A team of four Space Dwarves employed by Deep Rock Galactic to explore the most dangerous planets in the galaxy.
- Amazing Technicolor Population: In addition to light and dark human tones, you can choose to make your dwarf have bright yellow or pale blue skin.
- Badass Beard: To be expected from Dwarves. The beards are optional however and only one of the four classes has one by default.
- Badass Crew: Each one of the Dwarves is as much as soldier as a miner. Even the drilling expert is armed and armored to the teeth.
- Big Ol' Eyebrows: A later update added eyebrow customization because their brows are large enough to actually be modelled instead of textured on to their heads. Even the thinnest options are pretty thick.
- Color-Coded for Your Convenience: Each Dwarf has a color, which is usually the primary color of their outfit and the color of the grip of their pickaxe. The original four are Blue, Red, Yellow, and White. As of Update 20 they also have Blue, Orange, Yellow, and Green flares respectively.
- Lantern Jaw of Justice: What your Dwarves have under their beards. Especially notable on the Driller, who has no facial hair by default and a helmet that covers the rest of his face.
- Our Dwarves Are All the Same: A group of stout-bodied, drink-loving, surly, hardy miners. They do each have a unique appearance and set of skills, though, and only one of them has the traditional massive beard.
- Pointy Ears: Ironic, since they often use "pointy-eared leaf-lover" as an insult.
- Powerful Pick: It's most useful for its intended purpose, but it can serve as an Emergency Weapon if you're out of ammo.
- Talking to Himself: The Dwarves are all voiced by one person, with their voices pitch-shifted to make them sound different.
- Sucks at Dancing: To quote Mission Control,"Let's hope you're better miners than dancers."
- Vitriolic Best Buds: The Dwarves are constantly bickering with, shouting at, and insulting each other. But when push comes to shove, they consider each other true friends. One of their mottos is "Leave No Dwarf Behind". This even extends to the equipment; you're likely to hear "Where's that damn tin can?" and "You're a good mule, Molly!" in the same mission.
The Scout is a mobile dwarf capable of reaching faraway places to search for minerals. He carries a flare gun capable of lighting up a place for some time and a grappling hook that allows him to have more mobility and reach places where the other players can't.
- Badass Beard: Has the bushiest and longest beard of the group.
- Boring Yet Practical: His default Deepcore GK 2 rifle isn't exciting by any means, but carries a good blend of power, accuracy, and efficiency with no frills, no gimmicks, and no limitations. Thus, it's a welcome addition in any firefight.
- Fiery Redhead: Comes with default red hair, and is easily the most aggressive and forward of the Crew.
- Flare Gun: Although all the Dwarves carry flares, his flare gun fires much brighter ones at a much greater distance that last longer. Cannot be used to light enemies on fire, sadly.
- Fragile Speedster: While the Scout's health is no worse than any other class, he lacks the ability to effectively deal with large swarms the way the Gunner, Driller, or even the Engineer can, and has to stay on the move or use his valuable and limited IFGs to keep from getting overwhelmed. On the other hand, he can really move. His grapple pistol is the *only* tool in the game (besides the Pickaxe) with unlimited uses, and has a short enough recharge period to be used liberally, both while exploring and in firefights.
- Grappling-Hook Pistol: Very useful for exploring vast cave systems, and for making quick getaways.
- Guns Akimbo: His unlockable secondary is a pair of submachine guns that together output an incredible rate of fire, and is incredibly lethal at short distances.
- Lightning Bruiser: Skillful use of the grapple pistol allows the Scout to run circles around any composition of enemies, and do devastating damage to single targets at a safe distance while keeping on the move. With good aim even the Spitball Infector will die in just three shots from his M1000 Classic.
- Guns Akimbo: The Scout's alternative secondary weapon is a pair of machine pistols wielded in each hand.
- Sawed Off Shot Gun: His default secondary weapon: the Jury-Rigged Boomstick.
- Short-Range Shotgun: Even moreso than the Engineer's. The Boomstick becomes almost completely ineffective more than 5 meters out, but can kill Grunts in one hit at point blank range.
- The Leader: He certainly thinks so, claiming that he doesn't so much "scout" as much as "make this whole [mission] possible". To his credit, he's definitely the face of the game. Literally, as the game's icon in Windows and Steam is his face.
- Trick Bomb: Instead of simply exploding, The Scout's grenades create an energy field that slows enemies and can be upgraded to make them take more damage too.
The Gunner is the main source of damage for the group, being able to suppress entire legions of creatures all on his own. He is equipped with a machine gun and a powerful revolver to keep the swarms under control. He also provides ziplines for the other players to reach distant places, and packs three satchel charges.
- Badass Baritone: The depth of his voice is second only to the Driller.
- BFG: His primary weapons are this. Taken Up to Eleven with the "Thunderhead" Heavy Autocannon; reloading it reveals that the clips are nearly the size of a dwarf.
- The Big Guy: His zipline gun is his only utility to the team other than dealing massive damage.
- Compensating for Something: Played for Laughs by one of the character select lines."So what if I like really big guns?"
- Deflector Shields: He carries deploy-able force field generators that repel enemies and restore shields to dwarves inside the area.
- Gatling Good: Oh yeah. Hulks around a massive mini-gun that can lay waste to entire cohorts of aliens in a single instant.
- Hot Blooded Sideburns: The Gunner sports an impressive pair of mutton-chops and is definitely the most boisterous and trigger-happy of the bunch.
- Mighty Glacier: His primary weapons slow him down while firing, and both of them have a "windup time" before they really get going, which makes it difficult to use them on the move. But even stationary he can do devstating damage to anything that passes his crosshairs, and drop a shield generator for protection of himself and his allies.
- More Dakka: With a name like "The Gunner", it kind of comes with the territory. His minigun is the fastest firing weapon in the game.
- Overheating: Continuously firing the minigun for too long causes it to overheat - complete with glowing barrels - and then jam up.
- Revolvers Are Just Better: His secondary weapon is an extremely powerful and accurate revolver that borders on Hand Cannon. It holds four shots instead of the usual six.
The Engineer is a strong support dwarf who can use numerous gadgets to aid his allies. His primary function is to place sentries that will help with damage against incoming swarms. He is also responsible for helping other players to reach higher areas by placing platforms.
- Badass Mustache: Has a very nice, and curly one as default.
- Chain Lightning: The "Stubby" Voltaic SMG has a high-tier upgrade that allows electrified enemies to electrify nearby enemies as well, who themselves can electrify nearby enemies, and so on. A few rounds into a horde can render the entire mass of bodies slowed to a crawl and taking rapid ticking damage.
- Expy: He's a dead ringer for another Engineer: red shirt under brown leather, goggles, hardhat, equipped with a shotgun and a turret.
- It's hard not to be reminded of another pair of boxy turrets with an ammo counter that were used to fight waves of crawling aliens with green blood.
- The Engineer: Natch.
- Grenade Launcher: His secondary weapon. Deals solid damage in a small area, and later upgrades will allow it to shred armor to an impressive degree.
- The Goggles Do Nothing: Wears a pair of goggles by default, but they have no in-game effect.
- The Engineer can comfortably deal with any kind of threat, even if they lack specialized ways of dealing with specific problems. Their primary weapons are ammo-efficient and good for general skirmishes, their heavy secondary weapons are ideal for large threats like Praetorians and Dreadnoughts, and the turrets will automatically track and fire on targets without input, making them great for little swarmers or annoying fliers that are difficult for players to hit.
- Even the Engineer's platform gun is this compared to the other classes' exploration tools. While each platform deployed only affects a small area, the things you can do with them are broadly applicable, including scaffolding for mining, padding to reduce fall damage, ladders up sheer cliffs, and blocking off access points to limit where enemies can attack from.
- Ridiculously Fast Construction: Two examples. His turrets just need a few smacks with a hammer and they unpack in seconds. His platform gun fires a yellow, rubbery substance that instantly becomes a platform if it touches any surface.
- Shock and Awe: The Engineer's alternate primary weapon fires electrified bullets that have a chance to shock enemies for more damage.
- Shotguns Are Just Better: His primary weapon is a semi-automatic shotgun. Amusingly, he still "pumps" it when reloading.
The Driller is a frontline explorer, capable of digging straight through the dirt itself to reach his goal. Equipped with twin drills, he can tunnel through rock and obstacles to clear a path for the team. The Driller also has a flamethrower to show the Bugs how HOT Dwarves can be, and also carries several satchel charges.
- An Ice Person: His alternate primary weapon is the Cryocannon. Sustained fire with this weapon will freeze enemies solid, after which it becomes easy to pull out your side arm and just one-shot them into a million pieces.
- Armor-Piercing Attack: The flamethrower completely bypasses the Prateorian and Dreadnaught's armor.
- Basso Profundo: Has a ridiculously deep voice, the deepest on the team.
- Dungeon Bypass: While all of the dwarves can dig with their pickaxes his drills allow him to dig long tunnels very quickly to get around obstacles. This is particular popular at the end of the mission since pointing the drills at the drop pod and digging your way there is often easier than navigating the full cavern.
- Kill It with Fire: His primary use in combat is his flamethrower.
- Magikarp Power: Averted with the actual upgrade system, but present within the context of a single mission. The Driller's pistol isn't very powerful and his flamethrower isn't a very efficient choice against individual enemies. Even his drilling isn't immediately useful, as the early parts of a cavern are usually sloped and straightforward. But his flamethrower is crucial during Swarms as its Damage Over Time lets him damage many weak enemies at once, and his drills can save the game during extraction, where you might be in a position where it's easier to simply drill straight to the drop pod.
- Non-Action Guy: Downplayed. The Driller's weapons primary weapon is very specialized and short-ranged, while his sidearm is the weakest weapon in the game. So while he can hold his own, and his flamethrower comes in handy during Swarms, the most useful thing he contributes to a team are his drills.
- Overheating: His drills overheat if used continuously for too long and stop working until they cool down.
- Stuff Blowing Up: Carries remotely detonated satchel charges for blowing up enemies (and large holes in the terrain).
- This Is a Drill: You'll usually be using them for their intended purpose, but the drills do inflict damage if you happen to hit any aliens with it.
- Tunnel King: On account of the power drills.
- Utility Weapon: More "utility" than "weapon, but his drills can be used for more than just coring tunnels. If trained on an enemy, his drills will grind through armor in moments and pulp swarmers en masse.
DRG Equipment and Other Employees
The man giving orders and directions to the team on the ground.
- Ambiguously Human: Considering the hints that Deep Rock Galactic (the company, not the game) might be run by humans, it's not clear if Mission Control is a dwarf or a human. On one hand, he has a smooth British accent as opposed to the harsh Danish-sounding accents the Dwarves have, and he has no beard. But on the other hand, the Driller and Gunner don't have beards and he's definitely got the right body type. He never refers to the player characters as Dwarves in a way that implies he isn't one, and the Dwarves only ever call him "that guy, mission control".
- Beleaguered Boss: His working relationship with the dwarves is polite and helpful while they're on mission... but when they're off duty, he easily grows weary putting up with their raucous shenanigans. If they're not getting passed-out drunk, they're dancing (badly), or messing with company equipment, or playing with the gravity calibrator, or...
- Everyone Calls Him "Barkeep"
- Mean Boss: Openly admits that he's willing to let you die to save the MULE and the drop pod, berates you if you take too long on a mission, gets livid if you kick barrels down the drop pod's launch tube, and he doesn't like it when you waste time dancing.
- Mission Control: Obviously.
- "Stop Having Fun" Guys: Is never happy when the Dwarves start dancing instead of working.
- Voice with an Internet Connection: The station has a room labelled "Mission Control", but the contents cannot currently be seen. The dwarves complain about him and his "cushy job".
Mining Utility Lift-Engine "Molly"
The machine, lovingly referred to as a "mine kart on legs", that collects the ore extracted from Hoxxes by the Dwarves.
- Companion Cube: The Dwarves seem to hold her with a certain amount of sentimentality, even if she dosen't really have a personality. This pisses off management to no end, and they've taken steps to ban this sort of naming (not that the Dwarves listen).
- Gameplay Ally Immortality: It cannot be damaged in way, so feel free to chuck explosives near it or leave it to be buried beneath a horde of Glyphids, Molly will still be there to collect all your minerals.
- I Call It "Vera": Her name is Molly.
- Shout-Out: Probably one to M.U.L.E.
- Her beeping sounds are nigh-identical to BB-8.
A small combat and mining robot that accompanies dwarves in solo missions.
- Auto Doc: Can revive the player two to four times during a mission.
- Companion Cube: Like Molly the Dwarves treat it as if it were a friend.
- Gameplay Ally Immortality: Immune to all damage.
- More Dakka: Equipped with two SMG-like weapons for killing bugs.
- Robot Buddy: A firm, dependable, and powerful ally in a dark place. Bosco is designed to make sure solo Dwarf miners stay safe and alive.
- Took a Level in Badass: Update 20 (appropriately named "Bigger, Better, Bosco") made Bosco upgradable. Not only can his existing functions be improved such as a stronger gun or faster digging and mining, but he now comes equipped with remote-launched rockets.
- Stuff Blowing Up: If you're playing solo in a public game and another player joins, Bosco will spontaneously explode when they enter the mission.
The bartender at the Abyss Bar about the Space Rig. He seems to be the same model of robot as Bosco, but with a different paint job and with drink dispensers for arms.
- The Bartender: And he's also the tap itself!
- Everyone Calls Him "Barkeep": Literally; the Dwarves only ever call him "Bartender" and his actual name is only stated in the update that added the bar.
- Nice Hat: A dapper little bowler cap.
- Sharp-Dressed Man: Lloyd certainly knows how to dress considering he only has what could barely be called a torso.
- Attack Its Weak Point: Most Glyphids take critical damage in their mouths, but the Praetorian, Warden, Dreadnought, and Detonator have large, glowing weakpoints on their back to attack instead.
- Horde of Alien Locusts: Fits the trope down to a tee.
- Insectoid Aliens: They are seemingly ant-like in how their hive structure works, and have chitinous bodies that protect them for small arms fire. They are officially described as "arachnids".
- Monstrous Mandibles: They've all got massive, protruding jaws and teeth. Most of those that attack you in melee range do so by extending their jaws for a bite, similar to how a Goblin Shark feeds.
- The Swarm: They operate in mass swarms, seeking to overwhelm Deep Rock prospector teams with sheer numbers.
- Wall Crawl: They can walk on walls as easy as they can walk along the the ground.
- Underground Monkey: Variants of existing Glyphids are being gradually added, such as the Radioactive and Ice variants found in their respective biomes.
- Zerg Rush: They're fond of this tactic and aren't too dissimilar from the Trope Namer in that regard.
The most basic glyphid lifeform. Most commonly seen en masse during a Swarm.
Tougher and more powerful than the Swarmers, but only just. The second most numerous after the Swarmers.
Glyphid Grunt Guard
Slower but tougher Glyphid Grunts.
- Mighty Glacier: Have twice the health of normal Grunts, and when taking damage will lead with their invulnerable armored foreclaws to deflect bullets, but move slower.
Glyphid Grunt Slasher
A Grunt variant with sharp claws that do extra damage.
- Elite Mook: Faster movement, more health, and triple damage compared to the regular Grunts. If they hit you, they will slow you down for a moment, which can easily lead to being overwhelmed by a swarm.
A Glyphid subtype that's easy to spot by their glowing red backs. They're easier to take down than a Glyphid Warrior, but killing one causes it to explode, so you'd better keep your distance or get ready to run away. If they reach you they'll just explode themselves.
- Action Bomb: Their sole purpose is to rush forward, explode, and hope to catch an unlucky Dwarf in their blast radius.
- Suicide Attack: One way or another, these guys will explode.
- Taking You with Me: Their explosive attack is triggered by their death as well.
- Underground Monkey: The Radioactive Exclusion Zone has Radioactive Exploders that leaves a small Damage Over Time area after they detonate.
A massive, volatile Glyphid that tosses explosives.
- Boss in Mook's Clothing: They have the same amount of health as the Dreadnought but don't get a boss healthbar. Also unlike the Dreadnought, there's technically no upper limit on how many of them can exist at once. If your luck is particularly cruel you might see as many as three at once bearing down on you while the rest of the swarm charges at you.
- "Instant Death" Radius: Allow one to get too close, and they will simply slam the ground and crush you in the resulting quake.
- King Mook: They are, essentially boss variants of the standard Exploders.
- Mighty Glacier: They have a whopping four thousand HP but are, thankfully, very slow.
- Stuff Blowing Up: They attack the Dwarves with explosives before and during their death.
- Suicide Attack: As if the Exploders weren't bad enough, the Detonators send dozens of orbs flying in every direction when they die.
- Throw Down the Bomblet: To make up for their lack of speed, the Detonators can lob dangerous explosive orbs.
Glyphids with distinctive red shells that have a powerful projectile acid attack.
- Cowardly Mooks: Will flee if it takes too much damage.
- Damage Over Time: The Acidspitter's projectiles deal damage a few more times after the initial strike.
- Highly Visible Ninja: Acidspitters attempt to be stealthy by attacking from walls and ceilings, usually in the dark, but their vibrant red shells usually give them away. Their projectiles are very visible also, and slow enough that it's easy to track their origin.
- Long-Range Fighter: No melee attacks, only acid spit.
Sneakier Glyphids that shoot webs which blind you and slow you down.
- Camera Screw: Getting hit by their projectile obscures your vision with webs.
- Squishy Wizard: It can hit you with the most annoying Status Ailment in the game, but dies to a couple of Cherry Taps.
- Stealthy Mook: Web-Spitters are only barely visible in the dark, unlike the other special Glyphids which glow in the dark. They also prefer moving along the ceilings instead of the ground, and move much slower, sometimes sitting perfectly still if they haven't engaged you yet.
Bigger, badder, heavily armored aliens. Their corpses fill the air with toxic gas.
- Attack Its Weak Point: It's glowing thorax takes damage. You can also shoot it in the face if it's impossible to flank it.
- Breath Weapon: Vomits acid at dwarves standing in front of it, which helpfully roots it long enough for a quick flanking maneuver.
- An Ice Person: The Frost Praetorians breath a freezing spray instead.
- Elite Mooks: Tougher than the other common enemies, but they show up almost as often.
- Heavily Armored Mook: Basically impervious to any kind of damage because of their heavy chitin armor, unless attacked from behind that is.
- Taking You with Me: A much slower version than most; the Praetorians emit toxic gas that does damage over time when killed.
- Underground Monkey: The Praetorians come in three variants.
- The green Praetorians are the most common. They have poisonous breath and emit a poison cloud when they die.
- Radioactive Praetorians have a gray shell instead of a green one and emit an Area of Effect aura of radiation damage instead of poison breath.
- The white and blue Praetorians dwell exclusively in the Glacial Strata, which replaces the acid in its Breath Weapon and death cloud with freezing gas.
The largest and most powerful creature the Glyphids have to offer. Is armored in the same way as the Praetorian, but is much tougher and has more tricks up its sleeve.
- Attack Its Weak Point: Like the Preatorians, their thorax is their weak point. Unlike the Preatorians, you can't shoot them in the face.
- Boss Battle: Of Eradication missions. Although, like the Tank, they can show up randomly too.
- Breath Weapon: They spit explosive fireballs.
- Heavily Armored Mook: Doubly so. They have armor that prevents damage from the front, and they have two healthbars with one representing the strength of their outer shell.
- Large and in Charge: The largest Glyphid variant.
- Law of Chromatic Superiority: It's a giant red Praetorian with Spikes of Doom and the ability to spit exploding fireballs.
Glyphid Brood Nexus
A spawning nexus for Glyphid Spawns.
- Attack Its Weak Point: The Nexus is covered in several bulbous growths that take a certain amount of damage before being destroyed. While it is possible to kill the Nexus by dealing damage anywhere destroying these growths will make it take a lot more damage.
- Mook Maker: These things are the source of the Glyphid Spawn.
- Zerg Rush: Produces these all on its own. Woe to anyone who encounters one during a Swarm, in which case you're essentially dealing with a smaller Zerg Rush in the middle of a Zerg Rush.
Baby Glyphids that come from the Brood Nexus.
- Death of a Thousand Cuts: A single Glyphid Spawn isn't very dangerous, but they're rarely found alone.
- Goddamned Bats: They don't deal much damage at all. The biggest threat these Glyphids pose is being small enough that you don't notice them before they hit, stopping your shield regeneration.
- Mini Mook: Even smaller and squishier than the Swarmers.
A large Glyphid variant that attacks the Dwarves with an unending barrage of ranged attacks.
- Elite Mook: Essentially a bigger, meaner Acidspitter that knows how to run away if a fight is going badly.
- "Get Back Here!" Boss: The Glyphid Menace will burrow away and attack later if they take too much damage.
- Long-Range Fighter: Has no melee attack whatsoever.
- More Dakka: Unlike the Acidspitters, these Glyphids fire their projectiles constantly.
A large Glyphid that supports nearby enemies by healing them slowly and granting them a shield that reduces damage taken.
A flying alien species that specialize in ranged combat.
- Airborne Mook: The Mactera are to the air what the Glyphids are to the land.
- Attack Its Weak Point: The Mactera have more health on average than the Glyphids, but their weak points take even more damage.
- Insectoid Aliens: Flies, in particular.
- Long-Range Fighter: Two of the three Mactera sub-types attack at long range, and the one that doesn't does no damage at all.
The most common Mactera species, the Mactera Spawn float above the Dwarves and rain projectiles on them.
- Charged Attack: They bellies inflate and glow before they shoot.
- Mooks: The basic Mactera sub-species with the least health.
A gangly Mactera species. Grabbers will dive at Dwarves and pluck them off the ground.
Mactera Goo/Ice Bomber
A large Mactera variant that drops orbs of goo that slow down anything that walks through it.
- Attack Its Weak Point: The two goo pocuhes on it's underside. Even more important than usual, as the weak points not only take more damage but prevent the Bombers from dropping more goo when they die.
- An Ice Person: The Ice Bombers drop light blue goo that, in addition to a slowing effect, slowly lowers the dwarves' temperature until they freeze solid.
- Friendly Fireproof: Averted. The goo will slow anything that walks through it, including glyphids.
- Shows Damage: The Goo pouches will break after they take enough damage. This isn't only cosmetic; see Suicide Attack.
- Sticky Situation: The goo dropped by the Goo Bombers makes the Dwarves move extremely slowly.
- Suicide Attack: Downplayed. When they die, the Bombers crash, coating the floor in their goo, but this doesn't do any damage. Destroying one of the Bombers' goo pouches will shorten this effect, and destroying both will stop it from happening entirely.
Other Enemy Aliens
A tentacle-like alien that sits on cave ceilings and snatches your dwarves if they get in range. Grabbed dwarves are dragged up to the ceiling and chewed on.
Not to be mistaken for its smaller, harmless cousin, the Cave Vine.
- Anti-Frustration Features: When a dwarf is saved from a cave leech, they take no damage until they land. If they didn't, they'd almost certainly be downed from the Falling Damage every time.
- Expy: Bears a strong (mechanical) resemblance to two classic Valve Software enemies: the Barnacle and the Smoker. Unlike the barnacle, however, the Leech stays 'retracted' until it senses prey within reach, making it easier for them to surprise and grab you.
- Face Full of Alien Wing-Wong: The "face full of" part is definitely in play, as the leech grabs the dwarves head first. Hopefully ''not'' the "wing wong" part.
- Giggling Villain: Leeches emit telltale creepy giggling noises every so often. This clues you in to the fact there's a leech nearby, and helps you tell them apart from their mundane cousins.
- Spider-Sense: The player can develop this as a Perk specifically for dealing with Cave Leeches. When equipped, a Cave Leech targeting you will result in the screen going white, warning you of the danger and allowing you to react.
- Unwilling Suspension: Once it gets a hold of a dwarf, it'll hoist them up to the cave ceiling.
Swarms of stinging insects that erupt from hives. They can't be damaged, but dissipate if their hive is destroyed.
- Attack Its Weak Point: The bugs themselves are immune to all damage and can only be dealth with by destroying their hive.
- Death of a Thousand Cuts: They do negligible damage, but they stick to you and can't be killed directly.
- Insectoid Aliens: Even more so than the Glyphids, are they're actually insect sized.
Jellyfish-like aliens that electrify any dwarves that they float towards. They only appear in the Dense Biozone and the Glacial Strata.
Stationary enemies that fire green blobs.
- Boss in Mook's Clothing: Don't let the lack of fanfare fool you, these things have enough health to withstand nearly a minute of sustained fire from all four dwarves, and hit hard enough to ruin entire runs if you're not careful.
- Long-Range Fighter: Emphasis on long. While they won't fight you until provoked, they have pinpoint accuracy to a range that's essentially only limited by line of sight.
- Pivotal Boss: Spitballers are rooted in place, but can fire in all directions by twisting around.
- Shoot the Bullet: Unlike other projectiles, the spitballs can actually be nullified with good aim.
A rolling arthropod creature that lurks in the Salt Pits.
- Heavily Armored Mook: More than any other enemy in the game, it's armor has the most health of any creature in the game.
- "Get Back Here!" Boss: Very mobile, the Shellback won't stay in one place for very long.
- Pushy Mooks: When the Q'ronar is rolling around, it can knock back any dwarves it runs into.
- Rolling Attack
- Tactical Suicide Boss: Would be nearly impossible to kill if they didn't stop rolling to spit acid at you and instead just kept rolling at you forever.
A finned alien that swims through the sands in Sandblasted Corridors.
Xynarch Charge-Sucker and Breakpoint Explosives Transport - Combat-Specification
The Xynarch Charge-Sucker is a tentacled alien that can attach to machines to drain and control them.
The Breakpoint Explosives Transport - Combat-Specification, or BET-C, is a quadrupedal robot similar to the M.U.L.E. The only BET-C's that the dwarves encounter are hostile because of their corruption by the Xynarch Charge-Suckers.
Xynarch-corrupted BET-Cs are encountered on rare occasion by the dwarves, remaining dormant unless provoked.
- Attack Its Weakpoint: The BET-C cannot be damaged at all, they can only be defeated by destroying the attached Xynarches.
- A.I. Is a Crapshoot: The BET-C is susceptible to alien fauna despite being from another planet.
- Brainwashed and Crazy: An AI variant of this; the Charge-Suckers override the BET-C's programming. When both Xynarches are destroyed, the BET-C will fight on the side of the dwarves again.
- Defeat Equals Friendship: Kill the Charge-Suckers and the BET-C will shut down. Restart it and it will spend the rest of the mission following you and engaging enemies for you.
- Deflector Shields: The BET-C has a shield generator that it can protect itself with.
- Expy To The Witch: They remain dormant unless the players alert them, at which point they become a major threat.
- Grenade Launcher: The BET-C has one of these on it's back. Unfortunately not Friendly Fireproof. Mind the orange circles telegraphing where it's firing!
- Personal Space Invader: Not to the player, but to their allies.
A slug-like alien that drops gold as well as nitra.
- Money Spider: What are these things doing with all that gold and nitra anyway?
- Piñata Enemy: They drop minerals when they are hurt and burst in a shower of minerals when they die.
- Ugly Cute: A fat, bulbous slug that spits out money when damaged and makes sad puppy noises when nearby? Definitely qualifies.
Harmless creatures that hang around the caves. The Magma Core region hosts glowing maggots that explode when killed.
- Action Bomb: The Magma Core maggots explode on death.
- Harmless Enemy: The regular maggots don't do anything that can hurt the dwarves.
- Palette Swap: Maggots come in standard brown and glowing, radioactive green. Averted with the Magma Core Maggots, which have different properties.
- Power Glows: The only maggots that can do damage are the glowing, explosive ones in the Magma Core.
A harmless tentacle-like alien (or perhaps some manner of plant) that sits on cave ceilings and... gently boops dwarves on their heads if they get in range.
Not to be mistaken for its larger, dangerous cousin, the Cave Leech.
- Expy: Though the dangerous Leeches behave like Half-Life's barnacles, the harmless Vines look like barnacles at a distance, as their stalk hangs down like a barnacle's tongue.
- Harmless Enemy: They resemble the Cave Leeches closely, but don't attack at all.
- Face Full of Alien Wing-Wong: Whilst they don't want to eat you like Leeches, Vines do want to pet you with a weird squishy thing on the end of a stalk. It's kinda gross.
The Dense Biozone, Radioactive Exclusion Zone, and Fungus Bogs are home to these floating critters that feed off the land.
- Cranium Ride: They don't exactly have heads, but dwarves can ride around on the top of them. They don't go very fast, but sometimes they can help reach high places.
KarlWho is Karl? No one knows but the dwarves will occasionally say "For Karl!" when emoting so clearly he is important.
- And This Is for...: Expect to hear "This one's for Karl!" at least once during a mission after getting a kill.
- Death by Origin Story: One fan theory is that he was another dwarf who was killed during an early mining mission.
- Due to the Dead: Assuming that he IS dead, anyway. The Dwarves kill bugs in Karl's name and make toasts in his honor.
- The Ghost: Doesn't actually appear in game.
- The Last of These Is Not Like the Others: The only character in all of Deep Rock Galactic with an actual, proper name (not including your robot buddies who, officially, aren't supposed to have names).