Hazard Levels in Deep Rock Galactic Survivor
Learn how hazard levels change enemy damage, resistance, spawns, rewards, and Deep Dive difficulty.
Hazard levels in Deep Rock Galactic are mission difficulty settings that change enemy strength, spawn pressure, damage, player survivability, and rewards. The standard scale runs from Hazard 1 — Low Risk through Hazard 5 — Lethal. Deep Dives use three additional difficulty values commonly called 3.5, 4.5, and 5.5, although these numbers are shorthand rather than official internal difficulty names. The supplied source does not independently confirm whether Deep Rock Galactic: Survivor uses an identical hazard system, so the values below describe the documented hazard mechanics for Deep Rock Galactic missions.
What hazard levels change
Selecting a higher hazard level affects more than enemy health. The difficulty-scaling system can modify:
- Damage dealt by enemies
- Friendly-fire damage
- Environmental damage
- Enemy movement speed
- Enemy projectile speed
- Enemy attack rate
- Enemy damage resistance
- Enemy spawn counts and wave timing
- Health restored when another player revives you
- Maximum health regeneration
- Point Extraction enemy scaling
The number of players also matters. Enemy damage, enemy resistance, and enemy counts can use different multipliers for solo, two-player, three-player, and four-player missions. The source notes that the increase in enemy spawns between solo and two-player missions is relatively small because solo players have Bosco available.
Standard hazard levels
The documented hazard names are:
| Hazard level | Name | Hazard bonus |
|---|---|---|
| 1 | Low Risk | +25% |
| 2 | Challenging | +50% |
| 3 | Dangerous | Not specified in the supplied table |
| 4 | Extreme | Not specified in the supplied table |
| 5 | Lethal | Not specified in the supplied table |
The hazard bonus contributes to the rewards received when the mission ends. The supplied material confirms the bonus for Hazard 1 and Hazard 2, but does not provide a complete reward-bonus table for every standard hazard level.
At Hazard 1, enemy damage is scaled to 0.50 for solo, two-player, three-player, and four-player missions. At Hazard 2, the enemy-damage values are 0.70, 0.80, 0.90, and 1.00, respectively. Hazard 2 also raises enemy attack rate to 0.90, compared with 0.80 at Hazard 1, and increases enemy movement speed from 0.80 to 0.90.
Friendly fire is substantially lower at the two documented entry levels: 0.10 at Hazard 1 and 0.20 at Hazard 2. Environmental damage is 0.75 at Hazard 1 and 1.00 at Hazard 2. Revive health is 0.60 at Hazard 1 and 0.50 at Hazard 2, while maximum health regeneration remains 0.15 at both levels.
Enemy resistance and effective health
Hazard scaling also changes how much damage enemies take. The source describes enemy damage resistance as a multiplier applied to damage received. A resistance value above 1 means that the enemy takes less damage from the same attack; it can also be understood as increasing the creature’s effective health.
Enemy resistance depends on both hazard level and creature category. The source groups creatures into normal, large, extra-large, extra-large 2, extra-large 3, and elite categories. Some creatures are listed as neutral or non-scaling and do not receive hazard-based resistance scaling. Normal enemies include examples such as Glyphid Grunts, Glyphid Exploders, Mactera, Cave Leeches, Naedocyte creatures, Rival Shredders, and Rival Sniper Turrets.
At Hazard 5, normal enemy resistance is 1.20. Large-enemy resistance ranges from 1.20 in solo and two-player missions to 1.50 in four-player missions. Elite enemies also have a separate elite-resistance value that multiplies with the hazard resistance. This additional elite value varies by enemy.
Hazard 5+ modifiers
Hazard 5 can be combined with additional modifiers that increase specific parts of the difficulty. These modifiers are measured relative to Hazard 5 rather than the base game values.
Aggressive Enemies increases enemy attack rate, movement speed, and projectile speed. Its two listed levels apply attack-rate multipliers of 1.33 and 2.00, movement-speed multipliers of 1.23 and 1.32, and projectile-speed multipliers of 1.10 and 1.20.
More Enemies increases enemy count, maximum active enemies, and maximum active swarmers. Its listed levels use enemy-count multipliers of 1.20 and 1.50. The higher level also adds to special and disruptive enemy pools and increases veteran chance by 1.15.
Player Vulnerability increases enemy damage, friendly fire, and environmental damage. The two listed levels raise enemy damage by 1.50 or 2.00, while the corresponding friendly-fire multipliers are 1.43 and 2.14.
Tough Enemies increases resistance rather than enemy damage. Its listed levels apply additional resistance to large, extra-large, and elite categories; the second level also increases normal-enemy resistance by 1.33.
Deep Dive hazard values
Deep Dives include three custom difficulty stages commonly described as 3.5, 4.5, and 5.5. The supplied table gives the following enemy-damage multipliers:
| Deep Dive hazard | Enemy damage, solo / 2 / 3 / 4 players |
|---|---|
| 3.5 | 1.50 / 1.60 / 1.70 / 1.80 |
| 4.5 | 2.30 / 2.45 / 2.60 / 2.80 |
| 5.5 | Not listed in the general scaling table; resistance values are provided |
Deep Dive resistance also rises across these stages. Normal-enemy resistance is 1.10 at 3.5 and 1.20 at both 4.5 and 5.5. At 5.5, large-enemy resistance ranges from 1.30 solo to 1.60 with four players, while elite resistance ranges from 1.35 to 1.70.
For the documented hazard mechanics, see the Difficulty Scaling reference.
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