{| class="wikitable" style="width:100%;" |
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− | | style="border:0px;" | ''"You will be attacked by an almost constant flow of Glyphid Exploder packs."''<br/>'''+ |
+ | | style="border:0px;" | ''"You will be attacked by an almost constant flow of Glyphid Exploder packs."''<br/>'''+20% Hazard Bonus''' |
|} |
|} |
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[[File:Warning Complete2 ExploderInfestation.png|192px|link=|right]] |
[[File:Warning Complete2 ExploderInfestation.png|192px|link=|right]] |
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− | Every so often, a pack of [[Glyphid Exploder]]s will rush the Dwarves. The rushes are conducted independently of enemy spawn rates and [[Swarm]]s; the special Exploders have a slightly different look to them. There has been a long- |
+ | Every so often, a pack of [[Glyphid Exploder]]s will rush the Dwarves. The rushes are conducted independently of enemy spawn rates and [[Swarm]]s; the special Exploders have a slightly different look to them. There has been a long-perpetuated myth that [[Glyphid Bulk Detonator|Bulk Detonators]] also have an increased chance to appear in these missions, but it is just that: '''a myth'''. |
When the sound of creatures unburrowing themselves is heard -- followed by silence -- this usually indicates that a pack of roving Exploders has just spawned. Compared to most creatures in the depths of Hoxxes IV, they're unusually stealthy (other than a hissing sound before they explode) and can easily sneak up on unwary Dwarves. |
When the sound of creatures unburrowing themselves is heard -- followed by silence -- this usually indicates that a pack of roving Exploders has just spawned. Compared to most creatures in the depths of Hoxxes IV, they're unusually stealthy (other than a hissing sound before they explode) and can easily sneak up on unwary Dwarves. |
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− | |||
− | Engineers can deploy their [[LMG Gun Platform]]s to provide cover, while solo players can generally rely on [[Bosco]] to alert them to the presence of encroaching Exploders. |
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{{clear}} |
{{clear}} |
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The ghost of an angry [[Glyphid Bulk Detonator|Bulk Detonator]], known as the '''"Unknown Horror"''', will pursue the Dwarves. It spawns a few moments after the Drop Pod lands and will constantly stalk the team for the entire mission; it can even dig through terrain to get to its target. A ghostly aura and unsettling sounds surround the Unknown Horror, increasing in intensity as it gets closer to the player. |
The ghost of an angry [[Glyphid Bulk Detonator|Bulk Detonator]], known as the '''"Unknown Horror"''', will pursue the Dwarves. It spawns a few moments after the Drop Pod lands and will constantly stalk the team for the entire mission; it can even dig through terrain to get to its target. A ghostly aura and unsettling sounds surround the Unknown Horror, increasing in intensity as it gets closer to the player. |
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− | While it cannot be stopped or killed, the Unknown Horror is vulnerable to |
+ | While it cannot be stopped or killed, the Unknown Horror is vulnerable to slowing status effects, such as [[Status Effects#Electrocution|electrocution]]. It deals slightly reduced damage compared to a standard Bulk Detonator. [[Salvage Operation]]s and [[Escort Duty|Escort Duties]] cannot be Haunted. |
{{clear}} |
{{clear}} |
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+ | |||
=== {{icon warning|Lethal Enemies|30px}} <span style="color:#FF0000">Lethal Enemies</span> === |
=== {{icon warning|Lethal Enemies|30px}} <span style="color:#FF0000">Lethal Enemies</span> === |
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{| class="wikitable" style="width:100%;" |
{| class="wikitable" style="width:100%;" |
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[[File:Warning Complete Volatile Glyphids.png|192px|right|link=]] |
[[File:Warning Complete Volatile Glyphids.png|192px|right|link=]] |
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− | All '''melee''' damage dealt by enemies is doubled. Specifically, this means ''jump'', ''bite'', ''slash'', ''carve'' and ''dig'' attacks, as well as [[Naedocyte Shocker]]s' zaps |
+ | All '''melee''' damage dealt by enemies is doubled. Specifically, this means ''jump'', ''bite'', ''slash'', ''carve'' and ''dig'' attacks, as well as [[Naedocyte Shocker]]s' zaps, [[Deeptora Honeycomb]]s' bug swarms, and [[Cave Leech|Cave Leechs]]' tentacles. Area-of-effect stomps usually cause damage of another type than melee, such as Kinetic ([[Glyphid Oppressor|Oppressors]]) or Explosive ([[Glyphid Bulk Detonator|Bulk Detonators]], [[Dreadnought Types|Dreadnoughts]]). |
Projectile attacks from [[Mactera Spawn]] and [[Glyphid Acid Spitter]]s (amongst other examples) are ''not'' affected by Lethal Enemies. |
Projectile attacks from [[Mactera Spawn]] and [[Glyphid Acid Spitter]]s (amongst other examples) are ''not'' affected by Lethal Enemies. |
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− | |||
− | Keep a healthy distance from enemies such as [[Glyphid Praetorian|Praetorians]] and [[Glyphid Grunt Slasher|Grunt Slashers]]. |
||
{{clear}} |
{{clear}} |
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=== {{icon warning|Low Oxygen|30px}} <span style="color:#FF0000">Low Oxygen</span> === |
=== {{icon warning|Low Oxygen|30px}} <span style="color:#FF0000">Low Oxygen</span> === |
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These caves have toxic air, meaning the Dwarves only get a limited oxygen supply (seen on the right side of the screen). A full tank of O2 lasts for approximately a minute, being depleted at a rate of '''1.5%''' per second, with increasingly frantic beeps sounding as the supply begins to run out. Should this happen, the Dwarf will start rapidly taking '''10 damage''' per second, which is ''not'' blocked by Dwarves' personal shields. |
These caves have toxic air, meaning the Dwarves only get a limited oxygen supply (seen on the right side of the screen). A full tank of O2 lasts for approximately a minute, being depleted at a rate of '''1.5%''' per second, with increasingly frantic beeps sounding as the supply begins to run out. Should this happen, the Dwarf will start rapidly taking '''10 damage''' per second, which is ''not'' blocked by Dwarves' personal shields. |
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− | Oxygen is refilled at a rate of '''10%''' per second by staying adjacent to a [[Drop Pod]], [[Resupply Pod]]s, the [[Mine Head]] or the [[M.U.L.E]]. |
+ | Oxygen is refilled at a rate of '''10%''' per second by staying adjacent to a [[Drop Pod]], [[Resupply Pod]]s, the [[Mine Head]] or the [[M.U.L.E]]. A hissing sound is indicative of oxygen being replenished. |
− | {| class="wikitable" |
+ | {| class="wikitable" |
! style="text-align:left; padding:5px;" | O2 Supplying Object !! style="text-align:right; padding:5px;" | {{Hoverover|Radius|Effective O2 supply radius including Center Offset|underline=yes}} !! style="text-align:right; padding:5px;" | {{Hoverover|Center Offset|Dead zone at the center of the object, where no O2 is supplied|underline=yes}} !! style="background:none; border-width:0px; padding:5px;" | |
! style="text-align:left; padding:5px;" | O2 Supplying Object !! style="text-align:right; padding:5px;" | {{Hoverover|Radius|Effective O2 supply radius including Center Offset|underline=yes}} !! style="text-align:right; padding:5px;" | {{Hoverover|Center Offset|Dead zone at the center of the object, where no O2 is supplied|underline=yes}} !! style="background:none; border-width:0px; padding:5px;" | |
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|- |
|- |
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− | | style="text-align:left; padding:5px;" | '''M.U.L.E.''' || style="text-align:right; padding:5px;" | 3. |
+ | | style="text-align:left; padding:5px;" | '''M.U.L.E.''' || style="text-align:right; padding:5px;" | 3.0m || style="text-align:right; padding:5px;" | 0.5m || style="background:none; border-width:0px; padding:5px;" | |
|- |
|- |
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− | | style="text-align:left; padding:5px;" | '''Resupply Pod''' || style="text-align:right; padding:5px;" | |
+ | | style="text-align:left; padding:5px;" | '''Resupply Pod''' || style="text-align:right; padding:5px;" | 3.0m || style="text-align:right; padding:5px;" | 1.0m || style="background:none; border-width:0px; padding:5px;" | |
|- |
|- |
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− | | style="text-align:left; padding:5px;" | '''Drop Pod''' || style="text-align:right; padding:5px;" | |
+ | | style="text-align:left; padding:5px;" | '''Drop Pod''' || style="text-align:right; padding:5px;" | 10.0m || style="text-align:right; padding:5px;" | 2.5m || style="background:none; border-width:0px; padding:5px;" | |
|- |
|- |
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− | | style="text-align:left; padding:5px;" | '''Escape Pod''' || style="text-align:right; padding:5px;" | |
+ | | style="text-align:left; padding:5px;" | '''Escape Pod''' || style="text-align:right; padding:5px;" | 6.0m || style="text-align:right; padding:5px;" | 2.0m || style="background:none; border-width:0px; padding:5px;" | |
|- |
|- |
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| style="text-align:left; padding:5px;" | '''Uplink & Fuel Pod''' || style="text-align:right; padding:5px;" | 7.5m || style="text-align:right; padding:5px;" | ''n/a'' || style="background:none; border-width:0px; padding:5px;" | <small>''([[Salvage Operation]] only)''</small> |
| style="text-align:left; padding:5px;" | '''Uplink & Fuel Pod''' || style="text-align:right; padding:5px;" | 7.5m || style="text-align:right; padding:5px;" | ''n/a'' || style="background:none; border-width:0px; padding:5px;" | <small>''([[Salvage Operation]] only)''</small> |
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| style="text-align:left; padding:5px;" | '''Black Box''' || style="text-align:right; padding:5px;" | 7.5m || style="text-align:right; padding:5px;" | ''n/a'' || style="background:none; border-width:0px; padding:5px;" | <small>''([[Deep Dives|Deep Dive]] only)''</small> |
| style="text-align:left; padding:5px;" | '''Black Box''' || style="text-align:right; padding:5px;" | 7.5m || style="text-align:right; padding:5px;" | ''n/a'' || style="background:none; border-width:0px; padding:5px;" | <small>''([[Deep Dives|Deep Dive]] only)''</small> |
||
|- |
|- |
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− | | style="text-align:left; padding:5px;" | '''Mine Head''' || style="text-align:right; padding:5px;" | |
+ | | style="text-align:left; padding:5px;" | '''Mine Head''' || style="text-align:right; padding:5px;" | 8.0m || style="text-align:right; padding:5px;" | 1.8m || style="background:none; border-width:0px; padding:5px;" | <small>''([[Point Extraction]] only)''</small> |
+ | |- |
||
+ | | style="text-align:left; padding:5px;" | '''Refinery''' || style="text-align:right; padding:5px;" | 8.0m || style="text-align:right; padding:5px;" | 1.0m || style="background:none; border-width:0px; padding:5px;" | <small>''([[On-site Refining]] only)''</small> |
||
+ | |- |
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+ | | style="text-align:left; padding:5px;" | '''Doretta''' || style="text-align:right; padding:5px;" | 5.0m || style="text-align:right; padding:5px;" | 0.5m || style="background:none; border-width:0px; padding:5px;" | <small>''([[Escort Duty]] only)''</small> |
||
|- |
|- |
||
|} |
|} |
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− | Reviving a Dwarf sets their supply of oxygen to '''42%'''. Through reviving each other continually, careful teamwork can carry the day even when far away from any source of oxygen |
+ | Reviving a Dwarf sets their supply of oxygen to '''42%'''. Through reviving each other continually, careful teamwork can carry the day even when far away from any source of oxygen. |
{{clear}} |
{{clear}} |
||
+ | |||
=== {{icon warning|Mactera Plague|30px}} <span style="color:#FF0000">Mactera Plague</span> === |
=== {{icon warning|Mactera Plague|30px}} <span style="color:#FF0000">Mactera Plague</span> === |
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{| class="wikitable" style="width:100%;" |
{| class="wikitable" style="width:100%;" |
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[[File:Warning_Complete2_MacteraPlague.png|192px|link=|right]] |
[[File:Warning_Complete2_MacteraPlague.png|192px|link=|right]] |
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− | The bulk of enemies spawned are [[Mactera]] ([[Mactera Spawn|Spawn]], [[Mactera Goo Bomber|Goo Bomber]]s and [[Mactera Grabber|Grabber]]s), with [[Glyphid]]s and other aliens only appearing occasionally or during [[Swarm]]s. |
+ | The bulk of enemies spawned are [[Mactera]] ([[Mactera Spawn|Spawn]], [[Mactera Goo Bomber|Goo Bomber]]s, [[Mactera Tri-Jaw|Tri-Jaws]], [[Mactera Brundle|Brundles]] and [[Mactera Grabber|Grabber]]s), with [[Glyphid]]s and other aliens only appearing occasionally or during [[Swarm]]s. |
− | |||
− | Bring along highly accurate and damaging weapons such as the [["Lead Storm" Powered Minigun|Powered Minigun]] or the [[M1000 Classic]] to quickly deal with these pests. |
||
{{clear}} |
{{clear}} |
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=== {{icon warning|Parasites|30px}} <span style="color:#FF0000">Parasites</span> === |
=== {{icon warning|Parasites|30px}} <span style="color:#FF0000">Parasites</span> === |
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Enemies are infected with writhing [[Carnivorous_Larva|Carnivorous Larvae]], which will burst out and attack when their hosts are killed. Larger enemies such as [[Glyphid Praetorian|Praetorians]] will spawn three parasites on death. Enemies of Tiny size, such as [[Glyphid Swarmer|Swarmers]] and [[Naedocyte Shocker]]s do not contain parasites. Stationary threats such as [[Spitball Infector]]s do not spawn parasites on death either. |
Enemies are infected with writhing [[Carnivorous_Larva|Carnivorous Larvae]], which will burst out and attack when their hosts are killed. Larger enemies such as [[Glyphid Praetorian|Praetorians]] will spawn three parasites on death. Enemies of Tiny size, such as [[Glyphid Swarmer|Swarmers]] and [[Naedocyte Shocker]]s do not contain parasites. Stationary threats such as [[Spitball Infector]]s do not spawn parasites on death either. |
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− | The parasites are comparable to a Swarmer in terms of strength, but slightly less durable. They deal low damage and can be killed with just a single swing of the [[Pickaxe]]. Parasites cannot survive for long outside of their hosts and will die after performing a suicidal leaping attack |
+ | The parasites are comparable to a Swarmer in terms of strength, but slightly less durable. They deal low damage and can be killed with just a single swing of the [[Pickaxe]]. Parasites cannot survive for long outside of their hosts and will die after performing a suicidal leaping attack. |
Parasites are able to pass through the Gunner's [[Shield Generator|bubble shield]]. |
Parasites are able to pass through the Gunner's [[Shield Generator|bubble shield]]. |
||
{{clear}} |
{{clear}} |
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+ | |||
=== {{icon warning|Regenerative Bugs|30px}} <span style="color:#FF0000">Regenerative Bugs</span> === |
=== {{icon warning|Regenerative Bugs|30px}} <span style="color:#FF0000">Regenerative Bugs</span> === |
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{| class="wikitable" style="width:100%;" |
{| class="wikitable" style="width:100%;" |
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Any damaged enemy is capable of regenerating '''5%''' of its maximum HP per second if it goes without taking damage for 3 seconds. The creature's regeneration will be halted for 3 seconds every time it is damaged again by ''any'' damage type -- weapons fire, natural hazards, and damage-over-time effects (being on fire, poisoned, irradiated or electrocuted). |
Any damaged enemy is capable of regenerating '''5%''' of its maximum HP per second if it goes without taking damage for 3 seconds. The creature's regeneration will be halted for 3 seconds every time it is damaged again by ''any'' damage type -- weapons fire, natural hazards, and damage-over-time effects (being on fire, poisoned, irradiated or electrocuted). |
||
− | A few enemies will not regenerate their health: [[Glyphid Brood Nexus]], [[Xynarch Charge-Sucker]], [[Glyphid Bulk Detonator]], [[ |
+ | A few enemies will not regenerate their health: [[Glyphid Brood Nexus]], [[Xynarch Charge-Sucker]], [[Glyphid Bulk Detonator]], [[Dreadnought Types|Dreadnoughts]] and Ebonite variants from the [[Machine_Events#Ebonite_Mutation|Ebonite Mutation Machine Event]]. |
− | |||
− | On higher [[Hazard Level]] missions and/or with more players present, enemies are more resistant to damage while their max HP stays the same. This means that the regenerative effect will be more noticeable. |
||
− | + | Glyphids captured with the [[Beast Master|Beastmaster]] perk will still regenerate health, giving the tamed bug much more longevity. |
|
{{clear}} |
{{clear}} |
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=== {{icon warning|Shield Disruption|30px}} <span style="color:#FF0000">Shield Disruption</span> === |
=== {{icon warning|Shield Disruption|30px}} <span style="color:#FF0000">Shield Disruption</span> === |
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The Gunner's [[Shield Generator]] functions as normal (repelling bugs and granting damage resistance) but will not restore personal shields. |
The Gunner's [[Shield Generator]] functions as normal (repelling bugs and granting damage resistance) but will not restore personal shields. |
||
+ | |||
+ | The [[Shield Link]] Perk is effectively neutralized and provides no benefits. |
||
{{clear}} |
{{clear}} |
||
+ | === {{icon warning|Elite Threat|30px}} <span style="color:#FF0000">Elite Threat</span> === |
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+ | {| class="wikitable" style="width:100%;" |
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+ | | style="border:0px;" | ''"Elite enemies are more common than usual. Make every bullet count!"''<br/>'''+30% Hazard Bonus''' |
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+ | |} |
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+ | [[File:Warning Complete Elite Threat.png|192px|right|link=]] |
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+ | |||
+ | [[Creatures#Elite_Enemies|Elite enemies]] will spawn in a mission with this warning. |
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+ | Unlike what the in-game description implies, elite enemies are exclusive to this warning. |
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+ | {{clear}} |
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+ | |||
+ | === {{icon warning|Swarmageddon|30px}} <span style="color:#FF0000">Swarmageddon</span>=== |
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+ | {| class="wikitable" style="width:100%;" |
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+ | | style="border:0px;" | ''"Prepare yourself for a tsunami of Glyphid Swarmers!"''<br/>'''+20% Hazard Bonus''' |
||
+ | |} |
||
+ | [[File:Warning Complete Swarmageddon.png|192px|right|link=]] |
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+ | [[Glyphid Swarmer|Glyphid Swarmers]] will spawn in small packs frequently throughout the mission, independently from other enemies. |
||
+ | |||
+ | {{clear}} |
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+ | |||
== <span style="color:#F6CD05">'''Anomalies'''</span> == |
== <span style="color:#F6CD05">'''Anomalies'''</span> == |
||
[[File:Icon MinersManual Anomalies.png]] |
[[File:Icon MinersManual Anomalies.png]] |
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Firing at an enemy's weak spot will deal five times as much damage, compared to the usual double or triple damage. This damage is multiplicative with weapon weakpoint damage bonuses and with enemies' innate weakpoint damage multipliers. Critical Weakness does not apply to creatures that do not have a weakspot, such as [[Loot Bug]]s. |
Firing at an enemy's weak spot will deal five times as much damage, compared to the usual double or triple damage. This damage is multiplicative with weapon weakpoint damage bonuses and with enemies' innate weakpoint damage multipliers. Critical Weakness does not apply to creatures that do not have a weakspot, such as [[Loot Bug]]s. |
||
− | Only attacks that deal instant, single-target damage benefit from the weakpoint multiplier. This rules out damage-over-time (DoT) and area-of-effect (AoE) attacks, such as the Driller's [[CRSPR Flamethrower]]. The "Embedded Detonator" [[Overclocks]] |
+ | Only attacks that deal instant, single-target damage benefit from the weakpoint multiplier. This rules out damage-over-time (DoT) and area-of-effect (AoE) attacks, such as the Driller's [[CRSPR Flamethrower]]. The "Embedded Detonator" [[Overclocks]] and the Engineer's "Fatboy" Overclock for the [[Deepcore 40mm PGL|PGL]] are also unaffected by Critical Weakness. |
− | |||
− | Most enemies will die to a single shot against their weakspots, especially with Hollowpoint rounds modifications. Highly effective against foes with giant obvious weak spots such as [[Glyphid Praetorian|Praetorians]] and [[Dreadnought]]s. |
||
{{clear}} |
{{clear}} |
||
=== {{icon anomaly|Triple XP|30px}} <span style="color:#F6CD05">Double XP</span> === |
=== {{icon anomaly|Triple XP|30px}} <span style="color:#F6CD05">Double XP</span> === |
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At the end of a mission, the {{xp}} [[Experience]] reward is doubled. However, mission failure will reward just the usual 25% of {{credits}} Credits and {{xp}} Experience. |
At the end of a mission, the {{xp}} [[Experience]] reward is doubled. However, mission failure will reward just the usual 25% of {{credits}} Credits and {{xp}} Experience. |
||
− | Completing the secondary objective, collecting as many minerals as possible, obtaining [[Korlok Tyrant-Weed|Korlok]] [[Tyrant Shard]]s and surviving [[Machine Events]] all contribute to the post-mission {{xp}} Experience reward |
+ | Completing the secondary objective, collecting as many minerals as possible, obtaining [[Korlok Tyrant-Weed|Korlok]] [[Tyrant Shard]]s and surviving [[Machine Events]] all contribute to the post-mission {{xp}} Experience reward. |
{{clear}} |
{{clear}} |
||
=== {{icon anomaly|Gold Rush|30px}} <span style="color:#F6CD05">Gold Rush</span> === |
=== {{icon anomaly|Gold Rush|30px}} <span style="color:#F6CD05">Gold Rush</span> === |
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{{icon resource|Gold}}[[Gold]] veins are twice as long compared to normal missions. |
{{icon resource|Gold}}[[Gold]] veins are twice as long compared to normal missions. |
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− | |||
− | When coupled with the [[Abyss_Bar#Today.27s_Special|Pots O' Gold]] beer buff, your amount of gold collected can easily reach into four-digit numbers -- but keep in mind this only applies to gold mined directly with the [[Pickaxe]]. Gold mined by [[APD-B317|Bosco]] or by destroying terrain with [[Satchel Charge]]s, the [[Experimental Plasma Charger]] (among other methods) will not be increased by Pots O' Gold. |
||
{{clear}} |
{{clear}} |
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=== {{icon anomaly|Golden Bugs|30px}} <span style="color:#F6CD05">Golden Bugs</span> === |
=== {{icon anomaly|Golden Bugs|30px}} <span style="color:#F6CD05">Golden Bugs</span> === |
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[[File:Anomaly-goldenbugs.png|192px|right|link=]] |
[[File:Anomaly-goldenbugs.png|192px|right|link=]] |
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− | Every killed enemy will drop one unit of {{icon resource|Gold}}[[Gold]] on the ground, which can be picked up by the Dwarves and then deposited into the [[M.U.L.E.]], [[Mine Head]] or [[Drop Pod]] |
+ | Every killed enemy will drop one unit of {{icon resource|Gold}}[[Gold]] on the ground, which can be picked up by the Dwarves and then deposited into the [[M.U.L.E.]], [[Mine Head]] or [[Drop Pod]]. |
In some circumstances, for example high [[Hazard Level]] missions with a full squad of players, enemies can spawn in such enormous numbers that the amount of gold they generate will start to cause lag and performance problems, especially if the mission lasts a long time. |
In some circumstances, for example high [[Hazard Level]] missions with a full squad of players, enemies can spawn in such enormous numbers that the amount of gold they generate will start to cause lag and performance problems, especially if the mission lasts a long time. |
||
− | The [[Abyss_Bar#Today.27s_Special|Pots O' Gold]] beer buff does ''not'' apply to the gold dropped from enemies when this Mutator is active. |
+ | The [[Abyss_Bar#Today.27s_Special|Pots O' Gold]] beer buff does ''not'' apply to the gold dropped from enemies when this Mutator is active. |
{{clear}} |
{{clear}} |
||
=== {{icon anomaly|No Fall Damage|30px}} <span style="color:#F6CD05">Low Gravity</span> === |
=== {{icon anomaly|No Fall Damage|30px}} <span style="color:#F6CD05">Low Gravity</span> === |
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[[File:Anomaly-lowgravity.png|192px|right|link=]] |
[[File:Anomaly-lowgravity.png|192px|right|link=]] |
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− | Gravity is ~2.4 times lower than normal, allowing for higher jumps and making falling safer -- though falling from extreme heights or at extreme speeds can still cause fall damage. |
+ | Gravity is ~2.4 times lower than normal, allowing for higher jumps and making falling safer -- though falling from extreme heights or at extreme speeds can still cause [[Fall Damage|fall damage]]. |
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− | Because fall damage in low gravity conditions is negligible, it's generally not worth getting the [[Abyss_Bar#Today.27s_Special|Tunnel Rat]] beer buff for these missions. |
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− | [[Glyphid Dreadnought|Dreadnought]] [[Elimination]] missions and [[#Haunted Cave|Haunted Cave]] Warnings tend to be less difficult when low gravity is active, as it is much easier for Dwarves to stay out of these large creatures' attack range. |
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Some of the Dwarves' gear will function differently in low gravity. |
Some of the Dwarves' gear will function differently in low gravity. |
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− | * Flare throw distance is much greater |
+ | * Flare throw distance is much greater. |
* The Scout's [[Grappling Hook]] can be used for very high and long jumps and for mid-air mobility (to counteract the much longer airtime during these jumps). |
* The Scout's [[Grappling Hook]] can be used for very high and long jumps and for mid-air mobility (to counteract the much longer airtime during these jumps). |
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* The Gunner's [[Cluster Grenade]] bomblets are dispersed further, blanketing a much larger area in explosions. |
* The Gunner's [[Cluster Grenade]] bomblets are dispersed further, blanketing a much larger area in explosions. |
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[[File:Anomaly-richatmosphere.png|192px|right|link=]] |
[[File:Anomaly-richatmosphere.png|192px|right|link=]] |
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− | Movement speed for Dwarves is increased by 50%. Enemies, M.U.L.E.s and [[APD-B317|Bosco]] are unaffected |
+ | Movement speed for Dwarves is increased by 50% and allows for sprinting through environmental slows such as blizzards and sandstorms. Enemies, M.U.L.E.s and [[APD-B317|Bosco]] are unaffected. |
All of the Dwarves' voices are 50% higher pitched, though this has no practical effect on gameplay. |
All of the Dwarves' voices are 50% higher pitched, though this has no practical effect on gameplay. |
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When an enemy is killed it instantly explodes, causing damage to Dwarves and enemies alike. The explosive damage is lower than that from a [[Glyphid Exploder]], but can still be lethal. Larger enemies produce bigger, more damaging explosions. Enemies of Tiny size, ([[Glyphid Swarmer|Swarmers]], [[Naedocyte Shocker]]s, etc.) and stationary threats (such as [[Spitball Infector]]s) are unaffected by Volatile Guts and will not explode when killed. |
When an enemy is killed it instantly explodes, causing damage to Dwarves and enemies alike. The explosive damage is lower than that from a [[Glyphid Exploder]], but can still be lethal. Larger enemies produce bigger, more damaging explosions. Enemies of Tiny size, ([[Glyphid Swarmer|Swarmers]], [[Naedocyte Shocker]]s, etc.) and stationary threats (such as [[Spitball Infector]]s) are unaffected by Volatile Guts and will not explode when killed. |
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− | Explosions may cause chain reactions in tightly-packed clusters of enemies, especially if they've been softened up beforehand |
+ | Explosions may cause chain reactions in tightly-packed clusters of enemies, especially if they've been softened up beforehand. |
Glyphid Exploders can be prevented from using their more powerful suicide attack by triggering the Volatile Guts effect first. |
Glyphid Exploders can be prevented from using their more powerful suicide attack by triggering the Volatile Guts effect first. |
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− | {| class="wikitable" |
+ | {| class="wikitable" |
! style="text-align:left; padding:5px;" | Enemy Size !! style="text-align:right; padding:5px;" | Area Damage !! style="text-align:right; padding:5px;" | Radius !! style="text-align:right; padding:5px;" | Maximum Damage Radius !! style="text-align:right; padding:5px;" | Minimum Area Damage !! style="text-align:right; padding:5px;" | {{Hoverover|Friendly Fire Modifier|Damage done to Dwarves|underline=yes}} |
! style="text-align:left; padding:5px;" | Enemy Size !! style="text-align:right; padding:5px;" | Area Damage !! style="text-align:right; padding:5px;" | Radius !! style="text-align:right; padding:5px;" | Maximum Damage Radius !! style="text-align:right; padding:5px;" | Minimum Area Damage !! style="text-align:right; padding:5px;" | {{Hoverover|Friendly Fire Modifier|Damage done to Dwarves|underline=yes}} |
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Revision as of 17:08, 19 June 2021
Mutators were released in Update 15: Mutation Warning. Missions may have Mutators, which are special events that may modify the mission for better or worse. Warnings are negative mutators and Anomalies are positive or neutral mutators. A mission currently can have at most two Warnings and one Anomaly. Warnings will increase the Hazard Bonus from 15% up to 30%, depending on the type.
Warnings
Cave Leech Cluster
"Watch out for the ceiling, there is an unusual density of Cave Leeches." +15% Hazard Bonus |
Cave Leeches spawn in much higher numbers and, as the name suggests, they are usually packed together. Sometimes they can form in a 2x2 grid, potentially wiping out an entire team if all Dwarves are ensnared simultaneously without an alternate means of escape (such as the Heightened Senses perk).
Solo players can be freed by Bosco when grabbed, but this by no means guarantees survival; it can take a while for the drone to find its way back to its owner and kill the Leech before it is too late.
Exploder Infestation!
"You will be attacked by an almost constant flow of Glyphid Exploder packs." +20% Hazard Bonus |
Every so often, a pack of Glyphid Exploders will rush the Dwarves. The rushes are conducted independently of enemy spawn rates and Swarms; the special Exploders have a slightly different look to them. There has been a long-perpetuated myth that Bulk Detonators also have an increased chance to appear in these missions, but it is just that: a myth.
When the sound of creatures unburrowing themselves is heard -- followed by silence -- this usually indicates that a pack of roving Exploders has just spawned. Compared to most creatures in the depths of Hoxxes IV, they're unusually stealthy (other than a hissing sound before they explode) and can easily sneak up on unwary Dwarves.
Haunted Cave
"A slow, but invulnerable and deadly creature has been detected in this area. It will relentlessly chase you, throughout the mission. Do not let it get close." +30% Hazard Bonus |
The ghost of an angry Bulk Detonator, known as the "Unknown Horror", will pursue the Dwarves. It spawns a few moments after the Drop Pod lands and will constantly stalk the team for the entire mission; it can even dig through terrain to get to its target. A ghostly aura and unsettling sounds surround the Unknown Horror, increasing in intensity as it gets closer to the player.
While it cannot be stopped or killed, the Unknown Horror is vulnerable to slowing status effects, such as electrocution. It deals slightly reduced damage compared to a standard Bulk Detonator. Salvage Operations and Escort Duties cannot be Haunted.
Lethal Enemies
"Melee damage from all enemies hurts a lot more than usual." +25% Hazard Bonus |
All melee damage dealt by enemies is doubled. Specifically, this means jump, bite, slash, carve and dig attacks, as well as Naedocyte Shockers' zaps, Deeptora Honeycombs' bug swarms, and Cave Leechs' tentacles. Area-of-effect stomps usually cause damage of another type than melee, such as Kinetic (Oppressors) or Explosive (Bulk Detonators, Dreadnoughts).
Projectile attacks from Mactera Spawn and Glyphid Acid Spitters (amongst other examples) are not affected by Lethal Enemies.
Low Oxygen
"The mission area has particularly low concentrations of breathable air. Dwarves must frequently replenish their O2 by standing near one of the tanks attached to the M.U.L.E. and other devices." +20% Hazard Bonus |
These caves have toxic air, meaning the Dwarves only get a limited oxygen supply (seen on the right side of the screen). A full tank of O2 lasts for approximately a minute, being depleted at a rate of 1.5% per second, with increasingly frantic beeps sounding as the supply begins to run out. Should this happen, the Dwarf will start rapidly taking 10 damage per second, which is not blocked by Dwarves' personal shields.
Oxygen is refilled at a rate of 10% per second by staying adjacent to a Drop Pod, Resupply Pods, the Mine Head or the M.U.L.E. A hissing sound is indicative of oxygen being replenished.
O2 Supplying Object | Radius | Center Offset | |
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M.U.L.E. | 3.0m | 0.5m | |
Resupply Pod | 3.0m | 1.0m | |
Drop Pod | 10.0m | 2.5m | |
Escape Pod | 6.0m | 2.0m | |
Uplink & Fuel Pod | 7.5m | n/a | (Salvage Operation only) |
Black Box | 7.5m | n/a | (Deep Dive only) |
Mine Head | 8.0m | 1.8m | (Point Extraction only) |
Refinery | 8.0m | 1.0m | (On-site Refining only) |
Doretta | 5.0m | 0.5m | (Escort Duty only) |
Reviving a Dwarf sets their supply of oxygen to 42%. Through reviving each other continually, careful teamwork can carry the day even when far away from any source of oxygen.
Mactera Plague
"Most threats in this mission will come from the air, the caves are full of Mactera." +20% Hazard Bonus |
The bulk of enemies spawned are Mactera (Spawn, Goo Bombers, Tri-Jaws, Brundles and Grabbers), with Glyphids and other aliens only appearing occasionally or during Swarms.
Parasites
"Something is eating the creatures from the inside out, and will go after you as soon as their hosts die." +15% Hazard Bonus |
Enemies are infected with writhing Carnivorous Larvae, which will burst out and attack when their hosts are killed. Larger enemies such as Praetorians will spawn three parasites on death. Enemies of Tiny size, such as Swarmers and Naedocyte Shockers do not contain parasites. Stationary threats such as Spitball Infectors do not spawn parasites on death either.
The parasites are comparable to a Swarmer in terms of strength, but slightly less durable. They deal low damage and can be killed with just a single swing of the Pickaxe. Parasites cannot survive for long outside of their hosts and will die after performing a suicidal leaping attack.
Parasites are able to pass through the Gunner's bubble shield.
Regenerative Bugs
"After a few seconds of not taking damage, the creatures will start recovering health." +15% Hazard Bonus |
Any damaged enemy is capable of regenerating 5% of its maximum HP per second if it goes without taking damage for 3 seconds. The creature's regeneration will be halted for 3 seconds every time it is damaged again by any damage type -- weapons fire, natural hazards, and damage-over-time effects (being on fire, poisoned, irradiated or electrocuted). A few enemies will not regenerate their health: Glyphid Brood Nexus, Xynarch Charge-Sucker, Glyphid Bulk Detonator, Dreadnoughts and Ebonite variants from the Ebonite Mutation Machine Event.
Glyphids captured with the Beastmaster perk will still regenerate health, giving the tamed bug much more longevity.
Shield Disruption
"Magnetic interference is causing all shields to malfunction." +30% Hazard Bonus |
Shields are permanently disabled by an electric field which encompases the entire map. To compensate, Dwarves take 30% less damage from enemy attacks and terrain hazards (such as Electrocrystals). Friendly fire damage and self damage is not affected by this damage reduction.
Due to the aforementioned damage reduction, Red Sugar is effectively 30% more potent during Shield Disruption missions.
The Gunner's Shield Generator functions as normal (repelling bugs and granting damage resistance) but will not restore personal shields.
The Shield Link Perk is effectively neutralized and provides no benefits.
Elite Threat
"Elite enemies are more common than usual. Make every bullet count!" +30% Hazard Bonus |
Elite enemies will spawn in a mission with this warning. Unlike what the in-game description implies, elite enemies are exclusive to this warning.
Swarmageddon
"Prepare yourself for a tsunami of Glyphid Swarmers!" +20% Hazard Bonus |
Glyphid Swarmers will spawn in small packs frequently throughout the mission, independently from other enemies.
Anomalies
Critical Weakness
"Hitting Weak Points hurts even more than usual." |
Firing at an enemy's weak spot will deal five times as much damage, compared to the usual double or triple damage. This damage is multiplicative with weapon weakpoint damage bonuses and with enemies' innate weakpoint damage multipliers. Critical Weakness does not apply to creatures that do not have a weakspot, such as Loot Bugs.
Only attacks that deal instant, single-target damage benefit from the weakpoint multiplier. This rules out damage-over-time (DoT) and area-of-effect (AoE) attacks, such as the Driller's CRSPR Flamethrower. The "Embedded Detonator" Overclocks and the Engineer's "Fatboy" Overclock for the PGL are also unaffected by Critical Weakness.
Double XP
"Success will grant double the Experience Points of a standard mission." |
At the end of a mission, the Experience reward is doubled. However, mission failure will reward just the usual 25% of Credits and Experience.
Completing the secondary objective, collecting as many minerals as possible, obtaining Korlok Tyrant Shards and surviving Machine Events all contribute to the post-mission Experience reward.
Gold Rush
"We're rich! The mission area is full of extra rich gold veins." |
Gold veins are twice as long compared to normal missions.
Golden Bugs
"Every kill is worth gold, literally." |
Every killed enemy will drop one unit of Gold on the ground, which can be picked up by the Dwarves and then deposited into the M.U.L.E., Mine Head or Drop Pod.
In some circumstances, for example high Hazard Level missions with a full squad of players, enemies can spawn in such enormous numbers that the amount of gold they generate will start to cause lag and performance problems, especially if the mission lasts a long time.
The Pots O' Gold beer buff does not apply to the gold dropped from enemies when this Mutator is active.
Low Gravity
"Mysterious gravitational irregularities result in lowered overall gravity in the mission area." |
Gravity is ~2.4 times lower than normal, allowing for higher jumps and making falling safer -- though falling from extreme heights or at extreme speeds can still cause fall damage.
Some of the Dwarves' gear will function differently in low gravity.
- Flare throw distance is much greater.
- The Scout's Grappling Hook can be used for very high and long jumps and for mid-air mobility (to counteract the much longer airtime during these jumps).
- The Gunner's Cluster Grenade bomblets are dispersed further, blanketing a much larger area in explosions.
Mineral Mania
"The mission area is home to unusually high concentrations of regional mineral resources." |
A biome's corresponding crafting resources appear more commonly. The actual amount of additional resource deposits is influenced by the random cave generation and can vary quite a bit.
Rich Atmosphere
"A special mix of gasses in the air makes both Dwarves and aliens faster. As a side effect, everyone's voice is funnier than usual." |
Movement speed for Dwarves is increased by 50% and allows for sprinting through environmental slows such as blizzards and sandstorms. Enemies, M.U.L.E.s and Bosco are unaffected.
All of the Dwarves' voices are 50% higher pitched, though this has no practical effect on gameplay.
Volatile Guts
"The odd composition of local food sources means all enemies violently combust upon death, causing area damage." |
When an enemy is killed it instantly explodes, causing damage to Dwarves and enemies alike. The explosive damage is lower than that from a Glyphid Exploder, but can still be lethal. Larger enemies produce bigger, more damaging explosions. Enemies of Tiny size, (Swarmers, Naedocyte Shockers, etc.) and stationary threats (such as Spitball Infectors) are unaffected by Volatile Guts and will not explode when killed.
Explosions may cause chain reactions in tightly-packed clusters of enemies, especially if they've been softened up beforehand.
Glyphid Exploders can be prevented from using their more powerful suicide attack by triggering the Volatile Guts effect first.
Enemy Size | Area Damage | Radius | Maximum Damage Radius | Minimum Area Damage | Friendly Fire Modifier |
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Small | 80 | 1.5m | 1.0m | 25% | 8% |
Medium | 120 | 2.5m | 1.8m | 70% | 5% |
Large | 220 | 3.2m | 2.5m | 70% | 3% |
Huge | 130 | 2.2m | 1.5m | 25% | 2% |
Trivia
Gallery
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