The Dig mod allows the Sahasa Kubrow to dig up items upon the battlefield. They will be able to dig up random ammunition types, health orbs, energy orbs, small amounts of credits, and occasionally mods.
This mod is unique to the Sahasa Kubrow, and will be given to players upon incubating a Sahasa Kubrow.
Cooldown is ~15 seconds on all ranks. Cast time is ~5 seconds.
Stats[]
| Rank | Success Chance | Cost |
|---|---|---|
| 0 | +45% | 0 |
| 1 | +90% | 1 |
| 2 | +135% | 2 |
| 3 | +180% | 3 |
| 4 | +225% | 4 |
| 5 | +270% | 5 |
Drop Locations[]
Mission Drop Tables
| Mission Type | Source | Rotations or Drop Table |
Chance[1] | Quantity[2] | Avg. per roll[3] | Star Chart Nodes |
|---|
Enemy Drop Tables
| Enemy | Drop Table Chance[4] | Item Chance[5] | Chance[6] | Expected Kills[7] | Quantity[8] | Avg. per roll attempt[9] |
|---|---|---|---|---|---|---|
| Corrupted Drahk | 3% | 0.22% | 0.0066% | 15152 | 1 | 6.6e-05 |
| Drahk | 3% | 0.22% | 0.0066% | 15152 | 1 | 6.6e-05 |
| Feral Kubrow | 3% | 0.22% | 0.0066% | 15152 | 1 | 6.6e-05 |
| Kuva Drahk | 3% | 0.22% | 0.0066% | 15152 | 1 | 6.6e-05 |
Sourced from the official drop table repository. See Module:DropTables/data to edit on the wiki.
Notes[]
- At max rank, the listed 270% success chance means that the Kubrow will always dig up two items, with a 70% chance of a third item.
- When in use, the Kubrow will stop at a location and paw along the ground for 5 seconds, before barking twice to alert players of its find.
- The mods that may occasionally be dug up are taken from the same mod list used by Void containers.
- In Survival missions, the Kubrow has a chance to dig up a Life Support Module.
- Kubrow prioritize items depending on its master's needs: if their master needs energy, Energy Orbs are retrieved, if they need ammunition, the relevant ammo type is retrieved, etc.
- The threshold values for energy and health orb prioritization seem to be 80% (or lower) of total energy/health capacity.
- Ammo is retrieved upon not having full reserves.
- The Kubrow does not dig if the player is attacking anyone or taking damage. This status is checked every ~3s.
- Dig cannot be cast in one place twice in a row. The Kubrow must move elsewhere to recast (several meters should be sufficient) at least once before moving back to the same spot.[10]
- Kubrow can dig even in places on tilesets where normally finding such items in the floor/ground should not be possible. (i.e. Corpus Ship, Grineer Galleon, Orokin Tower, etc.)
Bugs[]
- After a certain amount of uses the cooldown can sometimes increase up to several minutes.
Gallery[]
Patch History[]
Update 14.1 (2014-07-30)
- The Kubrow ‘Dig’ ability has been altered so as to allow for both Health and Energy orbs to drop from a single usage of the ability, however this will only occur when the criteria for this event are met, i.e the owners health, energy, or ammo levels are low. Other loot will not be restricted by these criteria. In addition, any success chance over 100% will cause a second roll items, including Health/Energy orbs, to occur. Additionally, we’ve received clarification on the ‘Dig’ ability is as follows. The Dig ability generates items based on your needs at the time, and the amount of needed items increases as the mod is ranked. Which is to say, if you are low on health, the Dig ability will favour generating a Health orb at the time.
Update 14.0 (2014-07-18)
- Introduced.
- ↑ Chance to roll item within drop table
- ↑ Amount rewarded on successful roll
- ↑ (Quantity × Chance)
- ↑ Chance to roll drop table
- ↑ Chance to roll item within drop table
- ↑ (Drop Table Chance × Item Chance)
- ↑ (1 / Chance), see WARFRAME Wiki:Expected & Nearly Guaranteed Numbers for more details
- ↑ Amount rewarded on successful roll
- ↑ (Quantity × Chance), average item quantity on a roll attempt (successful or not)
- ↑ Dante De'Von (2017, July 21). Sahasa dig restriction 2. YouTube. Archived from the original on 2017-07-22.
Lorem ipsum dolor sit amet

60 comments
This would be so useful if the dog didn't stop digging if there's enemy nearby. This makes this mod really useless outside of the start of the mission.
Why the 80% max energy cap? Preperation mod is already a hefty investment, but shitdog doenst dig when u use it, so u cant reliably trigger energy conversion at mission start. What a fucking bs.
But thats what happens when lead devs doent play their own game for 9+ years...
Thank you for helping me laugh at someone whining about one of the most niche things to complain about.
Lmao. have you considered not max ranking your prep? clueless
With the new amber archon shards for energy orb efficiency, sahasa is a seriously strong way of dealing with energy economy
Sahasa doesn't need to move just avoid standing too much afk in a spot and he/she keeps digging like there is no tomorrow!
I've seen a sahasa keep digging for a banshee who effectively AFK'd sound quake during a two round interception alert. so i wonder how it counts afk (unless channeled abilities aren't counted as afk)
Sound kind of neat that considers what you need instead of been 100% random and gets 2 or 3 drops, could be good for new players, not every one has arcane energize, also looks like this is one of the earliest options that a player has to get energy from his equipment.
Has this been powercreeped into irrelevance? Yes.
Is it still wholesome to watch your doggo dig something up for you? Yes.
Is it cruel that you can't reward them with a belly rub during the mission? Definitely.
"Dig cannot be cast in one place twice in a row. The Kubrow must move elsewhere to recast (30m should be sufficient) at least once before moving back to the same spot"
This seems to no longer be true. Tried in Plains of Eidolon with an energy depleted frame. Staying 100% stationary in one spot the Kubrow would keep digging up energy orbs (and other stuff) with aprox 15-20 seconds in between digs for a good while until we started moving again. A pleasant surprise. Might not be true of other tilesets.
I’m building around mecha set, and only have 1 precept slot left. I was wondering if I should slot in Dig or Ferocity, since Dig doesn’t trigger when attacking?
Personally I really like the increased energy drops so I'd definitely go with Dig.
Can it did life support packs?
For operation Venom, how much health does Dig restore for a necramech? I'm trying to compare Dig with Iatric Mycelium. Mycelium restores 300 health every 8-15 seconds. Up till now I've been using Dispensary and the Vizier Predacite. Any thoughts on this?
The canisters in Survival are a great help, before I was letting the team murder things while I looted every thing on the map in desperate search for Canisters, now I can do that and profit even if no lockers provide!
question: with this mod on can i afk and farm endo and other materials?
You could before, now they nerfed it(balanced ;) - not even sure when they did it, this page has no patch history; I remember farming(afk) in 2017 with this dig.
It only digs for ammo and (health, energy) orbs.
PS: May I am answering an old question but for someone else who read thinking about the same...
So, during the dig animation does the cooldown start or does it start after the animation is done?
Been doing a few spy missions as of late with a primed flow ivara and trying to avoid using team energy restores. This mod greatly speeds up energy gains (been using zenurik energising dash) as even when only partially ranked up its pulling up energy orbs like clockwork. My opinion on some of the notes on this page:
You can stand in the same area and the mod will activate, i think mod order has been affecting some peoples use of this. Currently only have animal instinct before this mod.
With full ammo this mod will still activate, it still pulls up energy reliably not really noted if it still pulls up random ammo but its been pulling up ammo that i've been unable to pick up
Works great with ivara as its just pulling up enough energy orbs to keep me in prowl for entire missions. Not needing to break prowl to restore energy unless i get careless and get hit by an electric trap
This precept seems to not work as of Fortuna update. I've never seen my dog perform a dig, and I've tried everything. UPDATE: I was wrong, it's a bug with the new Fetch mod (Vacuum for pets), it disables other precepts.
Did they fix this somehow? I was soloing a Pluto defense and my Sahasa was digging the ground every chance she gets. Reminds me of Elizabeth throwing me salts in Bioshock Infinite.
Yes, they've definitely changed it since the previous comments. The criteria is that you and the dog aren't attacking or getting damaged, being in or out of combat is irrelevant.
Useless ! Not working or responding as writen. Usually the time lapse between each dig is more than 3-4 min and the drop is 99% pots or ammo as needed from tenno .
"Kubrow does not dig if the player is attacking anyone or taking damage."
Completely useless except for during Defense missions. They need to change this to allow the Kubrow use of the ability at any time, especially during combat. It is ridiculously they can't.
Right now, the only real use for this is getting 75 energy at the start of the mission.
DE, this is a fast paced game, not a tactical shooter, or cover shooter. No one is waiting around, out of hostile range, while your allies are either dieing or finishing the mission without you.
Indeed. This has been the only problem with Sahasa Kubrows. They should be able to Dig at any time. Perhaps make the cooldown longer, but just make them dig during combat.
Funny, I yelled the exact same thing when they thought this was a stealth game (See MR 9 and 19 tests)
In survival most of the times my Sahasa doesn't dig. It just attack enemies and if i try to stand in a place, with an enemy within 20 meters it does not dig, even if i need energy/health/ammo...is it a bug?
"Feature"
There needs to be no hostiles in the immediate area, and with the constant stream of enemies in survival and some other modes, you need to get creative if you want it working.
My Sahasa dug Flow, nice surprise.