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 two of the four classes have 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.
- Hired Guns: They are some of the best mercenaries in the galaxy, and expert miners to boot. This unique skillset makes them virtually a necessity for Deep Rock Galactic's designs on Hoxxes IV, a Death World that is bursting at the seams with highly valuable minerals..
- 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.
- Trademark Favorite Food: While their tastes in drink vary plenty, it appears all the dwarves mainly enjoy sandwiches, going by their comments after depositing heavy mineral loads and the occasional comment on having to sacrifice "sandwich space" to fit in more ammo for their weapons.Dwarf: When we get back... it's sandwich time.
- 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.
- An Adventurer Is You: Resource Master/Status Effect Guy. He is the undisputed master of lighting up the caverns and using the flares, which are easily the most important piece of gear in the crew's arsenal. He also has the ability to freeze bugs with his Cryo-Grenades, or set them against each other with the Pheromone Canister.
- 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.
- Freeze Ray: His Cryo Grenades function like this in grenade form by releasing some kind of super-cold gas on impact.
- Friendly Sniper: Although "friendly" may be a bit much for any of the dwarves. That being said, he can fulfill this archetype if he wields the unlockable M1000 Classic, which rewards precision shooting and works well with his mobility, allowing him to give himself the breathing room necessary to line up those critical shots in a way no other class can.
- Grappling-Hook Pistol: Very useful for exploring vast cave systems, and for making quick getaways.
- Hit the Ground Harder: If used toward the ground, the grappling gun will negate any fall damage.
- 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.
- Rocket Jump: One of his shotgun's overclocks amps up the kickback to an absurd degree, so much so that pointing and firing at the ground will give the Scout significant air. Used skillfully, a scout doing this won't have to touch the ground until he's out of ammo entirely, and will never need to worry about fall damage as long as he can grapple well enough.
- 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: None of his three grenades function conventionally (i.e. doing damage by exploding), and are all focused on Standard Status Effects. His normal grenade, the IFG, emits an electric field that inflicts slowness and causes bugs to take additional damage. His first (and most conventional) unlockable, the Cryo Grenade, inflicts freezing, which stops bugs in place and makes them vulnerable to being shattered. His last unlockable, the Phereomone Grenade, is a glass canister that douses bugs in a fluid that causes them to attack each other.
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, along with a deployable bubble shield.
- An Adventurer Is You: DPS/AOE. He isn't any tougher than his teammates are, but his kit is excellent for handling single hard targets or big swarms alike.
- Badass Baritone: The depth of his voice is second only to the Driller.
- BFG: He isn't called The Gunner for nothing, you know! 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 and shield generator are his only utilities to the team, other than dealing massive damage. His armor sets enforce this, being by far the most bulky and conspicuous out of any of the dwarves. The MK 5 suit even claims to come with handrails for lesser dwarves to hold onto!
- Chainsaw Grip BFG: Just look at his character select quotes if you need an indication as to the sort of guns he prefers.
- Cigar Chomper: Well, his official artwork shows him as one, anyways; however, there's currently no such cosmetic in the game.
- 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.
- Hand Cannon: His revolver, the "Bulldog", fires bullets so incredibly large that it can only hold 4 in a cylinder. These rounds are so powerful that each shot will leave a basketball-sized crater in the terrain, and it matches the Scout's full-size battle rifle in damage.
- 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:
- A strange example. 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. Furthermore, his ziplines, while infinitely reusable, are fairly slow barring a steep downhill slope. But he can do devastating damage to anything that passes his crosshairs, and drop a shield generator for protection of himself and his allies. That being said, he isn't any more resilient than his teammates are, unlike most examples of this trope; his tanking potential really comes from his outrageous DPS and his stellar crowd control, which allow him to singlehandedly shut down swarms in a way no other Dwarf can.
- You can really exaggerate this trope with his "Bullet Hell" overclock, which in return for a tremendous damage boost makes the Gunner move at an absolute crawl when his gatling gun is spinning, effectively making him a walking deployable turret that will obliterate anything he can sustain fire on for more than a few seconds.
- 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.
- Recursive Ammo: The unlockable "Cluster" grenade releases nine bomblets when it goes off, each of which explodes with the force of a single grenade. It's the butt of jokes in the community, which often poke fun at overzealous Gunners who bomb their team more then the bugs themselves.
- Revolvers Are Just Better: His secondary weapon is an extremely powerful and accurate Hand Cannon. It holds four shots instead of the usual six because of the sheer size of the ammo.
- Stone Wall: In addition to his other obvious role, this is the Gunner's biggest utility to any team. His minigun can sweep up trash glyphids like nothing else, but also brings punishing suppressive firepower to bear on any major threat, be it a big bug like a Praetorian, or a swarm of dangerous grunt variants such as Slashers and Guards.
- Taken Up to Eleven with the Lead Storm overclock, which gives his minigun a massive increase to damage, at the cost of being unable to move while firing it.
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.
- An Adventurer Is You: Jack Of All Trades/Petmaster. He can dish out some solid damage, and his GL/Shotgun combo allows him to hold his ground even without his turret down, but his individual specialties can be done better by the other three Dwarves; the only exception are his turrets. His platform gun is simultaneously the most versatile mobility tool in the game by a wide margin, but also the least efficient in any given category. You can use it for climbing, safe descent, or arena construction in a way only the Driller's drills come close to matching, but where other mobility tools need only a single application, you'll have to spend a fair chunk of the Platform Gun's ammo to get the same basic result.
- 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.
- Non-Indicative Name: Downplayed. He doesn't do a lot of problem solving, beyond the ever-present formulae required to reduce the number of living bugs to zero. That being said, he uses a lot of gadgets and tech, far moreso than his squadmates do; it's implied he built much of it himself.
- Red and Black and Evil All Over: Downplayed, as he isn't particularly evil, but his primary color scheme is red. As such, the player can invoke this trope by giving him any of the mostly-black paintjobs, such as Dark Future or Megacorp.
- 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.
- Stuff Blowing Up: Second only to the Driller in bringing the boom.
- Verbal Tic: His class-exclusive lines all seem to involve the word "Mate" somewhere. Downplayed, however, since he shares 99% of his dialogue with his teammates.
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 Adventurer Is You: Status Effect Ao E. He has the most options out of any of the dwarves for inflicting status effects on the Glyphids; his kit allows him to poison, burn, freeze or detonate them. He also packs a flamethrower and 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.
- The All-Solving Hammer: In contrast to his teammates, his mobility tool - his drills - are useful for combat. They can pulp rock - the puny chitin of a Glyphid is small potatoes. This essentially means that the Driller can solve every obstacle he faces with only his gauntlets.
- 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.
- Deadly Gas: Neurotoxin Grenades emit a distinct brown-orange cloud which drains the life of any Hoxxes native inside it. Dwarves are thankfully immune. Just be careful with your flamethrower, the Neurotoxin is extremely flammable and the ensuing explosion is something dwarves are not immune to.
- 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.
- Fast Tunneling: It's kind of his thing. His powered drill gauntlets allow him to burrow his way through virtually any obstacle in his path, whether it's geographical or insectoid.
- 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.
- Min-Maxer's Delight: The Driller is an integral part of many strategies for Hazard Level 5. His ability to essentially dig out his own arenas make him absolutely invaluable. It doesn't hurt that he's also the second-best choice after The Gunner for dealing with swarms.
- Non-Action Guy: Downplayed. The Driller's weapons are very specialized and short-ranged; in particular, his sidearm is the weakest weapon in the game. However, he can hold his own, and his flamethrower comes in handy during Swarms. Even so, the most useful thing he contributes to a team are his drills, as well as his absurdly powerful explosives; he packs the most dangerous grenades in the game, as well as the Satchel Charge, which makes all other explosives look like firecrackers.
- Overheating: His drills overheat if used continuously for too long and stop working until they cool down.
- Poisonous Person: Downplayed. One of his choices for grenades is the Neurotoxin Canister, which spews out a cloud of poison gas that will only affect Glyphids. The reason this trope applies is that no other class in the game is able to use poison, outside of Overclocks.
- Stuff Blowing Up: This is arguably his speciality, other than digging. One of his default pieces of gear is the Satchel Charge, a remotely-detonated explosive that dwarfs all other forms of explosives in the game. His grenades are no slouch, either; he is the only dwarf who is able to bring standard-issue HE Grenades, and his other two choices are either an absurdly damaging throwing axe, or a canister of neurotoxin.
- 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. The damage isn't too stellar but it hits in a wide range and it chews through armor like nothing else.
- Throw Down the Bomblet: While all Dwarves have grenades, the Driller alone has access to standard HE frags. More importantly, he carries blocks of C4, which can carve out massive craters and One-Hit Kill Praetorians.
- Tunnel King: Again, this is pretty much his gimmick, 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.
- When All You Have Are Drill Gloves: Glyphids in your face? Drill 'em. Glyphid Praetorian in your face? Drill it. Need to get up to that ledge? Drill up to it. Need to get DOWN? Drill an angled tunnel. Molly's taking a bizarre path and the Drop Pod's too far into the tunnels? Drill through everything in the way. Virtually every obstacle in a mission can be solved by drilling them hard enough, long enough, or in the right spot.
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...
- Berserk Button: ...that being said, his biggest pet peeve is when the Dwarves start kicking barrels into the launch bay. Or into the drop pod itself.
- Everyone Calls Him "Barkeep"
- Mean Boss: Zig-zagged. On the one hand, he very 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. On the other hand, if you're not actively pissing him off, he's usually polite and to-the-point, and never lies about the company's intentions or priorities. In addition, promoting a Dwarf will earn you a message from him admitting that he was wrong to doubt your capabilities and respectfully acknowledging your dwarf's skills, showing that he still respects his employees in spite of their rockier moments.
- Mission Control: Obviously.
- So Proud of You: He admits to this if the player promotes any of the four dwarves, complimenting them on their diligence and sense of duty.
- 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. Even Mission Control humors the name on occasion.
- Shout-Out: Probably one to M.U.L.E.. Also, 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.
- Badass Adorable: Despite being a Cute Machine, he will kick some serious ass when the bugs show up. You can push this even further by giving him combat-focused mods, which allow him to bring along a rocket launcher and electrified bullets.
- Companion Cube: Like Molly the Dwarves treat it as if it were a friend.
- Cute Machines: Despite his fearsome combat abilities, Bosco's rounded design and peppy salutes make him rather endearing. A rare case of overlapping with Killer Robot.
- Fast Tunneling: While not used to actually tunnel, Bosco's forearms are very good at digging. With the right upgrade, it can clear a whole vein of ore even faster than two dwarves and their picks could.
- Gameplay Ally Immortality: Immune to all damage.
- Killer Robot: Packs enough firepower to turn an entire wave of bugs to paste, and will do so repeatedly, with lethal efficiency.
- 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. He can also be equipped with a Rocket Launcher, which allows him to exploit this trope himself.
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.
- Cute Machines: Occupies an unusual crossover between this trope and Sharp-Dressed Robot, as seen below. He shares this trait with his brother-in-servos, Bosco.
- The Bartender: And he's also the tap itself!
- Everyone Calls Him "Barkeep": Downplayed. Most of the time, the Dwarves refer to him as "Bartender," but there are a few instances where they will address him by name while ordering; until Update 27, however, he was only named in the patch notes.
- 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.
- Shout-Out: To The Shining, which has a similarly dressed bartender named Lloyd.
- 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.
- Fluffy the Terrible: With the Beastmaster perk, the dwarves can tame Grunts, Slashers and Guards. They're even more vicious than a regular Glyphid to their own kind, eagerly scattering their limbs around. And the dwarves always name them Steeve and eagerly give them pets.
- 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.
Slower but tougher Glyphid Grunts.
- Mighty Glacier: They have twice the health of normal Grunts, and when taking damage will lead with their invulnerable armored foreclaws to deflect bullets, but move slower.
- Shield-Bearing Mook: This is essentially their role; they are much more resilient than standard Grunts, and their forelegs are bulletproof, allowing them to soak up suppressive fire for the squishier bugs behind them.
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.
- Attack Its Weak Point: If you kill them with a headshot they don't explode. This is easier said than done however with how bulbous and oddly shaped their bodies are, not to mention their tendency to crab scuttle towards you sideways.
- Action Bomb: Their sole purpose is to rush forward, explode, and hope to catch an unlucky Dwarf in their blast radius.
- Shout-Out : They're usually quiet until they get next to you and hisss .. BOOM
- 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.
- Cutting the Knot: Try to hide from them in a tunnel that they can't fit in? Nice try, they'll simply do their melee explosion to create a crater, slowly but surely digging out a tunnel towards you.
- The Dreaded: All playable characters express fear or panic when tagging a Bulk Detonator, as it is a massive threat that can wipe out the whole team in an instant.
- "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.
- Money Spider: Very rarely, you may find yourself faced off with a Bulkhead Crassus Detonator. When killed, the Crassus' death crater will be coated in a layer of gold ore, netting you anywhere between 500-1000 gold ore total depending on if you let it make a crater in the open or lure it into a tunnel so it coats it in a sphere.
- 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.
- Acid Attack: They spit gouts of corrosive liquid.
- 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 candy-red shells usually give them away unless the cave is absolutely dark. Their projectiles are very visible in any light level, and slow enough that it's easy to track their origin.
- Long-Range Fighter: No melee attacks, only acid spit.
- Stealthy Mook: Both spitter types are relatively quiet when not attacking and prefer moving along the ceiling instead of the ground. Acidspitters will also sometimes retreat when damaged to attack from new angles.
Sneaky Glyphids that shoot webs which blind you and slow you down.
- Camera Screw: Getting hit by their projectile obscures your vision with webs in addition to slowing you down.
- Highly Visible Ninja: Like Acidspitters, their shells can give them away, but they are slightly different since their pearlescent shells blend in with certain terrain types when well-lit but will subtly glow in the dark, giving them away in low-light environments.
- Long-Range Fighter: Like the Acidspitters, they don't use melee attacks and rely on projectiles.
- Projectile Webbing: They can shoot sticky webs to entangle and immobilize targets.
- 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: Both spitter types are relatively quiet when not attacking and prefer moving along the ceilings instead of the ground. Webspitters also 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.
- Acid Attack: The basic Praetorian 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 of the basic variant's acid.
- Attack Its Weak Point: Its glowing thorax takes damage. You can also shoot it in the face if it's impossible to flank it.
- 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.
- Mascot Mook: It features prominently in promotional materials.
- 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.
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 specializes 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.
- Expy: Of the Jockey; they grab player characters and put them into a helpless state while moving them around. The difference is that the Grabbers can fly.
- Not the Fall That Kills You: Grabbers are at their most dangerous by far when you're close to a tall, open cave, as they'll gladly fly up to the point where you'll take massive or lethal fall damage before dropping you. And unlike Cave Leeches, Grabbers aren't nice enough to gently set you down when your teammates/Bosco/Steeve kills them, which means if you're at that point, you better hope you're a class that can mitigate falling or an engineer is on the ball with their platform gun.
- Hell Is That Noise : SKREEEE!!
A large Mactera variant that drops orbs of goo that slow down anything that walks through it.
- Attack Its Weak Point: The two goo pouches on its 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 temporarily be chased off by fire, but dissipate permanently if their hive is destroyed.
- Attack Its Weak Point: The bugs themselves are mostly immune to damage, meaning you have to destroy their hive to stop their threat.
- Death of a Thousand Cuts: They do negligible damage, but they stick to you and can't be killed directly.
- Kill It with Fire: The Driller's flamethrower is capable of burning up the swarm that comes from to give you a temporary reprieve, but the swarm will respawn unless the hive is killed.
- 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.
- Attack Its Weak Point: There's a bulbous green sack on its throat that takes significantly more damage, depending on how it's facing to aim you this can either be easy or hard to hit.
- 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, its 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: It spends most of any battle bouncing around the terrain, knocking you and anything else around.
- 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.
- Attack Its Weak Point: Its underbelly, which it doesn't expose frequently; usually only after a solid hit that leaves it floundering.
- Fragile Speedster: Practically impossible to hit thanks to its absurd speed, but its health is not particularly high and a good hit will flip them on their back like fish out of water, exposing their weak spot for more fire.
- Mix-and-Match Critters: These things are essentially Sand Worm meets Threatening Shark.
- Personal Space Invader: The Trawler will grab dwarves and drag them through the sand.
- Sand Is Water: The only creature that seems to act this way, Trawlers carve through the sandstone fast, possibly faster than any living creature in the game (even including a Scout using the Grappling Hook).
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 its 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.
- Eat Dirt, Cheap: The reason they erupt into showers of Gold and Nitra upon dying — they eat them. As of the January 2020 patch, if you leave your resources unguarded near a lootbug it will slowly waddle over and eventually eat the raw ore on the floor. Unfortunately for them in every possible respect, you don't get the ore they eat back, adding even more incentive to kill them.
- Money Spider:
- Apparently due to their diets.
- Golden lootbugs can rarely show up in caves, they don't drop any Nitra when killed, but will drop an entire teams' pockets worth of gold ore when killed.
- Pet the Dog: Or Pet the Bug, in this case — while the prompt is (currently) not visible, pressing E on a Lootbug will cause your Dwarf to pet them, with the bug wiggling and purring in response.
- 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. Even the Dwarves, who are otherwise aggressively unemotional, admit to feeling bad when killing them. Eventually acknowledged by the developers, who added a "pet" prompt specifically for Lootbugs!
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.
Huuli Hoarders are slugs which act much the same as Lootbugs; however, they're considerably hardier and will actually flee when attacked.
- Cowardly Mooks: The game itself refers to the Hoarder as an "abject coward" in the patch notes that introduced it. When hurt, it runs off screaming very quickly, and from there you have roughly ten seconds to actually kill it before it burrows into the ground and escapes entirely.
- Money Spider: Like the Lootbug, Hoarders drop resources upon death. Unlike the Lootbug, their drops also include crafting materials.
- Piñata Enemy: Just like the Lootbug, but with a considerably bigger payout.
- Screw This, I'm Outta Here!: They understandably decide to try and vacate the area if the crew of heavily-armed space dwarves start shooting them.
- Alcohol-Induced Idiocy: Whatever it is that happened to him, the one thing we have some certainty about is that it involved massive amounts of Skull Crusher Ale.
- 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).
- Noodle Incident: It's very clear that something happened to Karl. It's explicitly stated that whatever it was, he came out as a legend, and it's strongly implied that it also got him killed. And finally, it may or may not have involved a crapton of beer.
- Shrouded in Myth: Everything about him; as mentioned above, the only thing we unquestionably know for sure about Karl is that he's named Karl.
- What Would Karl Do?: Sometimes when choosing and customizing their equipment, dwarves will ponder what Karl would have chosen, or that Karl would be proud of their choice.