The item pool covers weapons, traversal tools, support tools, throwables, ability items, drones, armor, and utility equipment. Use the category table first to see where the pool is concentrated, then scan the item list for exact names and costs.
For practical build planning, pair this list with the Reclaimers and class abilities guide to see which squad role benefits most from each tool. The upgrades and unlocks guide covers stat language, while the enemies and difficulty guide shows which weapons and damage types answer specific threats.
Item Categories
| Category | Entries |
|---|---|
| Ability Items | 5 |
| All-Purpose Drone | 1 |
| Armor Undersuit | 1 |
| Assault Rifle | 4 |
| Crossbow | 1 |
| Deployable | 1 |
| Empty Hand | 1 |
| Heavy Weapon | 13 |
| High Explosive | 2 |
| Melee Weapon | 1 |
| Orbital Precision Drop | 1 |
| Passive Item | 1 |
| Pistol | 15 |
| Revolver | 2 |
| Semi-Automatic Rifle | 1 |
| Sentry Gun | 2 |
| Shotgun | 5 |
| Submachine Gun | 6 |
| Support Tool | 7 |
| Throwable | 22 |
| Traversal Tool | 7 |
| Uncategorized | 7 |
Items and Equipment
Blank costs mean the item does not list a shop-style credit or resource cost in the current visible text.
If an item cost points you toward a specific material, check the biomes and resources guide. New players should also read the beginner guide before optimizing loadouts around expensive gear.
| Name | Category | Item Type | Description | Credit Cost | Resource Cost |
|---|---|---|---|---|---|
| Ambient Grenade Launcher | Uncategorized | Primary Weapon | A weapon that fires small timed grenades. Powerful but tricky to use. | ||
| Anti-Grav Emitter | Uncategorized | Primary Weapon | A handheld limited gravity modification device. When deployed, it generates a long-lasting shaft of reduced gravity which can be used for traversal, to break falls, or to reach to objectives otherwise out of reach. | ||
| Combat Cocktail | Uncategorized | Tool | On use: / +80% Recoil Control / +100% Spread reduction / +100% Jump Height / +100% Fall Damage Reduction Duration: 30 Seconds / Costs: 45 Health Many solutions mixed together, all of them clinically selected for the purpose of improving combat performance. The Combat Cocktail pushes the users body to the limit by sharpening focus, steadying hands and enriching the blood. Unfortunately it wears off quickly, and has been linked to a wide range of health problems. WARNING: ONLY FOR DWARF USAGE | ||
| Jet Boots | Uncategorized | Tool | Leather work boots with a miniature jet thruster fixed to each heel. Jet boots! A classic favorite of daredevil dwarves and miners who always dreamt of flying. A classic unfavorite of workplace safety supervisors. | ||
| Oil Extractor | Uncategorized | Primary Weapon | |||
| Sonic Emitter | Uncategorized | Primary Weapon | This device produces a disturbing screech when thrown that can disperce crowds of enemies. Its pitch can also shatter frozen enemies | ||
| Sympathy Tether | Uncategorized | Tool | Another product of classified Expenite research programs, this biomatter transcorder is capable of “uploading” physical trauma from one subject to another. In simpler terms, it extends the damage one target receives onto several others. While some data suggests the device could become a potent healing tool by reversing its magnetic polarity, Company patents specify the Sympathy Tether must only be used for offensive purposes. | ||
| Crit Dart Launcher | Ability Items | ||||
| Guardian Gauntlets | Ability Items | ||||
| Shock Drone Controller | Ability Items | ||||
| Slice | Ability Items | ||||
| Time Rewinder | Ability Items | ||||
| ”Bosco” - APD-B317 | All-Purpose Drone | Misc | Developed by R&D to support solo miners with mining, lighting, and fighting. The APD is not meant as a true replacement of a co-worker, but it is known to be a bit more reliable. The APD is popularly referred to as ‘Bosco’, but Management strongly disapproves the use of nicknames for equipment. Personification is known to cause depression among workers in the event of malfunctioning equipment. | ||
| ”Mole” Armor Rig | Armor Undersuit | Armor | Each set of DRG issue armor is mounted on a highly modifiable undersuit, capable of transforming the capabilities of the armor considerably. Regrettably, R&D has as yet proven unable to utilize the suit’s stillsuit capacity towards onboard production of alcohol. | ||
| Bolt-Tec “Decker” SMG | Assault Rifle | Primary Weapon | This innovative submachine gun swaps out the conventional spring recoil mechanism for a fully magnetized receiver assembly. Originally designed for security operations aboard space stations, the weapon fires caseless tumbling ammunition that inflicts maximum tissue damage without penetrating fuselage walls or reinforced windows. A downside to this design is that hits to armor are comparably ineffective. But what really makes the Decker popular is its sleek and ergonomic design. | ||
| Bolt-Tec “Silverback” HAR-50 | Assault Rifle | Primary Weapon | Fully automatic high power rifle. Features a heavy spring, heavy bolt and heavy bullets. Ideal for heavy targets. Designed with an innovative recoiling free-floating barrel to reduce spread and improve shot accuracy, the Silverback nevertheless comes with a kick that fits the name. | ||
| DeepCore GK2 | Assault Rifle | Primary Weapon | A true workhorse of the Deep Rock Galactic Corporation. This automatic rifle has seen extensive operational usage, as evidenced by the countless 8.42mm DeepCore bullet casings littering the caverns of Hoxxes IV. Though not as flashy as other weapons within the DRG arsenal, the GK2 delivers accurate fire at range and reliable performance in close range combat. | ||
| DRAK-25 Plasma Carbine | Assault Rifle | Primary Weapon | The DRAK-25 is Company product developed by DRG’s very own R&D department. Its design minimizes cost while retaining performance through ingenious materials use, such as incorporating recycled cooling fans from mothballed computers. Plasma was once considered a volatile energy source for projectile weaponry, but innovative stabilization efforts by R&D have enabled the DRAK-25 to comply with the majority of occupational safety standards. | 8200 | Croppa: 100; Jadiz: 40; Bismor: 60 |
| Nishanka Boltshark X-80 | Crossbow | Primary Weapon | An extremely versatile, modern crossbow designed for large game and built especially to fire a wide selection of customised bolts. Electric bolts, fire bolts, triple bolts, bolts that makes enemies blow up, you name it! A fresh, deadly spin on a tried and tested classic. | 8200 | Croppa: 80; Magnite: 60; Umanite: 60 |
| Ammo Bag | Deployable | Misc | |||
| Fists | Empty Hand | Primary Weapon | |||
| ”DLFG” PORTABLE NUKE LAUNCHER | Heavy Weapon | Primary Weapon | A rapid-fire missile launcher with laser-guided precision, capable of delivering an overwhelming volume of fire. Ideal for highly mobile, airborne or larger targets. Each missile features an optical guidance system, solid-fuel propulsion, fragmentation payload and advanced gyroscopic stabilization. In light of a casualty incident resulting from employee antics, company policy now specifies both hands must holding the weapon at all times during use. | 8200 | Croppa: 80; Magnite: 60; Umanite: 60 |
| ”Hammer Caster” 58mm | Heavy Weapon | Primary Weapon | Where some operations require a scalpel, others require a sledgehammer. The Hammer Caster delivers brutal destructive power in a dwarf-portable platform, firing rocket-assisted 58mm tungsten projectiles ideal for taking down armored targets. Initially developed as a demolitions tool for removing rock formations from a safe distance, it is also a capable tool for removing large enemies. | ||
| ”HURRICANE” Guided Rocket System | Heavy Weapon | Primary Weapon | A rapid-fire missile launcher with laser-guided precision, capable of delivering an overwhelming volume of fire. Ideal for highly mobile, airborne or larger targets. Each missile features an optical guidance system, solid-fuel propulsion, fragmentation payload and advanced gyroscopic stabilization. In light of a casualty incident resulting from employee antics, company policy now specifies both hands must holding the weapon at all times during use. | 8200 | Croppa: 80; Magnite: 60; Umanite: 60 |
| ”Lead Storm” Powered Minigun | Heavy Weapon | Primary Weapon | A portable three-barreled rotary machine gun with an integrated magazine and internal cooling system, not to mention a fire rate unmatched by any other weapon in the company arsenal. It’s said that firing this weapon for 12 seconds costs as much as a mining crew earns in their whole careers. But it gets the job done. | ||
| ”Thunderhead” Heavy Autocannon | Heavy Weapon | Primary Weapon | The Thunderhead was originally designed as a vehicle-mounted weapon, but that didn’t stop strong-armed dwarves from bringing it down into the mines for self-defense. This twin-barreled system offers respectable accuracy for a weapon of its size, along with stopping power suited to the even the largest hostiles found on Hoxxes. Fire rate increases with sustained shooting. | 7600 | Magnite: 120; Croppa: 80 |
| Breach Cutter | Heavy Weapon | Primary Weapon | The Breach Cutter releases directional blasts of sonically-charged plasma powerful enough to deal with almost any alien in your path. Originally a mining tool, it’s now been frequency-tuned to crack open flesh and bone rather than the sediment deposits it was designed for - often with quite spectacular results! | 8200 | Umanite: 100; Jadiz: 65; Magnite: 30 |
| Breach Cutter | Heavy Weapon | Primary Weapon | While perfectly capable of its intended purpose as a mining tool, the Breach Cutter also slices through organic matter with ease, and as such can be a potent crowd-clearing weapon in a pinch. It fires wide horizontal beams of superheated plasma, making it particularly effective for targets grouped parallel to the user. | 8200 | Umanite: 100; Jadiz: 65; Magnite: 30 |
| Corrosive Sludge Pump | Heavy Weapon | Primary Weapon | The Corrosive Sludge Pump is what happens when the maintenance staff are left with too much time on their hands. A complicated network of piping, distillation bottles, and safety valves results in a very capable device indeed - lobbing globs of toxic waste at those you disapprove of has never been so fun! | 8200 | Enor: 40; Jadiz: 50; Magnite: 110 |
| CRSPR Flamethrower | Heavy Weapon | Primary Weapon | When bullets or blunt force just don’t cut it, a sea of roaring, sticky napalm usually does. Practically never explodes in your face. | ||
| Cryo Cannon | Heavy Weapon | Primary Weapon | Mad geniuses have tried perfecting this implement for as long as anyone can remember, but our lads at R&D seem to have perfected it! Handily portable (for a dwarf, anyway), it does exactly what you think: it’s a friggin’ freeze ray. Let ‘em have it. | 7600 | Bismor: 120; Enor: 80 |
| DeepCore 40mm PGL | Heavy Weapon | Primary Weapon | Simple and reliable, the PGL fires standard 40mm HE grenades capable of delivering explosive ruin from afar. The straightforward mechanism ensures easy operation even in panicked situations, and makes it a reliable weapon even in the harshest climates of Hoxxes IV. | ||
| DeepCore 40mm PGL | Heavy Weapon | Primary Weapon | Whoever coined the phrase “Bang for the Buck” must have had this lovely thing in mind. Cheap, dependable, and utterly devastating. | ||
| Shard Diffractor | Heavy Weapon | Primary Weapon | To keep it from detonating like a thousand pounds of TNT, the Shard Diffractor is limited to short, controlled bursts, but don’t let that depress you - it’s powered by a 12-pound chunk of Ommoran Heartstone, and is able to vomit forth thick beams of raw energy, reducing anything in its path to a mound of cinders. | 8200 | Enor: 40; Jadiz: 50; Magnite: 110 |
| Satchel Charge | High Explosive | Tool | An inelegant weapon from an uncivilized age, the Satchel Charge is the perfect tactical tool for area demolitions and high-explosive offense. Each charge comes with a remote detonator, and can be disarmed and collected once placed. Take care to stay clear of the blast radius — the Satchel Charge does not know the difference between stone or flesh, nor does it care. | ||
| Satchel Charge | High Explosive | Grenade | Be it an obstacle or particularly thickheaded adversary, a good ol’ Satchel Charge usually gets the job done. Stand well back before hitting the trigger. | ||
| Ambient Power Drills | Melee Weapon | Primary Weapon | One of the classic workhorses of DRG, the twin-linked Power Drill makes short work of more or less anything unfortunate enough to be in front of it. That includes your teammates, mind. | ||
| Supply Drop | Orbital Precision Drop | Misc | |||
| Extra Ammo (+50%) | Passive Item | Primary Weapon | Carry more ammo at the cost of a weapon slot | ||
| Ambient Decimator | Pistol | Primary Weapon | A gun that always deals 10% of the targets current health. | ||
| Ambient Force Projector | Pistol | Primary Weapon | |||
| Ambient Hyper Beam | Pistol | Primary Weapon | A small, light semi-automatic for small, light dwarves. More deadly than it appears. | ||
| ArmsKore Coil Gun | Pistol | Primary Weapon | A hand-carryable, fully-fledged railgun system. It fires solid tungsten spheres with enough force to punch clean through solid rock and turn the air around its trajectory burning hot. The only limit to this pocket-sized war crime is the battery pack - which is sizable. | 8200 | Croppa: 100; Jadiz: 40; Bismor: 60 |
| BRT7 Burst Fire Gun | Pistol | Primary Weapon | Manufactured with a factory-default three-shot burst firing system, the BRT7 offers an elevated rate of fire while maintaining the reasonable accuracy of a comparable single-shot pistol. It rewards control and deliberate marksmanship, with three carefully-placed shots capable of doing significant damage to enemy weakpoints. | 8200 | Umanite: 120; Magnite: 80 |
| CADNA Field Projector | Pistol | Primary Weapon | The experimental CADNA Projector fires self-sustaining force fields, derived from the same technology behind permeable energy fields employed aboard orbital spaceports. CADNA fields, however, are not tuned to allow matter to safely pass through. These force fields displace the molecular structure of anything it touches, and can even block high-velocity projectiles. This makes the CADNA Field Projector a viable defensive tool as well as an offensive weapon. | 8200 | Umanite: 120; Magnite: 80 |
| Devastator Blaster Pistol | Pistol | Primary Weapon | Designed for covert operations and mobility while retaining fire power suited for high intensity combat. The Devestator Blaster Pistol is small but boasts stopping power rivaling heavier ordinance, but this advantage comes at the cost of its high energy consumption and limited power supply, demanding frequent reloading and resupplying. | ||
| Devastator Blaster Pistol | Pistol | Primary Weapon | Designed for special forces operations, prioritizing mobility while retaining fire power suited for high intensity combat. The ease of concealment and destructive potential has led to the Devastator being extensively regulated and outlawed. While not an official part of the company arsenal, some examples have found their way into mining facilities under private ownership. As an energy weapon, its electrical output tends to drain the energy core all at once, dealing extreme blast damage in short bursts. Requires frequent reloading as a result. | ||
| Experimental Plasma Charger | Pistol | Primary Weapon | Bullets are so last year. Why not incinerate your enemies from the inside out instead with a highly experimental anti-matter-powered gun firing supercharged plasma bolts? What’s the worst that could happen? (If you find out, please report to R&D) | 8200 | Enor: 110; Jadiz: 70; Magnite: 25 |
| Hands Weapon | Pistol | Primary Weapon | This is a weapon description. Another row of text description. | ||
| LARK Series-10 | Pistol | Primary Weapon | LARK’s latest Series-10 is a competitive handgun distinguished by its lightweight construction and proprietary S10 high-velocity ammunition. The pistol offers moderate stopping power, solid accuracy and managable recoil, all in an elegant and ergonomic package. | ||
| MM-4 Charger | Pistol | Primary Weapon | Essentially a handheld particle accelerator, the MM-4 Charged Rail Pistol deals enormous damage with atomic precision. The MM-4 Charger draws from an internal core of a stable heavy metal, and electromagnetically accelerates projectiles to near-lightspeed velocity. Use of the MM-4 by employees with artificial cardiac pacemakers is highly discouraged. | ||
| P-96 Mag Blaster | Pistol | Primary Weapon | The P-96 Mag Blaster offers good accuracy, considerable stopping power and high efficiency for an energy rifle. A parallel plasma track and integrated electrical current inverter allows the P-96 to fire two energy projectiles for each trigger pull, with only marginal impact on its power supply. A demanding manufacturing process and high unit cost has prevented the weapon from seeing widespread adoption, though it has found reliable customers among corporate security forces and private military contractors. | ||
| Shock Striker | Pistol | Primary Weapon | A powerful electric discharge pistol. It features a supercapacitor that rapidly charges from an MG-6 Microwarp Generator, and produces an impressive arcing lightning bolt when fired. Although it can be discharged before fully loaded, the current gets exponentially stronger when fired at full charge. The experimental MG-6 generator is not without its peculiarities, however. Users should not stick fingers or other digits into the opening, and two Shock Striker pistols should never be brought into close contact. In rare cases, prolonged usage of the pistol may be associated with memory loss. | ||
| Subata 120 | Pistol | Primary Weapon | A small, light semi-automatic for small, light dwarves. More deadly than it appears. | ||
| ”Bulldog” Heavy Revolver | Revolver | Primary Weapon | A custom revolver firing rounds so large it only holds 4 shots. More or less nothing can stand before a direct hit from one of these 26mm monstrosities. | ||
| ”Bulldog” Heavy Revolver | Revolver | Primary Weapon | A heavy-duty revolver firing custom-tooled, hand-pressed hollow-point magnum rounds. These powerful cartridges require a refitted barrel and frame, and most notably a cylinder that can only hold four rounds. But with the size of these bullets, four should be plenty. | ||
| M1000 Classic | Semi-Automatic Rifle | Primary Weapon | This obsolite rifle pattern is heavy, crude and requires frequent maintenance: perfect for a dwarf. Although the model is still in active production, most DRG employees prefer an M1000 that has already been in service for decades. They say it operates smoother once it’s broken in. The M1000 fires true, packs a punch, and with proper care, will not let its user down. Just watch your thumb when reloading. | 7600 | Jadiz: 120; Croppa: 80 |
| Disposable Sentry Turret | Sentry Gun | Tool | Rapid-deployment sentry guns offering automated fire support at a moment’s notice. The “fire and forget” design means this turret self-assembles once deployed, and will immediately acquire and engage hostile targets. For ease of use, these disposable turrets cannot be moved or reloaded after they have been placed. | ||
| LMG Gun Platform | Sentry Gun | Tool | One of the more advanced items in the DRG arsenal, these autonomous sentry guns will absolutely help in performing pest control. | ||
| ”Warthog” Auto 210 | Shotgun | Primary Weapon | Another mainstay of the DRG company arsenal, the Auto 210 has historically been issued to mining crews for close-quarters protection and stopping power against larger targets. Affectionately nicknamed the “Warthog” for its brute power and hefty construction, this semi-automatic shotgun continues to offer a reliable source of protection against the many dangers of Hoxxes. | ||
| ”Warthog” Auto 210 | Shotgun | Primary Weapon | Living up to its name, this pig of a weapon never fails to satisfy. Holds six wide-spread shells for rapid-fire death-dealing. | ||
| Jury-rigged Boomstick | Shotgun | Primary Weapon | The embodiment of the old adage, “If it ain’t broke, don’t fix it.” The double-barreled sawn-off shotgun is a timeless mainstay of home-brewed self-defense, delivering unparalleled stopping power in a compact package. The simple break-action mechanism ensures the weapon is still easy to load and operate after several rounds of Blackout Stout. | ||
| Jury-rigged Boomstick | Shotgun | Primary Weapon | You take a shotgun and cut it in half. You’re left with a light handcannon that handles like a large pistol and has the stopping power of an 18-wheeler loaded with watermelons. A true classic. | ||
| Trident D.E.S. | Shotgun | Primary Weapon | Energy shotgun description goes here…blah blah / NOTE: Two fire modes! Hold down trigger to charge, let go for close range fun ;-) | ||
| “Stubby” Voltaic SMG | Submachine Gun | Primary Weapon | Originally developed as a “less lethal” pacification tool for settling labor disputes, field testing quickly proved that the Stubby’s electrified rounds in fact made it a “more lethal” alternative. Nevertheless, the weapon has since enjoyed consistent use among DRG mining crews, who value the weapon’s electrifying effects for stunning and slowing hostile wildlife. Rubber insulated gloves are recommended for safe use, though not required. | 7600 | Jadiz: 100; Umanite: 100 |
| Ambient Auto Blaster | Submachine Gun | Primary Weapon | Originally developed as a “less lethal” pacification tool for settling labor disputes, field testing quickly proved that the Stubby’s electrified rounds in fact made it a “more lethal” alternative. Nevertheless, the weapon has since enjoyed consistent use among DRG mining crews, who value the weapon’s electrifying effects for stunning and slowing hostile wildlife. Rubber insulated gloves are recommended for safe use, though not required. | 7600 | Jadiz: 100; Umanite: 100 |
| Beltstrom CMP-60 | Submachine Gun | Primary Weapon | A compact personal defense weapon distinguished by its unique top-loading magazine and blistering rate of fire. The CMP-60 is a preferred sidearm among Reclaimer units, though the occasional example finds its way to mining crews as well. The integrated compensator helps control the recoil to some degree, but the weapon is still best suited to close-range engagements. | 7600 | Jadiz: 100; Umanite: 100 |
| Colette Wave Cooker | Submachine Gun | Primary Weapon | An ingenious mix of lab equipment and kitchen utensil, the Wave Cooker does exactly what its name implies: Point it at something organic, and watch it cook from the inside out until it bursts in a gout of viscous fluids. Recipe book not included. | 8200 | Jadiz: 35; Umanite: 100; Magnite: 65 |
| LOK-1 Smart Rifle | Submachine Gun | Primary Weapon | Take a standard, high-grade submachine gun, bolt a semi-sentient AI Core to the side of it, and rig it up with several sophisticated tracking packages. Arm that resulting abomination with prototype rounds that interface directly with the onboard systems, and you have the aptly named LOK-1 Smart Rifle - a glorious bit of kit any Engineer worth their salt would be happy carrying. | 8200 | Jadiz: 35; Umanite: 100; Magnite: 65 |
| Zhukov NUK17 | Submachine Gun | Primary Weapon | The revolutionary “buy one, get one free” sales technique patented by Zhukov made the NUK17s the most popular dual-wielded firearm in the outer rim. The twin pistols’ mirrored ejector ports and ambidextrous controls make them ideal for this application, not to mention the low price point and ease of use. For cost-effective close-range engagements, it’s hard to beat a pair of NUK17s. | 8200 | Bismor: 160; Umanite: 100 |
| Bio Transmutator | Support Tool | Tool | A sinister device that turns life into Red Sugar. Deploying this experimental device will create Red Sugar when enemies are eliminated within its radius. Since the discovery of Expenite many archaic fields of science considered false have become reopened, and our researchers are driven into a frenzy exploring forbidden matters. | ||
| Flare Gun | Support Tool | Tool | A gas-operated industrial flare gun. The high-intensity harpoon-tipped flares stick into cave walls and burn for upwards of a minute thanks to their white phosphorous charges. Automatic fire and magazine-fed action makes it easy to illuminate large caverns quickly. Found on nearly every operational mine site, it is essential tool for locating hard-to-spot minerals or increasing situational awareness during enemy encounters. | ||
| Flare Gun | Support Tool | Tool | A powerful projectile launcher that shoots high-intensity, adhesive flares. The flares can attach to even the hardest material. | ||
| High-Intensity Flare | Support Tool | Flare | Powerful flares to chase the gloom out of caving. Evil lurks in the darkness. Cast away the dark, and the rest is a simple matter of the usual dwarfen beatdown. | ||
| Laser Pointer | Support Tool | Misc | |||
| Pickaxe | Support Tool | Mining Tool | No respectable miner would leave home without it. | ||
| Shield Generator | Support Tool | Tool | The DS-1 Dome Shield Generator is the premiere personal safety device used by DRG mining crews. When thrown, the device projects a bubble shield that blocks all incoming fire and prevents enemies from venturing within, yet enables anyone inside to safely fire through the barrier. In moments of pressure or peril, the Shield Generator offers critical cover; enabling a reload, revive or regrouping that can single-handedly prevent disaster. | ||
| Ambient Hammer | Throwable | Primary Weapon | Replacing the pickaxe, this hammer can be both thrown, used as a melee weapon like the pickaxe and remove dirt. However, make sure to recall it before trying to carve terrain. | ||
| Bear Trap | Throwable | Grenade | A standard high-explosive fragmentation grenade. | ||
| Cluster Grenade | Throwable | Grenade | A powerful bundle of explosive clusters that disperse shortly after being thrown, and explode as they land | 3400 | Umanite: 20 |
| Cryo Grenade | Throwable | Grenade | Flash freezes anything caught in its blast radius | 1200 | Magnite: 10 |
| Damage Enhancer | Throwable | Grenade | A standard high-explosive fragmentation grenade. | 5600 | Enor: 30 |
| HE Grenade | Throwable | Grenade | A standard high-explosive grenade with a medium kill radius used to remove dirt or bugs or both. Can be held after pulling the pin to shorten the fuse. | 1200 | Jadiz: 10 |
| HE Grenade | Throwable | Grenade | Powerful explosive grenade Can be held before throwing to shorten its fuse | 1200 | Jadiz: 10 |
| IFG | Throwable | Grenade | Generates a field that drastically slows down enemies, and increases the damage they receive | ||
| Impact Axe | Throwable | Grenade | Throwing axes that inflict grievous physical damage Missed Impact Axes can be retrieved for later use | ||
| Incendiary Grenade | Throwable | Grenade | Spreads intense flames where it explodes The fire burns for a long time | 1200 | Magnite: 10 |
| L.U.R.E. | Throwable | Grenade | L.U.R.E Grenades create a decoy when thrown, keeping enemies off your back | ||
| Neurotoxin Grenade | Throwable | Grenade | Releases a concentrated cloud of neurotoxic poison gas Gas is highly combustible | 3400 | Bismor: 20 |
| Pheromone Canister | Throwable | Grenade | Any creature covered by the substance within becomes an irresistable target to any kind of Hoxxes wildlife. Handle with extreme care. The boys in R&D are very proud of this one. | 3400 | Croppa: 20 |
| Plasma Boomerang | Throwable | Grenade | A standard high-explosive fragmentation grenade. | ||
| Plasma Burster | Throwable | Grenade | The Plasma Burster explodes up to four times as it impacts and bounces along the cave | 1200 | Jadiz: 10 |
| Plasma Burster | Throwable | Grenade | The Plasma Burster does more or less what you’d expect from the name. It releases 4 bursts of scorching plasma in rapid succession upon being thrown. Keep away from beards at all costs. | 1200 | Jadiz: 10 |
| Proximity Mine | Throwable | Grenade | High explosive mines that can be attached to surfaces Takes a moment to arm, and are best used pre-emptively | 3400 | Enor: 20 |
| S.S.G | Throwable | Grenade | Releases a swarm of friendly Shredders that seek out and shred enemies Only one swarm can be active at a time | 5600 | Bismor: 30 |
| Springloaded Ripper | Throwable | Grenade | An erratic device that travels in an absolute straight line forward, damaging anything it runs through | 5600 | Magnite: 30 |
| Sticky Grenade | Throwable | Grenade | Powerful explosive grenades that stick to anything they hit They deal particularily devastating damage to whatever they stick to | ||
| Tactical Leadburster | Throwable | Grenade | Attaches to a surface and fires radial gunshot volleys Individual shots deal drastically increased damage over longer distances | 5600 | Enor: 30 |
| Voltaic Stun Sweeper | Throwable | Grenade | A nifty boomerang that bounces between enemies. Delivers a powerful stun and electric shock | 5600 | Umanite: 30 |
| Dwarfapult CAUTION: PROTOTYPE CRASH | Traversal Tool | Tool | Deploys a set of platforms that launches dwarfs from one place to the next. Safety guarenteed | ||
| Grappling Hook | Traversal Tool | Tool | The ultimate explorer’s tool - this self-recharging grappling hook will get you out of any sticky situation, and onto any distant ledge. Handle with care - ending up dangling from the ceiling and then dropping 60 feet onto the floor is not covered by the employee insurance. | ||
| Platform Gun | Traversal Tool | Tool | It does what it says on the box. By firing a combination of highly volatile chemicals at a nearby wall, the result is a rapidly solidifying concrete-like foam that can support several tons of weight. Do not ingest! | ||
| Platform Gun | Traversal Tool | Tool | The revolutionary Plastcrete solution has many industrial uses, such as sealing hull breaches, fixing leaks and stopping catastrophic bleeding. Form-injected into this handheld launcher, however, and it can instantaneously create circular platforms to help navigate cave systems. This tool fires Plastcrete globules that expand horizontally on impact to create traversable platforms for you and your teammates. Plastcrete’s absorptive properties also make these platforms capable of breaking your fall, thereby reducing or eliminating bodily harm. | ||
| Reinforced Power Drills | Traversal Tool | Tool | These heavy duty twin-linked Power Drills are effective at grinding rock into dust and foes into mince-meat. These drills run on fuel, and overheat may on intensive usage. | ||
| Reinforced Power Drills | Traversal Tool | Tool | These heavy duty handheld Power Drills are effective at chewing through minerals and biomass. Ideal for tunneling and sculpting terrain, and a grisly offensive weapon in the right situation. The drills require fuel to operate, and prolonged usage may result in overheating. | ||
| Zipline Launcher | Traversal Tool | Tool | This handheld launcher deploys ziplines to easily cross deep caverns or reach higher vantage points. The sturdy design and high-tensile cable can support an entire mining crew’s weight at once. There might be faster ways to get from A to B, but nothing is safer than the trusty zipline. |