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(→‎Elite Threat: noted +30% hazard bonus for Elite Threat)
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(→‎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 one Warning and one Anomaly. Warnings will increase the [[Hazard Bonus]] from 15% up to 30%, depending on the type.
+
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]]
   
[[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]] [[Perks|perk]]).
+
[[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 eliminating 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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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.
 
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.
 
 
{{clear}}
 
{{clear}}
   
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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.
 
Keep a healthy distance from enemies such as [[Glyphid Praetorian|Praetorians]] and [[Glyphid Grunt Slasher|Grunt Slashers]].
 
 
{{clear}}
 
{{clear}}
 
=== {{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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|}
 
|}
   
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. This is one reason to recommend not straying too far from the M.U.L.E. in low oxygen conditions, especially for escapes.
+
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.
 
At the end of all missions (except [[Salvage Operation]]) the way back to the [[Drop Pod]] can be extremely challenging if dwarves are incapable of keeping up with the [[M.U.L.E.]] or have to traverse long distances from the [[Mine Head|mine head]] or refinery to the extraction point, due to the danger of suffocation. It is advisable to plan accordingly, especially in high complexity caves.
 
 
{{clear}}
 
{{clear}}
   
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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.
 
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}}
 
=== {{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.
   
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. They nonetheless remain a noteworthy foe, especially when many burst out of their hosts during [[Swarm]]s. The Gunner's Autocannon and the Driller's Flamethrower can make short work of these constant small threats.
+
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]].
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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]].
 
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]].
   
  +
Glyphids captured with the [[Beast Master|Beastmaster]] perk will still regenerate health, giving the tamed bug much more longevity.
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.
 
 
Bring along weapons which can keep up pressure such as the [[CRSPR Flamethrower|Flamethrower]] or the [["Thunderhead" Heavy Autocannon|Autocannon]] to prevent enemies from regenerating. On the plus side, Glyphids captured with the [[Beast Master|Beastmaster]] [[Perks|perk]] will still regenerate health, giving the tamed bug much more longevity.
 
 
{{clear}}
 
{{clear}}
 
=== {{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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=== {{icon warning|Elite Threat|30px}} <span style="color:#FF0000">Elite Threat</span> ===
 
=== {{icon warning|Elite Threat|30px}} <span style="color:#FF0000">Elite Threat</span> ===
 
{| class="wikitable" style="width:100%;"
 
{| class="wikitable" style="width:100%;"
| style="border:0px;" | ''"Missions with this Warning will have a sure-fire chance of you encountering elite enemies."''<br/>'''+30% Hazard Bonus'''
+
| style="border:0px;" | ''"Elite enemies are more common than usual. Make every bullet count!"''<br/>'''+30% Hazard Bonus'''
 
|}
 
|}
  +
[[File:Warning Complete Elite Threat.png|192px|right|link=]]
Elite enemies spawn much more frequently in a mission with this warning.
 
  +
 
[[Creatures#Elite_Enemies|Elite enemies]] will spawn in a mission with this warning.
  +
Unlike what the in-game description implies, elite enemies are exclusive to this warning.
 
{{clear}}
 
{{clear}}
  +
 
=== {{icon warning|Swarmageddon|30px}} <span style="color:#FF0000">Swarmageddon</span>===
 
=== {{icon warning|Swarmageddon|30px}} <span style="color:#FF0000">Swarmageddon</span>===
 
{| class="wikitable" style="width:100%;"
 
{| class="wikitable" style="width:100%;"
| style="border:0px;" | ''"A tsunami of swarmers awaits you in the mines. Bring plenty of pesticide and bullets!"''<br/>'''+-% Hazard Bonus'''
+
| style="border:0px;" | ''"Prepare yourself for a tsunami of Glyphid Swarmers!"''<br/>'''+20% Hazard Bonus'''
 
|}
 
|}
  +
[[File:Warning Complete Swarmageddon.png|192px|right|link=]]
  +
[[Glyphid Swarmer|Glyphid Swarmers]] will spawn in small packs frequently throughout the mission, independently from other enemies.
  +
 
{{clear}}
 
{{clear}}
   
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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.
 
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 [[Glyphid 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, which can reach well into five-digit amounts.
+
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.
 
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}}
 
=== {{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=]]
   
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]]. Killing large groups of weak enemies with area-of-effect attacks can quickly add up.
+
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.
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[[File:Anomaly-lowgravity.png|192px|right|link=]]
 
[[File:Anomaly-lowgravity.png|192px|right|link=]]
   
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]].
 
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.
 
 
[[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.
 
   
 
Some of the Dwarves' gear will function differently in low gravity.
 
Some of the Dwarves' gear will function differently in low gravity.
* Flare throw distance is much greater. This can help to look for [[Gunk Seed]]s if no Scout is available to light up the ceilings.
+
* 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).
 
* 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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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.
   
Explosions may cause chain reactions in tightly-packed clusters of enemies, especially if they've been softened up beforehand. [[Mactera Spawn]] are vulnerable to these chain reactions, making [[#Mactera_Plague|Mactera Plague]] [[Swarm]]s much easier to deal with.
+
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.

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

Icon MinersManual Warnings

Cave Leech Cluster Warning Cave Leech Cluster

"Watch out for the ceiling, there is an unusual density of Cave Leeches."
+15% Hazard Bonus
Warning Complete2 CaveLeechCluster

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! Warning Exploder Infestation!

"You will be attacked by an almost constant flow of Glyphid Exploder packs."
+20% Hazard Bonus
Warning Complete2 ExploderInfestation

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 Warning 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
Warning Complete Ghost

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 Warning Lethal Enemies

"Melee damage from all enemies hurts a lot more than usual."
+25% Hazard Bonus
Warning Complete Volatile Glyphids

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 Warning 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
Warning Complete NoOxygen

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
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 Warning Mactera Plague

"Most threats in this mission will come from the air, the caves are full of Mactera."
+20% Hazard Bonus
Warning Complete2 MacteraPlague

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 Warning Parasites

"Something is eating the creatures from the inside out, and will go after you as soon as their hosts die."
+15% Hazard Bonus
Warning Complete Infested Enemies

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 Warning Regenerative Bugs

"After a few seconds of not taking damage, the creatures will start recovering health."
+15% Hazard Bonus
Warning Complete Regenerative enemies

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 Warning Shield Disruption

"Magnetic interference is causing all shields to malfunction."
+30% Hazard Bonus
Warning Complete2 NoShield

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 Warning Elite Threat

"Elite enemies are more common than usual. Make every bullet count!"
+30% Hazard Bonus
Warning Complete Elite Threat

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 Warning Swarmageddon

"Prepare yourself for a tsunami of Glyphid Swarmers!"
+20% Hazard Bonus
Warning Complete Swarmageddon

Glyphid Swarmers will spawn in small packs frequently throughout the mission, independently from other enemies.

Anomalies

Icon MinersManual Anomalies

Critical Weakness Anomaly Critical Weakness

"Hitting Weak Points hurts even more than usual."
Anomaly-criticalweakness

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.

Triple XP Anomaly Double XP

"Success will grant double the Experience Points of a standard mission."
Anomaly-doublexp

At the end of a mission, the Experience Points Experience reward is doubled. However, mission failure will reward just the usual 25% of Credit Credits and Experience Points 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 Points Experience reward.

Gold Rush Anomaly Gold Rush

"We're rich! The mission area is full of extra rich gold veins."
Anomaly-goldrushvein

GoldGold veins are twice as long compared to normal missions.

Golden Bugs Anomaly Golden Bugs

"Every kill is worth gold, literally."
Anomaly-goldenbugs

Every killed enemy will drop one unit of GoldGold 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.

No Fall Damage Anomaly Low Gravity

"Mysterious gravitational irregularities result in lowered overall gravity in the mission area."
Anomaly-lowgravity

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 Anomaly Mineral Mania

"The mission area is home to unusually high concentrations of regional mineral resources."
Anomaly-mineralmania

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 Anomaly 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."
Anomaly-richatmosphere

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 Anomaly Volatile Guts

"The odd composition of local food sources means all enemies violently combust upon death, causing area damage."
Anomaly-volatileguts

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
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