DRG Survivor Classes: Twelve Base-Game MODs, Starting Weapons and Build Decisions
The four base-game classes and twelve Class MODs: names, unlocks, starting weapons, early-to-late decisions, route choices and equipment priorities.
Checked: 17 October 2026
Classes and Class MODs
The base-game Scout, Gunner, Engineer and Driller each have three Class MODs. A MOD changes the starting weapon, stats and access to tagged weapons. This guide does not present an experimentally measured tier ranking.
A MOD starts with one weapon. The class’s default pool is not a list of weapons all granted at the beginning. In a normal dive, choose additional weapons from unlocked candidates at dwarf levels 5, 15 and 25.
| Counter | Breakpoint | Next action |
|---|---|---|
| Dwarf level during the dive | 5 / 15 / 25 | Choose additional weapons from unlocked offers. Four weapons are not granted at the start. |
| Individual weapon level | 6 / 12 | Balanced overclock choices. Read the card and its tradeoffs. |
| Individual weapon level | 18 | Unstable overclock choice. Compare specialization with penalties to other weapons. |
| Player / Class Rank | Persistent progression | Unlock classes and weapon candidates. This is not a substitute for dwarf or weapon level. |
Four base-game classes compared (unranked)
| Class | Availability | Starting MOD and weapon | What to practise |
|---|---|---|---|
| Scout | Initially available | Classic / Deepcore GK2 | Movement during automatic fire, escape routes before mining, and focused main-weapon upgrades. |
| Gunner | Player Rank 3 | Weapons Specialist / Lead Storm | Move so the forward firing lane crosses enemies, then compare additional Projectile candidates. |
| Engineer | Player Rank 5 | Maintenance Worker / LMG Gun Platform | Safe places to stop, balancing Construct deployment with movement. |
| Driller | Player Rank 7 | Foreman / Subata 120 | The length of a tunnel and the firing lane behind Subata. |
Gunslinger, Field Engineer, Mole, Sapper and a Driller MOD called Demolisher are not used in this base-game table of twelve MODs. The DLC Demolisher is a separate class.
Scout progression and decisions
Early: use Classic’s Deepcore GK2 as a main weapon and work toward weapon level 6. Pull enemies away before returning to ore; Sharp Shooter is not assumed to be unlocked initially.
Mid-run: additional offers depend on unlocks and MOD. M1000 enters the default pool at Scout Class Rank 3, while Sharp Shooter itself needs Class Rank 18. These are separate unlocks.
Later: identify whether damage per shot, firing rate or reload is lacking. Do not assume freezing always guarantees critical hits. Create enough time to finish digging a narrow route.
Gear decision: use Armor to address durability and Gadgets for mining or collection. Checked versions of Hunters Harness have different pickup or healing conditions; do not merge every variant into one effect.
Gunner progression and decisions
Early: Weapons Specialist’s Lead Storm fires forward. Route enemies through that lane and use weapon-specific cards toward the next overclock. An inherent shield or invulnerability is not assumed.
Mid-run: Bulldog, BRT7 at Gunner Class Rank 3 and GK2 at Scout Class Rank 1 form an example from the unlocked Projectile pool. BRT7 fires in four fixed directions, unlike Bulldog’s targeting.
Later: compare investment toward Lead Storm levels 12 and 18 with survival and shared-tag cards. The Favourite penalizes other weapons, so it is not an unconditional upgrade to the entire four-weapon loadout.
Gear decision: compare Company Breastplate’s health conditions, weapon stats from a Weapon Mod and Reload from a Tool. Heavy Gunner unlocks separately at Class Rank 18; practise Thunderhead’s firing direction.
Engineer progression and decisions
Early: use LMG Gun Platform with Maintenance Worker. Create a gap before stopping to deploy, then move again when threatened. A turret does not make standing at the centre automatically safe.
Mid-run: compare unlocked Construct offers by tag. Tinkerer starts with Warthog and Demolitionist with PGL. In Engineer’s default pool, PGL unlocks at Class Rank 12.
Later: examine Construct charges, Lifetime, Reload and the main weapon’s next level. Do not classify Hi-Volt Thunderbird as a Beam by assumption or assume a Chip converts every carried weapon’s damage type.
Gear decision: read Chips as Bosco equipment and carried Constructs as weapon tags. Support movement or mining to create more safe deployment openings. No universal weakness against single bosses is asserted for every loadout.
Driller progression and decisions
Early: Foreman’s Subata 120 fires backward. Keep a firing lane toward pursuers while digging, rather than drawing enemies into the route ahead. Mining speed does not make a deep dead end safe.
Mid-run: Interrogator uses CRSPR and Fire/Acid offers. Its regular Damage penalty and status-effect bonus are different calculations. Strong Armed instead starts with Impact Axe and accesses Throwable candidates.
Later: Corrosive Sludge Pump, Colette Wave Cooker and Cryo Cannon are examples from the unlocked default pool. Dragonstorm, Twincoil, Chimera and Proximity Mines originate with the DLC Demolisher and are not mandatory base-game Driller unlocks.
Gear decision: for status effects, compare Canister Potency and Strange Mixture’s trigger; look at Gadgets for mining and escape routes. Using fire does not inherently grant resistance to environmental damage.
Starting weapons and unlocks for twelve base-game Class MODs
| Class | Class MOD | Starting weapon | Requirement | Decision point |
|---|---|---|---|---|
| Scout | Classic | Deepcore GK2 | Available from the start | A starting MOD with movement and health bonuses. |
| Scout | Recon | Zhukov NUK17 | Scout Class Rank 9 | Accesses unlocked Light weapons. Read its dodge and movement triggers. |
| Scout | Sharp Shooter | M1000 Classic | Scout Class Rank 18 | Uses critical hits and overkill. Rapid firing is not automatically the best fit. |
| Gunner | Weapons Specialist | “Lead Storm” Powered Minigun | Unlock Gunner at Player Rank 3 | Accesses unlocked Projectile weapons. The minigun fires forward. |
| Gunner | Juggernaut | “Bulldog” Heavy Revolver | Gunner Class Rank 9 | Uses durability and a bonus triggered by taking damage. Taking hits is not guaranteed to be safe. |
| Gunner | Heavy Gunner | “Thunderhead” Heavy Autocannon | Gunner Class Rank 18 | Supports Heavy weapons. Watch the aiming and movement constraints once firing begins. |
| Engineer | Maintenance Worker | LMG Gun Platform | Unlock Engineer at Player Rank 5 | Accesses Construct weapons. Create a safe opening to stop and deploy. |
| Engineer | Tinkerer | “Warthog” Auto 210 | Engineer Class Rank 9 | Uses starting weapon levels and an XP bonus. Weapon level and dwarf level are separate. |
| Engineer | Demolitionist | Deepcore PGL | Engineer Class Rank 18 | Accesses unlocked Explosive weapons. Compare explosion radius and reload. |
| Driller | Foreman | Subata 120 | Unlock Driller at Player Rank 7 | A mining-focused MOD. Subata fires backward, so align your mining route with enemy position. |
| Driller | Interrogator | CRSPR Flamethrower | Driller Class Rank 9 | Accesses unlocked Fire and Acid weapons. Distinguish regular Damage from status-effect bonuses. |
| Driller | Strong Armed | Impact Axe | Driller Class Rank 18 | Accesses unlocked Throwable weapons. This is a Driller MOD. |
Classes and environments: route decisions
This table gives editorial checks based on terrain and attack direction, rather than measured matchup ratings. A biome name alone does not establish one best class.
| Class | Crystalline Caverns | Magma Core | Hollow Bough | Salt Pits | Azure Weald |
|---|---|---|---|---|---|
| Scout | Keep an outer route for GK2 | Check dangerous ground ahead | Recheck regrowing passages | Leave time to dig through rock | Check healing and bounce landing routes |
| Gunner | Maintain Lead Storm’s forward lane | Avoid dangerous ground to maintain fire | Avoid blocked firing lanes | Position around interrupted lanes | Balance movement and firing direction |
| Engineer | Make room to stop before deployment | Do not fix your position on dangerous ground | Keep an exit after deploying | Leave room to deploy after mining | Check Construct positions before bouncing |
| Driller | Dig with a firing lane behind | Separate digging from floor hazards | Recheck a regrowing passage | Prioritize an exit over more ore | Collect resources with a return route |
Class unlocks and a beginner practice route
This is not a promise that four clears unlock every MOD. Player Rank opens a class, then individual Class Rank requirements unlock later MODs. The route below changes the skill being practised.
| Stage | Choice | Practice objective |
|---|---|---|
| First | Classic Scout | GK2 weapon level 6, Supply Pods and Drop Pod extraction |
| Player Rank 3 | Weapons Specialist Gunner | Lead Storm’s forward fire and weapon-specific cards |
| Player Rank 5 | Maintenance Worker Engineer | A safe opening to stop and deploy |
| Player Rank 7 | Foreman Driller | Subata’s backward fire and mining routes |
FAQ
Which class is available first?
Classic Scout is available from the start and begins with Deepcore GK2. Gunner unlocks at Player Rank 3, Engineer at 5 and Driller at 7. Do not assume Heavy Gunner is available immediately.
Do overclocks need a separate unlock run?
The old permanent unlock requirement at weapon level 12 was already obsolete in official 1.0 documentation. During a dive, reach individual weapon levels 6, 12 and 18.
Are Gear, artifacts and weapons the same system?
Gear is persistent equipment selected between dives. Artifacts are run-specific upgrades obtained through Supply Pods and similar rewards. Weapons begin with the Class MOD’s starting weapon, followed by additional dwarf-level slots.
Is this a verified best build or complete guide?
Controlled comparisons across every MOD, Hazard and equipment variant, and runtime clears, have not been performed. Names and requirements are source-checked; recommendations are editorial decisions with reasons.
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