Experience

Experience (also called XP) is an essential element of progression in Deep Rock Galactic, collecting it allows players to access new cosmetics and gear. It is earned during missions, whether that be by completing primary and secondary objectives, mining minerals, killing bugs, or completing events.
Class Levels
After completing or failing a mission, all gained XP progresses the level of the players selected class. Once a class reaches a certain level, specific assignments and upgrades are unlocked. When a class reaches level 25 they stop gaining XP, and a Promotion becomes available, once the promotion is completed the classes level is reset to
1.
See the table below for what is unlocked at each level.
Class Level Unlocks | ||||||||
---|---|---|---|---|---|---|---|---|
Level | Assignments | Weapon upgrades | Grenades | Traversal & utility upgrades | Armor upgrades | Pickaxe upgrades | ||
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Primary, tier 2 | Tier 1 | ||||||
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2nd grenade | Tier 2 | Tier 2 | |||||
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Secondary, tier 2 | |||||||
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Primary, tier 3 | Tier 2 | ||||||
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2nd Primary weapon | Secondary, tier 3 | 3rd grenade | Tier 3 | Tier 3 | |||
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Primary, tier 4 | |||||||
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Secondary, tier 4 | |||||||
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2nd Secondary weapon | 4th grenade | Tier 4 | Tier 4 | ||||
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Primary, tier 5 | |||||||
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3rd Primary weapon | Secondary, tier 5 | ||||||
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3rd Secondary weapon | |||||||
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Promotion Assignment |
Note: The Platform Gun is unique among equipment, as its tiers are unlocked at level 4 (tier 2) and
8 (tier 3), instead of
5,
10, and
15.
See Equipment for the specific upgrades unlocked at each level, or Equipment License for the specific assignments unlocked at each level.
Required Experience Per Level
The required experience for the next level increases with each level, see the below table for the XP needed for each level.
Obtaining XP

During missions player can complete objectives, collect resources, kill creatures, and complete events to increase the XP gained upon mission completion/failure. Certain sources of XP are affected by Hazard Bonus; sources that are affected have their XP payout increased based on the total Hazard Bonus. The Double XP mutator doubles all sources of XP, including those not affected by hazard bonus.
All players gain the same XP when finishing missions. XP is not split between players, instead each player gains the full XP total, accumulated by all player actions during the mission.
Mission Objectives
Completing the primary/secondary objective of a mission grants experience, both are affected by Hazard Bonus.
Mined Minerals
Collecting minerals during a mission grants experience. In the mission completion screen this XP is listed as Minerals Mined By Team. Notably, players do not actually have to mine minerals to gain this XP, instead players must only deposit resources to increase the Minerals Mined By Team XP. This XP is not affected by Hazard Bonus.
The following table shows the XP granted from depositing one unit of a given resource:
Mined Minerals | ||
---|---|---|
Resource | XP each | |
Regular | ![]() |
2 |
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2 | |
Crafting Material | ![]() |
2 |
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2 | |
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2 | |
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2 | |
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2 | |
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2 | |
Primary Resources (Stash) | ![]() |
1 |
Primary Resources (Carried) | ![]() |
25 |
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30 | |
Secondary Resources (Stash) | ![]() |
1 |
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1 | |
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3 | |
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3 | |
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3 | |
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3 | |
Secondary Resources (Carried) | ![]() |
3 |
Miscellaneous | ![]() |
0 |
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1 | |
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4000 |
Notes: Mineral values are always rounded down before XP calculations. The calculated XP is rounded down as well. Undeposited minerals held in pockets are auto-deposited when completing the mission aboard the drop pod. This does not include secondary objective items if the secondary objective has not been completed. Failing the mission does not grant XP for any undeposited minerals or secondary resources. Undeposited carriable minerals and resources are not counted if carried into the drop pod at mission completion.
Hostiles Killed
Killing creatures during a mission grants XP. For each creature killed 1 XP is gained. In the mission completions screen this XP is listed under Hostiles Killed By Team. This XP is not affected by Hazard Bonus
Events
Completing random events during a mission grants XP. All of the following are effected by Hazard Bonus.
The following table shows the XP granted from depositing one unit of a given event resource:
Events | ||
---|---|---|
Resource | XP each | |
Season Event Rewards | ![]() |
1000 |
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250 | |
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1000 | |
Miscellaneous | ![]() |
500 |
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1000 |
Player Rank
In addition to class levels, players are also able to increase their Player Rank to unlock new cosmetics and assignments. While in the Space Rig players can see their Player Badge at the top right of the screen. The Player Badge contains the players username, Player Rank Title, Blank Matrix Cores, Credits and Player rank.
When a player gains a class level, or promotes, they fill one of the three sections surrounding their Player Rank, when all three section are filled their Player Rank increases by 1.
Many things are unlocked upon reaching a certain Player Rank:
- The Weekly Priority Assignment is unlocked when the player reaches Player Rank
8.
- Unique Prestige Assignments are unlocked at when reaching Player Rank
5,
20,
30,
40,
50,
60,
70,
80, and
100.
- Cosmetic items in the Accessory Shop are unlocked when the player reaches certain Player Ranks, for a list of what cosmetics are unlocked at each Player Rank see Accessory Shop.
- APD-B31 (Bosco) modifications are unlocked when the player reaches certain Player Ranks, for a list of modifications unlocked see APD-B317.
- Beer Licenses are unlocked when the player reaches certain Player Ranks, for a list of what Beer Licenses are unlocked at each player rank see Abyss Bar.
Special Player Rank Titles are given to players upon reaching certain Player Ranks. When a new Player Rank Title is unlocked, it replaces all prevision ones. Currently there is no way to equip specific Player Rank Titles. The following table shows each Player Rank Title and the Player Rank it is unlocked at.
Weapon Maintenance
- Main article: Weapon maintenance
In addition to progressing the players class level, gaining XP also progresses the Weapon Maintenance of the players equipped weapons. XP is not split between weapon maintenance and levels, instead both receive the full amount of XP gained from mission completion/failure.
Performance Points
- Main article: Performance points
In addition to progressing the players class level, gaining XP also grants player Performance Points. The amount of Performance Points gained at the end of a mission scales non-linearly with the amount of XP gained.
Trivia
- Promoting all 4 classes to Legendary 3 will result in a Player Rank of 600.
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