Deep Rock Galactic

Deep Rock Galactic

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⎆ Mission Type, Biomes & Mining Resources
Von GoldMath
Description and details about the different Mission Type, Mutators, Biomes & Mining Resources (Common, Crafting, Objectives, Collectibles) of Deep Rock Galactic.

▲ Include upcoming Experimental Branch features.
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!! OUTDATED GUIDE !!
PLEASE FIND FURTHER UP-TO-DATE INFORMATION HERE: https://deeprockgalactic.wiki.gg/

Mission Type & Mutators
Deep Rock Galactic include five Mission Type giving the mining experience more flavor and variety.
Multiple Mutators & Warnings offer even more challenge and suprises.




  • Mission Length influence the objective duration: total to collect, interact or kill.
  • 1 to 4, the Hazard influence the damage & life of enemies, strengh & number of waves.
  • Cave Complexity influence the cave generation, allowing more large and challenging pathing.


Egg Hunt
will ask you to bring back to the MULE: 5/7/10 Eggs & optional collectibles.
  • Caves are generated randomly with multiple connected chambers, non-linear.
  • Egg can be found by looking into the Terrain Scanner or spotting breathing red bubbles.
  • Digging an Egg out might trigger a random enemy wave.


Elimination
will ask you to kill 2/3 Targets & bring back optional collectibles to the MULE.
  • Caves are generated randomly with multiple connected chambers, non-linear.
  • Shooting at the Glyphid Cocoon will pop a Boss-Type unit to eliminate.
  • This Mission Type don't have swarm attacks.


Mining Expedition
will ask you to bring back to the MULE: 200/225/250/325/400 Morkite & optional collectibles.
  • Caves are generated randomly with multiple tunnels, chambers and corridors, linear.
  • The classic and original experience.


Point Extraction
will ask you to bring back to the Mine Head: 7/10 Aquarq & optional collectibles.
  • Caves are generated randomly to be a single big chamber.
  • Aquarq can be found digging into the cave (look for small blue crystals on walls).
  • Launching the Rocket will call a Drop Pod for extraction.


Salvage Operation
will ask you to find and repair 2/3 miniMULE & optional collectibles, then refuel a Drop Pod.
  • Caves are generated randomly to be a connected to a big chamber.
  • MiniMULE emit a beacon signal, to repair them dig out MULE Leg parts around.

  • The next stage need the activation of the Uplink computer, then setting up the Fuel Line.
  • Need at least one person in the area or mission failed. More allies in the area, the faster.


Search & Extract
as been removed in UPDATE 18 until futher rework. Actually merged with Egg Hunt.
Previously about collecting Morkite in a large non-linear chamber.





Warnings
affect the mission with a negative effect, increase challenge and difficulty. Extra reward.
  • Cave Leech Cluster: increased Cave Leech spawn
  • Exploder Infestation: more Exploder spawn
  • Mactera Plague: increased flying enemy encounters
  • Shield Disruption: shield disabled


Anomalies
affect the mission with a positive outcome for the player.
  • Critical Weakness: damage multiplier on critical hits
  • Gold Rush: more Gold deposits
  • Golden Bugs: gain 1 Gold for each enemy killed
  • Low Gravity: higher jump and lower fall damage
  • Mineral Mania: more crafting resources spawn
  • Rich Atmoshere: move faster and high pitch voices
  • Double XP: XP multiplicator

Biomes & Special Hazards
Hoxxes IV is a very hostile planet with a large variety of extreme biomes, eight at knowledge.
Each of them include valuable crafting resources and unique dangers, interactions.

Be sure to use your Terrain Scanner map, some paths might be more or less obvious.




Crystalline Caverns [Solid - 3 Hits To Destroy]
Among the most spectacular sights on Hoxxes, the aptly-named Crystal Caves are truly a sight to behold. Massive crystals erupt from every surface, glittering and twinkling in the dark. Alas, the larger crystals are worthless silicate, but abundant deposits of valuable minerals dot the caves too.

Special Hazards
Electocrystal chain electricity between them, damaging and slow.




Dense Biozone [Average - 2 Hits To Destroy]
Whoever said plantlife needs access to sunlight has obviously never visited Hoxxes. This region is dominated by what can best be described as subterranean rainforest - masses of writhing, (mostly carnivorous) plant life, producing entire microcosms of life deep within the crust of the planet. Tread with care.

Special Hazards
Ejector Cactus shooting pikes and Cave Urchin plants damage when walk-on. Presence of sleeping Glyphid Swarmer eggs. Elevator Plant and roaming passive Cave Jelly used to move around. Glyphid Web, slowing when walk-through. Chambers tend to be bigger and more complex.




Fungus Bogs [Average - 2 Hits To Destroy]
We're almost sorry to send employees in here, but the rewards are too great to ignore. So therefore: welcome to the Fungus Bogs! A truly awful region, built mostly from slime, mold, stinging insects, fungus, stinking mud, and corrosive lichen.

Special Hazards
Dense vegetation potentially hide resources. Poison Spores Fungus spray toxic gas and Sticky Goo surface, slowing everything on touch. Usable thrusting-up Steam Geyser to move around.




Glacial Strada [Average - 2 Hits To Destroy]
At least one of our xenogeologists quit in a rage when research started on this region. Instead of having conventional polar ice caps, and in violation of all physical laws we know of, the continental plates of Hoxxes rest on top of a planetwide permafrost layer several miles deep. As always, DRG recommends a “don’t ask” approach when dealing with the peculiarities of Hoxxes’ makeup.

Special Hazards
Getting too cold will forzen the player, Cold Vents and Blizzard effect this. Gel Bag will freeze instantly enemies. Praetorians also breath cold, Hot Springs zones will heat up the body faster. Crevices will break under the Dwarves feet leaving holes and dangerous Unstable Icicles falling from ceilling. Cryobulb extend on hit as platforms. Snow surface slow, when Smooth Ice slip the Dwarves.




Magma Core [Solid - 3 Hits To Destroy]
Among the deepest of our mining sites, the Magma Caves are a mellow 250-400 degrees and helpfully lit by the churning, molten innards of the planet. We advise that you do not touch anything not mandated by the mission objectives, as your employee insurance does not cover burns.

Special Hazards
Frequent Earthquake with deep burning crevices, slowing down and trap dwarves. Exploding Plant chain-detonate. Dangerous Lava Geyser and small leaks, burning Hot Rock surface. Darkest Biome.




Radioactive Exclusion Zone [Solid - 3 Hits To Destroy]
Ravaged by thousands of years of high-intensity gamma radiation, this region of the planet is now a veritable hellhole of radioactive ash and decrepit, mutated flora. Move with great care, and pay particular attention that you maintain full detox procedure upon return.

Special Hazards
Dangerous lighting and radioactive White Crystal. Friendly and curious Cave Vine. Glyphid Web, slowing when walk-through.




The Salt Pits [Average - 2 Hits To Destroy]
The Salt Pits of Hoxxes was once the location of a huge underground lake. It dried up billions of years ago and left huge crystallized deposits of red salt. Red salt - although worthless - tastes really good on Glyphid omelettes.

Special Hazards
Harmless lighting Salt Crystal. Crystal Spike falling from the ceiling.




Sandblasted Corridors [Soft - 1 Hit To Destroy]
The region is dominated by windblasted and arid tunnels reaching dozens of miles below ground. The particular composition of the surrounding rock means practically no moisture, resulting in one of the driest regions of the planet. With water being so scarce the inhabiting wildlife is particularly aggressive, ravenous for whatever fluids reside within their prey.

Special Hazards
Deeptora Honeycomb attacking when nearby. Explosive Spore catapult a bomb when hit. Dense Sandstorm reducing visibility and strong Wind tunnels pushing you around.

Mining, Objective & Crafting Resources
Mining resources are objectives, currency or crafting materials.
Any mining increase Team EXP at the end of the missions, when Killing Enemy is much lower.

Some may need to be digged into the caves walls, look for specifying hints.

Common Resources
Theses resources are present in every Mission Type.

Bittergem
  • Very Rare (5%) Value of +1500 Credits
  • Gem found by digging into the caves
  • Spotted by small purple crystals on walls
Compressed Gold
  • Rare (33%) Value of +100 Gold
  • Increase team payouts
Gold
  • Increase team payouts
Loot Bug
  • Harmless
  • Pop Gold & Nitra chunks when damaged
Nitra
  • Allow the team to call a Resupply Drop Pod
  • 4 charges refilling half-ammunition & heal
  • Cost 80 Nitra
Red Sugar
  • Healing player by mining it or pick up chunks

Objectives Resources
These items need to be collected or interact in order to finish the Mission. Exclusive to Mission Type.

Aquarq
Egg
Glyphid Cocoon
  • Only in Elimination
  • Shooting at will pop a Boss-Type unit to kill
MiniMULE
  • Only in Salvage
  • Repaired with 3 Leg parts
Morkite
  • Only in Mining Expedition

Crafting Resources
There is 7 different resources, used to Upgrade Gear and unlock Cosmetics.
The ERR://23¤Y%/ don't have ingame use as today, very rare.


Bismor
Croppa
Enor Pearl
Jadis
Magnite
Umanite
ERR://23¤Y%/
Optional Collectibles
All Missions and Game Mode include a secondary objective asking to collect an amount of resources.

Alien Fossil
Apoca Bloom
Boolo Cap
Dystrum
Hollomite




[Any tips or suggestions in the comments are welcome to enhance the guide.]
[This guide have been target of images stealing, watermark are now applied.]

43 Kommentare
GoldMath  [Autor] 30. Mai 2023 um 9:19 
PLEASE FIND FURTHER UP-TO-DATE INFORMATION HERE:
https://deeprockgalactic.wiki.gg/
=T$E=VasqueZ 22. Nov. 2019 um 2:09 
This guide need an update, please update this sir?
Archangel 28. Aug. 2019 um 8:22 
I think this is all still accurate, but it's been quite a while since update so you may wish to double-check. :)
I Swear to drunk I'm not God 5. März 2019 um 23:41 
Awesome, thanks for answering both answers! I had never noticed any bonus, that's cool :)
Extramrdo 5. März 2019 um 8:49 
@Colin yes, there's a Minerals Mined XP bonus at the end, which includes crafting stones you collect, excess Morkite, excess That Other Objective Stone, and any of the sidequest minerals.

@Drunk, calling the supply drop costs 80 nitra which is then no longer reflected in the Minerals Mined XP bonus at the end.

The bonus is small, especially compared to the risk of failing the mission because you didn't resupply at the right time, but it does waste XP to just spam like eight drop pods at the very end of the level.
Colin 3. März 2019 um 12:03 
a question ive been having with freinds is, do excess materials you mine give more exp? for example, when mining morkite and you reach your quota, does more give you more exp? or is there no point once you reach the max.
I Swear to drunk I'm not God 3. März 2019 um 0:04 
I saw somewhere that calling a supply drop has a negative effect on XP or money earned. Is that true?
Extramrdo 28. Nov. 2018 um 22:37 
Allex, each cavern is procedurally generated, so yes infinite replayability. There's only a finite number of biomes and mission types and mutators (see above) and at any given moment, there's like ~16 different Missions (as in, Mission Type + Mutators) spread out over most of the biomes (so like, 4 in the radiation land, 1 in sand...), with no duplicate mission types in a biome. New sets of missions are refreshed every ~60 minutes. So if you're fast, you can run the same mission type with mutators in the same biome several times in a row before the set of missions refreshes, but each time the caverns will be different and so will your experience.
Vindavla ᚱᛁᛋᛖ 14. Nov. 2018 um 10:29 
I have a question, this game have infinity missions generated randomly, or if you pass them all, its over?
EALam3s 4. Nov. 2018 um 9:20 
thank you very much kind sir :D