Risk Of Rain Hellfire Tincture
Gamble of Pelting 2 is a Scientific discipline Fiction Roguelike Third-Person Shooter developed by Hopoo Games and published by Gearbox Software. The game is a sequel to Adventure of Pelting. It was released on Steam Early Access on March 28th, 2019, before reaching a Terminal Release on August 11th, 2020.
The game is mechanically like to the first game, with the goal of locating a teleporter in a level and activating it as the difficulty increases every v minutes. The game sets itself autonomously by being in 3D, rebalancing various mechanics to adjust, and contains a vastly improved Co-Op Multiplayer with upwards to 4 players.
Afterward receiving a foreboding Distress Phone call from the UES Contact Low-cal (the ship from the starting time game) the Rubber Travels is dispatched to go on a "rescue" mission. However, as the aforementioned distress phone call mentioned monsters, fighting, and the Contact Light beingness shot down and its cargo crashing down upon the uncharted planet closest to it, it's obvious that despite beingness called a "rescue", the true task of the mission is simple: Get down to the planet, call up every bit much reclaimable cargo as possible, and if possible, find out what the hell happened. And, naturally, kill every terminal thing that tries to go far their way.
The game'due south first expansion pack, Survivors of the Void, was released on March 1, 2022, adding two brand new survivors, new items, enemies, bosses and stages, an alternating last boss, a horde style, and many more.
The game provides examples of:
- Absurdly High Level Cap: The level cap is (virtually likely) 99, but reaching information technology is practically impossible due to how quickly the experience required for adjacent level scales and even if you lot accept your sweetness time chirapsia the game, most likely for the purpose of unlocking the challenge of beating 20 stages in a unmarried run, you'll only get to well-nigh lv25 on average.
- Activity Bomb: Rather than shocking y'all similar in the first game, the Jellyfish at present violently explode when they get shut to you.
- And I Must Scream: Defeating the alternate final boss in the Planetarium leads to a "Fate Unknown" screen later on you enter the terminal portal - all the same, the logbook for the Planetarium reveals the horrible truth of what's happened; yous've been eternally imprisoned in a never-ending simulation in the Void, unable to dice nor kill yourself, with absolutely no adventure of escaping. And fifty-fifty if y'all're supposedly able to leave the simulation and run free, there'southward no telling whether or not the life yous pb after that volition just exist another falsehood and you lot might only wake up in the Void, doomed to repeat the wheel forever. Downer Ending doesn't fifty-fifty begin to encompass information technology.
- And Your Reward Is Dress: Beating the game or getting to the Angelic Portal on Monsoon difficulty unlocks an alternating pare for the character you were playing every bit.
- Anti-Frustration Features:
- The game added glowing "dust" that hovers in the air around the teleporter to brand information technology much easier to run into. Earlier information technology could exist hard to detect, doubly then if it had a darker background to sit down on. This change allows it to be seen hands.
- Artifacts don't disable challenges when activated, allowing players to utilize them to make otherwise Luck-Based Missions easier.
- Void Cradles and Shrines of Blood, both of which deal damage in club to open, cannot be opened if you don't have enough health to spare, to stop you lot from doing something, uh... ill-advised.
- Starting with the Survivors of the Void update, the pop-ups used for item pickups at present bear witness the conversions for many items that can change while in your inventory, such equally for corrupted variants that replace their original items or items that are consumed on use.
- Apocalyptic Log: Some descriptions in the logbook particular notes from the survivors of the Contact Light crash who tried to hold out on the planet, especially at Rallypoint Delta. Given that information technology's crawling with monsters by the time the player characters achieve information technology, they didn't concord out long.
- Arrange Manner: Simulacrum mode, added in the Survivors of the Void DLC, uses the stages, enemies and artifacts, every bit well every bit the vents from the Void Fields, to create a moving ridge-based endless mode.
- Auto-Revive: Dio's Best Friend, a teddy bear of sorts, restores the holder's wellness after dying. The item is destroyed in the procedure. It tin be especially powerful on the Engineer since each of your turrets go their own Dio's Best Friend.
- Survivors of the Void added a corrupted version of this detail, the Pluripotent Larva, which revives with the added caveat (or benefit, depending) of transforming all possible items in the user'south inventory into their corrupted forms.
- Asteroids Monster: Survivors of the Void features a returning enemy from the original Risk of Rain, the Gup, an orangish slime which upon death, splits into two smaller versions known equally Geep, which splits apart into the even smaller Gip.
- Astral Finale: The final stage, Commencement, takes place on the moon orbiting Petrichor V.
- Attack Drone: The thespian can use gold to repair robot drones that volition wing around the player and shoot whatsoever enemy in range.
- Crawly, merely Impractical:
- Added in the Anniversary Update, Captain's new culling utility: OGM-72 'DIABLO' Strike. On one hand, it does 40,000% harm, or 400 times the Helm'southward base of operations damage stat, often enough to One-Hit Kill many of the bosses. On the other hand, it takes xx seconds from activation to damage, as well as dissentious everything in its radius. Every bit a issue, information technology merely consistently works on really large enemies that don't motility much.
- Benthic Blossom in the Survivors Of The Void DLC. The corrupted form of 57 Leaf Clover, each stack of Bloom will upgrade three random stacks of items at the offset of each level, turning commons into uncommons and uncommons into rares. Having a large supply of carmine items may audio powerful, just white and dark-green items are often Boring, simply Practical, and a lot of carmine items rely on these to maximize their effects. This can lead into situations where you take several Light amplification by stimulated emission of radiation Scopes but no critical striking chance, or Aegis, Rejuvenation Rack, and/or N'Kuhana's Opinion with Interstellar Desk Constitute as your but healing option. You'll quickly kickoff losing items faster than you tin can replace them, a problem which will speedily get worse if y'all happen to curlicue a stack of 57 Leaf Clovers, which will turn into more than Benthic Blooms. Greed will be a run's downfall when grabbing this item.
- Balance Buff:
- The Medkit was one of the virtually useless heal items in the game, as it healed for a flat 25 HP per stack that you gain and simply activates if you get hit; its heal power becomes speedily outclassed by other forms of healing as you gain more levels, which only became worse if you picked up Infusions. i.0 heavily buffed it so it now heals 20 HP plus 5% of your max health per stack, meaning that information technology now heals a meaningful amount of HP even in tardily-game with enough stacks of it.
- Prior to one.0, the Warbanner would rapidly go obsolete afterwards early-game due to just spawning on level-upwardly; leveling upwards becomes an increasingly rare occurrence once you enter mid-game, and the initial effective range is very modest, pregnant leveling up in a bad spot would identify it in an area where it would give very little benefit without a lot of stacks. 1.0 made it and so you become a gratuitous Warbanner whenever yous outset the Teleporter, essentially making it consistently feasible for Teleporter events throughout the game.
- More mostly, minions were buffed in the Anniversary Update. Before, minions scaled with the player level and their harm output apace diminished. Now, they scale with the same level as the enemies, making them useful for tremendously longer.
- Bittersweet Catastrophe: Just like the first game. The survivors manage to leave the planet... merely a part of the player grapheme remains irrevocably changed. Some for the better — the Artificer discovers her passion for exploration, Male monarch now has a chance to abound into something more, the Captain gains a new tale to tell, the Brigand is just thankful he's lucky to be alive — and some for the worse — the Commando has questions he cannot answer, Acrid is described as belongings "delusions of freedom", and the Heretic is left with no focus nor satisfaction with her completed revenge.
- Bleak Level: The Void Fields. Not only is information technology a identify beyond fourth dimension and space like other locations, but ominous music plays while y'all're in them. Leaving the cells, which you have to enable to become rewards, will obscure your vision a pregnant amount while you suffocate. Information technology is also described as a "Catholic Prison house" and it is presumably where yous become taken to if y'all or your allies dice by a Void Reaver's Taking You with Me assail. The anthology release of the song also takes it up a notch, referencing the misery of the place itself.
- Body Horror: Played for Laughs, but some of the items that show up on your character include syringes stuck in their thigh, a dagger sticking out of their cervix, and various parasites growing on their body.
- Border Patrol: Normally averted, equally usually stepping out of bounds on a map simply teleports you back. The Abandoned Aqueducts, however, sic baroque black tar… eel… things on you if you try to stroll off into the desert, dealing a slowing effect and heavy, persistent impairment until you either turn around or dice.
- Ho-hum, simply Practical: Some of the items, specially the common whites, are very useful, despite existence basic. To wit:
- Soldier's Syringes boost attack speed and scales pretty well, making them a top-tier item on everyone except Artificer since her basic attacks take a cooldown and she tin only go along 4 of them stocked up at a fourth dimension.
- Tougher Times offers a small chance to negate damage entirely. It has pretty severe diminishing returns, but even a few will let you shrug off a not-insignificant number of hits. Literally no 1 won't benefit from information technology. Ameliorate nevertheless, it can block any sort of impairment, including Bandage from Hitting Points skills and the health cede shrines!
- Crowbars offer an Alpha Strike bonus for dissentious a healthy enemy. The bonus is nothing to sneeze at, especially when stacked; pair it with a loftier-damage attack (like the Royal Capacitor, Preon Accumulator, Loader's dash, etc.) and it'south possible to One-Hit Impale about anything, up to and including bosses!
- Speaking of bosses, Armor Piercing Ammo. A flat xx% damage buff against bosses, no frills, no nonsense. Each stack adds xx% more. A few of them can let yous chew through bosses with ease, particularly if stacked with the above Crowbar and a suitably-high impairment opening attack.
- Paul'due south Goat Hoof and Free energy Drinks improve base motility speed and sprint speed, respectively. In a game where Dynamic Difficulty is based on time and the exit is randomly placed in every (large) level, every second counts, and while they may seem weak initially, they volition start to add up over time, especially if stacked.
- Related, though information technology'due south an uncommon, Hopoo Feathers. Adds an extra jump; doesn't help y'all with killing things, merely outstanding for quick, efficient map traversal. One is a big benefaction, two or three pretty much eliminate mobility equally a business organization, and any more than beyond that are just gravy.
- Backup Magazines are another common, this fourth dimension adding an extra charge to your Secondary ability. Depending on the class, this can range from merely decent (Engineer, Commando) to good (Mercenary, Loader) to outstanding (Artificer, Huntress). Again, they're whites, so you lot're sure to see them often.
- Focus crystals grants a flat 20% increase to damage when the player is within 13 meters of an enemy they're hit and scales with no cap. While this evidently make it amazingly powerful for the Mercenary and Loader, even the ranged characters volition normally find themselves crowded up close past enemies, making information technology an first-class impairment item overall.
- The Repulsion Armor Plate is a plain looking item that only provides apartment impairment reduction, ala Tough Times from the original Gamble of Rain. It does null else, but a no strings attached decrease in damage taken is a godsend, especially on Monsoon, and the higher Dynamic Difficulty levels during a run.
- This is as well present amid the flashier tier 3 items with examples including Rejuvenation Rack and Dio's Best Friend. Rejuvenation Rack apartment out doubles all healing received, something that all characters tin can really capeesh, specially REX who is heavily reliant on their healing skills to pump out damage. Meanwhile, Dio's Best Friend acts as a 1-time revive, which on Engineer has the added bonus of also resurrecting your turrets when they go down.
- The 57-Foliage Clover allows its user to "rig" luck. This effect is deceptively powerful; for any particular or ability that has a random activation gamble, the game will reroll information technology one time for every Clover in your inventory in the issue that you lot fail an activation. This essentially only means that it directly boosts the proc rate of any random items in your inventory, which can plow some items like the AtG Missile Mk. ane (a strong, but inconsistent source of impairment due to its x% proc chance) into monstrously powerful death machines, and cuts the requirements on particular stacks nearly in half (five Lens-Maker's Glasses for 100% crit instead of ten, same for Tri-Tip Daggers' drain proc, etc.).
- Captain's bones assault is a shotgun that he can accuse to focus the spread to the indicate of being able to snipe enemies. On paper it sounds like the most boring office of his kit, but each individual pellet of the shotgun has its own (adequately loftier) proc co-efficients. Stacked up with assault speed increases, crit and throw on some on-hit effects like Tri-Tip Daggers, AtG Missiles, and other such things will make Captain's Principal so powerful you'll never affect his other skills.
- Call-Back:
- Sky Meadow has quite a few. The parent enemies unique to that stage not but showed upwards in the first one, but they're likewise tinted yellow normally and take the ability to warp to your location; hinting that every single one is the fast elite from the first game, despite being able to get other elite abilities that are present in this game besides. In add-on, the manner yous access the artifact portal is the same path you lot took to become that stage's unique artifact: jump down a pigsty, but y'all don't have to blast it open this fourth dimension, and hop on some hanging platforms over a abysmal pit.
- The equipment item that gives you the powers of blazing elite is chosen "Ifrit'south Distinction", named afterwards the boss who's no longer nowadays after the first game. In addition, all fire enemies have two horns growing out of their heads similar to the style of Ifrit.
- Tougher Times, unlike other returning items, is a roughed up version of Tough Times from the starting time game and takes the effect of some other, similar detail too every bit its rarity.
- Cap: Some items have a hard cap such as Lens-Maker's Glasses one time you lot achieve 100% Critical Strike Chance or 10 Stacks. Downplayed for other items which can stack indefinitely but accept significantly macerated returns to the point where collecting more than than 10 sees very picayune stat increases. Just as many other items avert it and tin stack their multipliers and benefits (theoretically) infinitely.
- Bandage From Hitpoints:
- The Hellfire Tincture deals abiding harm to yourself and allies, and deals 24 times that to enemies in an surface area around you for a curt time.
- One of the 2 main gimmicks of the survivor REX, who has 2 abilities that cost HP to use but has potential to do massive damage to enemies. Fittingly, ways to keep themself healed up is vital to an effective run.
- Cast from Money: Crowdfunder, which spends gold in order to exercise damage. Bad early on, where every coin counts, but by your third or 4th loop, Money for Nil becomes a large affair, so information technology tin can be a reliable source of damage.
- Centrifugal Gravity: It's implied that the UES Safe Travels has it with rotating sections being seen in the opening cutscene.
- Colonized Solar System: The lore for a lot of the items lists their shipping addresses every bit planets in our solar system.
- Color-Coded Item Tiers: All of the items have a colored borders depending on their tier. Commons are white, uncommons are green, rares are red, boss items are yellow, lunar items are bluish, and non-lunar equipment is orangish.
- Costume Evolution: Played for Laughs. This fourth dimension effectually items are not merely displayed on your HUD merely also attached to your character model in some way such as Lens-Maker's Glasses being worn every bit properly on your face or several Soldier's Syringes haphazardly jammed into the side of your character'southward thigh. By the time you've looped the game once your grapheme volition exist unrecognizable due to the sheer amount of items they are wearing.
- Crutch Character: The carbonizer turrets, the Engineer's alternate turret skill, can end up with this issue if you tin't find the right items. They take less range than the normal ones but can walk around and try to follow you. The biggest issue is that they don't benefit from sprint speed bonuses and they don't have whatsoever way to force them to catch up with you aside from walking, which at the beginning isn't an consequence equally they'll be able to keep up with an default Engineer hands. If you don't pick up items that aid offense or non-conditional defense and then they tin can hands become less useful every bit they can't catch up to you and don't take the vitality and impairment to sustain themselves.
- Cursed with Awesome: Some of the Lunar "drawbacks" are more useful than they look.
- Gesture of the Drowned halves the cooldown of your Equipment, just forces it to automatically actuate whenever it's not on cooldown. The idea is that it makes it so y'all lose control over your equipment in substitution for having information technology activate more than ofttimes... but you tin can pair information technology with Fuel Cells, an uncommon item that reduces your Equipment'southward cooldown by 15% and adds an actress stock of information technology. If you find enough Fuel Cells, it'southward possible to take your equipment actuate almost-constantly without input, which allows you to have stuff like infinite Jade Elephant/Spinel Tonic or choice upward a Royal Capacitor and proceeds the ability to smite annihilation yous so much every bit look at.
- The Defiant Gouge spawns enemies whenever you lot activate a Shrine, thus making every Shrine proceeds the same properties as a Shrine of Combat. At confront value this means that you need to fend off mooks every time you desire to use a Shrine, but later on in runs when you have more than ways to finer deal with large enemy numbers, this essentially nets you lot a free source of income by allowing you to summon fodder on command. Doubly so if the Antiquity of Sacrifice is toggled, which also lets you lot farm items off whatsoever Shrine you activate.
- The Hellfire Tincture is an equippable item that harms enemies, allies and yourself 15 meters around yous, dealing percentage-based damage to yourself, allies, and specially enemies, who get dealt this damage multiplied by 24. Information technology is a huge boon for melee survivors who have to become close to enemies to begin with, fifty-fifty more so considering that the Mercenary has provisional invulnerability with his dashes and Eviscerate and Acid can regenerate health using his regular attacks or his Ravenous Seize with teeth ability. If that isn't a good bargain already, Razorwire, which deals harm to enemies effectually you if you get hit, gives your grapheme an "Instant Death" Radius when Hellfire Tincture activates, as it also works when you get damaged by information technology. Getting this winning combination will make the game a breeze until the 2nd loop. Alternatively, the DLC detail Ben'due south Raincoat lets the player No-Sell the cocky-impairment, which negates the Razorwire synergy, simply opens upwardly a new 1 with Ignition Tank, an particular that increases Ignite damage.
- Purity is the counterpart to the 57-Leaf Clover, where it re-rolls chance-on-hitting items' proc chances and takes the unfavorable outcome which means things like crits, Tri-Tip Daggers and AtG Missile Launchers will rarely if ever part. In return, information technology shaves flat amounts of fourth dimension off of all cooldowns. The take hold of is that reaching 100% proc chance on items that increment chance on stacking (like 10 Lens-Maker'southward Spectacles/Tri-Tip Daggers) makes the negative re-ringlet impossible, because the worse side of a 100% roll is still 100%. Alternatively, if yous're lucky enough to detect 1, a 57 Foliage Clover will neutralize Purity's negative effect since information technology does the exact opposite.
- Deadly Disc:
- The Sawmerang equipment shoots out three huge buzzsaws in a spread that damage enemies.
- The Resonance Disc charges up when you kill enemies, and then shoots out at enemies and explodes on impact.
- Derelict Graveyard: Siren's Call, which is filled with crashed spaceships.
- Destroyable Items: The Frail Picket, added in the Survivors of the Void DLC, boosts all damage done by a survivor by twenty%. However, every held spotter breaks instantly if the survivor dips below 25% wellness.
- Developers' Foresight: The game penalizes the drop rate of items if you equip the Antiquity of Sacrifice (removes Chests/Shrines of Chance but enables items to randomly drop on enemy kill) and the Artifact of Swarms (doubles enemy spawns but halves enemy HP) together, since the game would be far likewise easy if you can only survive the initial waves of enemies and farm items for a fleck.
- Hard, but Awesome: Some of the survivors and lunar items fall nether this.
- Shaped Drinking glass turns you lot into a full-on Glass Cannon — doubled damage, halved health. With the right build (and skill at not getting hit), this can permit you mow down enemies with ease, but death will always be one or two good hits away. You can even take it Up to Xi and stack the furnishings.
- Double Bound:
- The Mercenary starts the game with a double jump.
- The Hopoo Plumage returns, granting an extra bound per stack.
- Double Unlock: Just like the outset game, there are several items and skills that tin can just be unlocked using items or characters that also need to be unlocked.
- Driblet Pod: The Escape Pod for all intents and purposes. It brings the player to the surface in the beginning with no mention of the Safe Travels beingness in danger.
- Easter Egg:
- There are three floating islands in A Moment, Fractured that are so far away that they can't fifty-fifty be seen from the principal islands. If y'all manage to reach them with some combination of Hopoo Feathers, the Milky Chrysalis, and/or the Artificer'due south glide and Ion Surge, you will find several massive, literal Easter eggs.
- In that location'south a light in Siren's Call that is blinking UP Canis familiaris in Morse code.
- HAN-D from the outset game tin can exist seen in the background of the graphic symbol select screen, and occasionally flashes "ZZZ" in Morse Code.
- Afterward defeating Mithrix, a glass frog will appear at the spawn point, where the actor can spend Lunar Coins to "pet" it. If the Survivors Of The Void DLC is installed, petting the frog 10 times will spawn a portal to The Planetarium and the fight confronting Voidling.
- Eldritch Location:
- The Contact Light itself is noted by some of the item logs from survivors to be an extremely strange send with millions of artifacts that have been in transit for decades.
- The environments themselves are full of mysterious artifacts from an unknown civilisation, and as detailed in environmental logs are quite strange. The mysterious rings on the Titanic Plains recreate rocks already weathered and one-time whenever they're removed from the plains, and the tar seeping through the Abandoned Aqueducts is contagious.
- The Hidden Realms are probably the near straightforward examples, especially the ones that are exterior of fourth dimension.
- The Bazaar Between Time, accessed by finding Newt Altars in chief stages and spending a Lunar Coin to activate them, has a group of small, floating rocks, which lead to a cavern, housing a behemothic axolotl animate being referred to every bit "The Newt" (who is not aggressive, merely tin can be attacked and killed), allowing players to trade in Lunar Coins for Lunar items, Reforge items of lower quality for a guaranteed higher-quality item, or "Dream" to choose which Environment the next stage will be. The portal to the Void Fields is also subconscious hither.
- The Void Fields is a huge stone floating in an airless void and covered in strange shiny black stones and massive, kelp-like plants.
- A Moment, Fractured is a agglomeration of floating islands with wooden planks sticking out of them at odd angles, glowing rocks that suddenly appear when you stand in certain places, and a massive obelisk that allows you to wipe yourself from existence or travel to A Moment, Whole.
- Endless Game: It is theoretically possible to keep going every bit much as your man willpower/physical ability would allow since at that place is no limit to looping. However, yous tin cease the game if you decide to Obliterate (a class of Non Standard Game Over that qualifies as "winning" but not "beating the game") or fight the Final Boss (which is considered "beating the game").
- Escape Pod: All player characters bar MUL-T and Acrid outset the game landing in an escape pod. In the latter 2's case, MUL-T falls out of the heaven in a crate, and Acrid spawns in something that looks like to a Void Cell asleep until you press a button.
- Fantastic Drug: While not explicitly stated as such, the Spinel Tonic induces some visual distortion and discoloration, including affecting your vision with a grain filter and fish-eye lens, giving the illusion of a loftier. There's likewise the fact that information technology enhances your stats and has a chance to negatively touch on your performance if it wears off, thus encouraging the histrion to consume it constantly with Fuel Cells and/or Gesture of the Drowned.
- Fantastic Nature Preserve: The Brittle Crown's lore reveals that Providence had turned the Planet into one, saving species from their dying worlds and bringing them to his ain. His brother, Mithrix, was disgusted by this, as he'd rather permit nature run its course.
- For Want of a Nail: The game still centers around the mysterious crash of a spaceship on an unknown planet, but this fourth dimension the ship is only known every bit the UES Safe Travels and it was searching for the Contact Light.
- Friendly Fireproof: Players and their allies are immune to whatever damage done past other players and their allies, and your enemies are immune to attacks past your other enemies. This is averted by the Glowing Meteorite and Hellfire Tincture, which can damage both the player using it and their allies. Information technology is also completely averted if yous activate the Artifact of Chaos, which turns on friendly fire for all allies and enemies. Mired Urn also averts this as the draining result specifies that information technology targets nearby characters equally opposed to simply enemies.
- Gameplay and Story Segregation: The tar in the Abased Aqueducts is apparently live, hostile, and (according to the log for the expanse, anyway) has horribly-mutative effects on life exposed to it. Ingame, not counting enemies who utilize information technology every bit an assail, the worst it does is blur your vision, respawn you on dry land if you fall into it (like any other Bottomless Pit), and human activity equally Edge Patrol.
- Game Modernistic: The game's modding API is almost famously friendly, everything from balance to text rewriting to adding new characters is (relatively speaking) crazy easy. Some of the well-nigh pop mods add dorsum in the missing characters and items from Risk of Pelting 1 and Dummied Out content that was half-finished in the game files.
- Giant Enemy Crab: Added in the Survivors of the Void DLC, the Voidling, a new alternate final dominate.
- Drinking glass Cannon
- The Shaped Glass item turns yous into this, as information technology halves your health simply doubles your impairment.
- The Artifact of Glass makes a return from the showtime game, which makes yous and all allies have only 10% of their health, but five times every bit much harm.
- God of Evil: The logbook descriptions of the Wetlands Aspect, Ceremonial Dagger, and Due north'Kuhana'southward Stance mention a being known as Northward'Kuhana, who seems to be some sort of death goddess and whose worshipers practice Human being Cede.
- Goomba Stomp: The H3AD-5T v2 lets y'all jump college and gives y'all the ability to slam down on top of enemies to damage them. It scales with superlative, so if you become up far enough, y'all can easily i-shot bosses with it.
- Gradual Regeneration: All characters are given innate regenerating health to compensate for the disability to come across every enemy and incoming set on in a 3D space. The Mercenary and Loader both outset with the highest regeneration rate as well, since they're currently the only dedicated melee survivors. Cautious Slug strengthens it while out of combat, and the Bustling Fungus takes it a step further and offers significant regen in a pocket-size aura equally long as you're standing nonetheless (or are one of Engineer's turrets).
- Harder Than Hard: Eclipse fashion is Monsoon difficulty with additional penalties added to it. Each victory in Eclipse unlocks the adjacent tier of Eclipse difficulty for that survivor, which adds an additional punishment on top of the last 1. Information technology caps at Eclipse 8, which has (in following), halved starting HP, halved teleporter radius, lethal fall harm, faster enemies, halved healing amount, reduced gold drops, lower enemy cooldowns, and finally, making each hit you accept permanently reduce your max HP.
- Healing Potion: The Ability Elixir from the Survivors of the Void DLC volition instantly heal you for 75% wellness when you drop below 25% wellness.
- Middle Is an Crawly Ability: The Humming Fungus detail gives yous a strong wellness regenerating aura for you and allies, provided you stand even so for at to the lowest degree two seconds. On nearly characters, this is pretty useless, since standing notwithstanding is pretty much a decease sentence. However, it turns out to be fantastic on the Engineer, since his stationary turrets get copies of all of his items. The effects of overlapping fields practice stack with each other, and then you tin have your turrets heal one another and anyone else who gets cozy with them in your Beehive Barrier. Turned Upwardly to Eleven if yous also manage to get your hands on N'Kuhana's Opinion, which fires homing projectiles whose damage is proportional to your healing.
- Herd-Hitting Assail: All of the characters take at least one attack that either pierces enemies or has an expanse-of-event, which is very important in a game that likes sending massive hordes at the thespian in the later areas.
- History Repeats: The Predatory Instincts item has a clarification that implies that the events of Adventure of Pelting happened a long time ago, long enough that stories nearly the survivor who slew Providence became a monster in legends, and now another ship in search of the Contact Light has crashed on the planet and its survivors will yet once more slay many of the planet's denizens.
- Hold the Line: Teleporters have been inverse so that you have to stay within a certain radius from information technology to power it up, leading to the player having to survive the ensuing waves.
- HP to 1: Acrid's poison, unlike the first game, cannot itself impale enemies, simply reduce them to 1 health point left. Nevertheless, this comes with a lot of Loophole Abuse, every bit the awarding of poison can kill enemies, items like Guillotine can however kill elites by having the damage tick down, and by the mid-betoken of a run, in that location's so many passive sources of splash damage it can merely accept popping ane low-health enemy to brand the entire battleground fall to pieces.
- Hyperspace Arsenal: Since in that location's no limit on the number of items you can acquit at the same time, you can easily find yourself carrying ridiculous amounts of gear if y'all make it a bespeak to open up every chest you come across. It'south entirely possible to end upwards conveying multiple copies of every item in the game if y'all keep replaying the levels long plenty.
- Idiosyncratic Difficulty Levels: Much like the first game, players get to choose betwixt Drizzle, Rainstorm, and Monsoon difficulties when starting a run. The difficulty levels inside a run remain generally the same, although Very Like shooting fish in a barrel has been excised, Medium has been renamed to Normal, and HAHAHAHA's name just keeps on going to fit the new scrolling horizontal design of the difficulty bar.
- Improbable Accompaniment Consequence: While it's established that many items are magical, cursed, conflicting, or otherwise modified in a way, at that place's some that just don't make sense. A specific goat hoof that makes yous motion faster? Par for the course.
- Informed Equipment: Averted hard. Almost every item you pick up will be shown on your character, regardless of how appropriately they're holding it. The developers stated doing this was part of the game's reason for its 3D leap.
- Jetpack: The Milky Chrysalis grants limited flight. The Artificer innately has i that functions like the Rusty Jetpack from the outset game, offering a slowed descent rather than actual flight.
- Final Lousy Point: Monster Logs are only every bit rare equally the first game and are a major hurdle in getting a 100% complete codex, but special mention goes to Irradiant Pearl. Y'all demand to notice a Cleansing Pool, which can only spawn in 3 out of the ix standard biomes and but spawn about 10-15% of the fourth dimension to begin with, and trade one Lunar item for a Pearl, with only a 4% chance for it to exist an Irradiant Pearl. Too, the Cleansing Pool doesn't spawn if y'all have Artifact of Command on. The drop rate was buffed to 20%, but even then it's however the rarest item by far.
- Leitmotif: The four-note Risk of Pelting theme reappears throughout the soundtrack, though information technology is more than cleverly utilized in the score. Several guitar solos end with the iv notes, while the song "Risk of Rain 2" ends its melody with the four-notation motif in a different rhythmic arrangement. Another examples include the slow pads in "Through a Cloud, Darkly"; the gamelan in the bridge of "Disdrometer"; and the Hammond organ fills throughout "The Pelting Formerly Known as Purple".
- Lethal Joke Weapon: The Crowdfunder, an unlockable equipment item. It'south a gatling gun that fires your money as a weapon. Considering coin is an invaluable part of progression, flagrant use can drain your reserves and leave you brusk of buying more items. Yet, combined with the Brittle Crown (which generates money every time yous striking an enemy), it's self sufficient and can unleash i of the highest damage sources in the game.
- Life Bleed: Both the Leeching Seed and Harvester's Scythe allow the player to heal whenever they hit an enemy; the Leeching Seed heals for less but activates on every hitting, while the Harvester'southward Scythe heals for more only only activates on Criticals. In that location'southward also the Mired Urn, which allows you lot to suck HP from nearby enemies.
- Lighter and Softer: Compared to the gloomy skies and backgrounds of the first game, the second game is definitely brighter in terms of colors.
- Living Shadow: The "Umbral" bosses spawned by the Artifact of Vengeance look like shadowy doppelgangers of the histrion characters.
- Load-Bearing Dominate: Killing the Concluding Boss triggers a Metroid-style escape sequence where the players must backtrack to the start of the level and Hold the Line until the escape shuttle tin take off before the entire moon implodes and kills them.
- Loophole Abuse: You lot can get the Log Entry for the Defensive Microbots by picking it up. The grab is that the Defensive Microbots are a special Legendary that just the Helm can take normally and the Helm having it doesn't qualify every bit "obtaining" it for the purposes of unlocking the Log. So how exercise yous get the Log Entry? Turn on Artifact of Vengeance, kill your doppelganger, and hope it drops the Defensive Microbots. Incidentally, this is also the just mode you can stack the item.
- Luck-Based Mission:
- Many of the game's challenges are inherently luck-based, ranging from finding and using certain objects to activating a Newt Altar in eight different spawnpoints to reaching statistical threshholds that crave large amounts of a scattering of specific items to achieve. The Skills 2.0 update takes this to an extreme with ii of the loadout challenges, one requiring that the Engineer gain fourteen allies * which may sound difficult, only the Engineer'south turrets reduce it to twelve (and their two turret limit is only a soft cap, summoning a 3rd turret with 11 other allies still counts) to start, drones are extremely varied and spawn unremarkably, and there are several items which can summon allies, including an equipment particular which summons four temporary ones on utilise, and another as the Huntress to find twelve crowbars. Depending on how complete your challenge list is, it might just be easier to reset the offset level looking for a crowbar 3D printer than to actually endeavour to fish all of them out of chests.
- Scavengers now commencement with several of the game'southward items on their person, and have a special power they did not have in the first game: they can reach into their pack and take out an item, instantly gaining the benefits of that particular on top of the ones they already had. This means that whatever fight against a scavenger could potentially go near-impossible if they happen to draw certain combinations of items. For instance, a Gnarled Woodsprite, Dio's Best Friend, and a few Tougher Times can make one practically invulnerable, and some combinations of offensive items allow them shred your wellness in seconds.
- Macrogame: Completing various tasks like finishing stages rapidly or killing a sure number of enemies unlocks new items for y'all to acquire during further playthroughs, as well as alternative skills, skins, and characters.
- Macross Missile Massacre: The Disposable Missile Launcher causes a large number of homing missiles to shoot out of yous when used. Collecting several Bundles of Fireworks will besides cause this to happen every time you collaborate with an object. The AT-one Missile Launcher Subverts it, as information technology only has a run a risk to fire a single, powerful missile, and stacks just brand the missile bulkier, rather than adding more of them.
- The Mini I.C.B.1000. item added in the Survivors of the Void expansion makes every missile item fire an extra 2 missiles per launch, tripling the harm output of those items before the added damage boost every subsequent stack of it.
- Made of Explodium: The Imp Overlord'due south boss item, the Shatterspleen, causes bleeding enemies to explode when they dice, dealing 400% of your base of operations damage per stack plus a percentage of their maximum health in damage to all enemies about them.
- Mechanically Unusual Course:
- The Artificer is the merely course whose basic attack has a cooldown (albeit a short one and with multiple charges); the end result is she can spam information technology just slightly less than everyone else.
- The Engineer has his turrets, who inherit all of his items; while the Engy himself will commonly simply have middling damage output, the turrets are where the bulk of his power will come from.
- Nearly all of the Huntress'due south attacks are aimed automatically, meaning the player tin focus full-time on mobility and evasion while plinking away at enemies.
- MUL-T uniquely possesses two Primary attack weapons as well as an actress Use Item slot, both of which can be switched betwixt using its Special ability.
- Mêlée à Trois: In the Survivors of the Void DLC, information technology's not uncommon to come across the creatures of the planet fighting confronting void turrets or void enemies, including their mind-controlled allies, when a Void Seed is on the level. Unsurprisingly, both sides are very interested in seeing the player dead.
- Mighty Glacier: The Stone Flux Pauldron turns you into this via doubling your health and halving your speed.
- Mirror Boss: The Antiquity of Vengeance causes a shadowy doppelganger of the player to spawn one time every ten minutes. The doppelganger comes equipped with all that player's items, making it potentially extremely unsafe.
- Money for Nothing: Later on a sure point, enemies spawn at such a loftier rate and drop so much money that you lot volition exist swimming in far more greenbacks than you can possibly spend in a single phase.
- Money Spider: Just like the first game, every enemy gives you money when killed.
- Mutually Exclusive Powerups: The Survivors of the Void expansion introduces Void items, which replaces all copies of a specific item and then and at that place on. For instance, the Weeping Fungus heals you while sprinting and it replaces Bustling Mucus.
- Necessary Drawback: Lunar items, considering they can be purchased with Lunar coins earned beyond any run and have really good effects, also come with hefty penalties to balance them out. For some, this makes them Difficult, but Awesome, but others finish upwardly a Power Up Let Down.
- Non Standard Game Over: If you manage to loop the game and reach at least Rallypoint Delta or Scorched Acres, a celestial portal opens upward and leads to an obelisk that the player can interact with to obliterate themselves, ending the run. This is required to unlock the Mercenary, and it too nets you 5 Lunar Coins for doing this. If you likewise have the Beads of Fealty in your inventory, the obelisk instead takes you lot to a unlike area containing one of four Bonus Boss Scavenger variants, and killing it rewards y'all with x Lunar Coins and the game fades to black. The results screen at the finish for either end says you lot were "killed past the Planet" and your "Fate unknown...".
- Not the Intended Apply: The Captain starts with a special Legendary item called Defensive Microbots, which gives him an Attack Drone that automatically destroys projectiles that get close to him. This is meant to help boost his survivability and back up abilities. At one point, you could as well only chuck it into a Scrapper and get a Red Bit from it. Since the Captain has Defensive Microbots as a passive, he regenerated a copy of it at the start of every stage if he lost the 1 in his inventory, allowing you to continually generate Red Bit every stage and then trade your Flake for free Legendary items. Alternatively, you could safely sacrifice your Microbots to a Shrine of Order (bold you merely have ane other Legendary you desire), as you would become them back past the next stage. All the same, this was patched out on September 2020.
- One-Hitting Kill: If anything is in a Void Reaver's implosion radius when it self-destructs, it's completely erased from this plane of being, no questions asked. A Dio'due south Best Friend tin can yet bring destroyed entities back, though.
- The Void Jailer shoots an orb that chases the closest not-void target (probably you lot) on expiry that does the same thing. The Void Devastator also suicide implodes on expiry, with a nasty bonus of five smaller implosion orbs launched from information technology that kill on touch.
- The Lost Seer's Lenses from Survivors of the Void replaces all Lens-Maker's Glasses to grant a chance to instantly impale non-dominate enemies on hit.
- The Voidling may occasionally attempt suck the histrion into it. If information technology succeeds, the histrion dies like to Void Reavers. Especially notable in that invincibility doesn't protect you, significant reviving with Dio'south All-time Friend results in immediate expiry unless you die at the finish of its assail.
- Overly Long Gag: Since the difficulty is at present measured on a scrolling slider, any difficulty across I'M COMING FOR Y'all NOW is represented every bit an endlessly long HAHAHAHA.
- Physical Heaven: The Artificer's lore says that her race believes Sky is a planet and explore space for it, grabbing whatever magical or sufficiently advanced plenty to emulate it objects in the process to help in their journeying.
- Place Beyond Time: Places beyond portals lead to locations outside of time, and at that place'south a mysterious alien who runs a bazaar in i of them.
- Religion of Evil: The followers of N'kuhana believe that North'kuhana, a death goddess, cannot visit them because more people are being born than dying. They seek to rectify this by killing people to fifty-fifty the rest.
Every bit disciples, we volition spread her words and opinions. As pupils, nosotros will sow death. And should nosotros be lucky... be granted an audience by Her.
- Hush-hush Character: To play equally the Heretic, y'all need to collect all 4 Heresy items (Visions, Hooks, Strides, and Essence of Heresy), where then your survivor permanently transforms into the Heretic. The Heretic has a triple bound and a ton of health that degenerates over fourth dimension, and their own unique ending message. This change is permanent, and if yous scrap all copies of a Heresy item, that skill is replaced with a skill that merely makes the Heretic squawk.
- Shout-Out:
- As discussed under Ascended Fanon on the Trivia tab, the planet's proper noun of Petrichor V (minus the V) began every bit a suggestion for a possible vocal title for this game, so became adopted past the fans as the planet'southward proper noun. The V was added by composer Chris Christodoulou every bit a shoutout to composer Vangelis, who composed the score for Blade Runner and was considered a master atmospheric inspiration for ROR2 by the entire Hopoo Games team.
- The Preon Accumulator functions nigh-identically to the BFG from DOOM (2016). There's even an achievement for MUL-T to kill an Imp Overlord (the closest matter this game has to a demon) with information technology.
- The Wake of Vultures is this game'due south equivalent of the Headhunter.
- Bandit's alternate peel strongly resembles Ibzan from Deadbolt, another title from Hopoo Games.
- The Captain'southward OGM-72 'DIABLO' Strike deals twoscore,000% impairment after 20 seconds.
- The Survivors of the Void DLC items comprise quite a few references in their logbook entries:
- The Power Elixir item's description is one big Potion Seller reference; apparently the Elixir in question is only a downgrade from his "strongest potions", and was shipped instead.
- The Mocha item has "Ninten Island" equally information technology's shipping address and the aircraft details are a message from the sender, containing an extremely specific temperature to reheat the drink to, ending their argument with "Coo". All this combined, it seems someone ordered a coffee from Brewster.
- The Safer Spaces detail direct quotes the baby armor scene from Insufferable.
- The notes for Polylute has the writer find a sequence of notes in some carvings that starts with "d d d a G" before getting cut off. Musically-inclined Undertale fans can recognize the notes as the start of Megalovania.
- In that location are likewise several references in the game's soundtrack.
- The outro of soundtrack song "Terra Pluviam" directly quotes "Mission to the Asteroid", the opening song of Michael Land's score for LucasArts video game The Dig. Composer Chris Christodoulou has cited Country'south score as a major inspiration for his own piece of work.
- The melody of "Chance of Rain ii" and "The Aridity of Risk of Rain 2" directly quotes "The Ghost Writer" by Alexandre Desplat, from Desplat's score for the film of the same name.
- Another song is titled "The Rain Formerly Known equally Purple" and contains a guitar solo and finale that is like to the original song information technology's referencing. If the reference to Prince'southward "The Artist Formerly Known as Prince" moniker isn't enough, the song'south video on composer Chris Christodoulou's YouTube channel changes from the moving picture on the soundtrack encompass to a visual of royal falling rain during the vocal'due south outro; and the official sheet music ends with Prince'due south symbol.
- Most all of the tracks in the Survivors of the Void DLC have titles taken from various works of literature, poesy, and music, the only exception being "Prelude in D Apartment Major." These are "Placid Island of Ignorance;" "Having Fallen, It Was Claret; "Out of Whose Womb Came the Ice?; Once in a Lullaby; The Face of the Deep; "A Boat Made from a Sail of Newspaper;" They Might as Well be Dead;" and "Who Can Fathom the Soundless Depths?."
- Shock and Awe: Blue enemies take an electrical aureola which causes damage to the survivor if they're close enough. The Unstable Tesla Coil gives this ability to the survivor, and the Ukulele makes their shots do the same.
- Sickly Light-green Glow
- Acid'southward poisons all glow a vivid dark-green color.
- Malachite enemies, which stop anyone they damage from being able to regenerate health, are a blackish-light-green color.
- North'kuhana, a death goddess and generally sinister effigy, is associated with greenish. N'kuhana's Opinion is green and black and causes the player to shoot out flaming green skulls, and malachite elites will rarely driblet an item called N'kuhana's Antiphon, which is green and causes the player to have the same abilities as malachite elites. The chantry to Due north'kuhana hidden in the Wetlands Aspect is also filled with green light.
- Speed Run Reward: Speedrunning is more often than not encouraged due to the constantly rising difficulty, but there are also a few challenges that specifically crave you to reach a certain point within a set time limit. Besides, in that location's a bonus chest on Rallypoint Delta that tin only be opened if y'all reach it in nether ten minutes.
- Taking You with Me:
- The Artifact of Spite makes all enemies release bombs when they die.
- Void Reavers implode on death, instantly killing anything with a health bar when they practice so.
- The other Void entities added in the Survivors of the Void DLC have their ain season of this. Void Jailers throw a smaller, homing detainment zone that follows the player for a while earlier imploding, while Void Devastators accept a colossal version of the standard Reaver's implosion that takes several seconds to charge upwards, and upon imploding, fires a cluster of touch on-detonating "fragments" with the same event.
- Turns Ruby-red: Bosses tin can proceeds an extra assault once their health drops depression, like the Wandering Vagrant's telegraphed explosion.
- Uncommon Time: Several songs in the score characteristic complex time signatures:
- "Thermodynamic Equilibrium" has 5 subdivisions in each beat of 4/4, only its bridge metrically modulates to 4 subdivisions in each beat out of v/four.
- "Köppen equally Fuck" is written in 7/4, just modulates to 4/iv (with a bar of five:4 every 4th bar out of 8) during the slow, chugging sections. "Disdrometer" is also written in 7/4, but the snare alternates to 4/four in some parts, giving it a lopsided feel. "Into the Doldrums" and "Antarctic Oscillation" are likewise written in 7/four, though the latter also switches to 5/4 for the quieter sections.
- "The Raindrop that Fell to the Heaven" is in five/8, though the beginning section has enough of a half-time tempo that it tin also be counted in 5/iv.
- "You're Gonna Demand a Bigger Ukelele" is in 7/ii.
- Victor Gains Loser's Powers: Some of the rarer item drops you lot tin become off of defeated bosses appear to be actual chunks or organs from the bosses themselves. Naturally, these give you abilities similar to the corresponding boss it was acquired from. There's as well an item that makes it so that the player briefly gains the powers of whatever elites they impale.
- Video Game Cruelty Penalization: In Siren's Call, you can find Alloy Vulture eggs scattered randomly around the map; destroying them causes them to drop healing orbs. However, destroy too many of them, and the game sics a powerful boss, the Alloy Worship Unit, on y'all. This is usually beneficial, since you demand to kill the Alloy Worship Unit of measurement for an achievement and to unlock the Loader, and it also drops a guaranteed Legendary item on impale.
- Video Game 3D Leap: A modernistic example. Equally a result, Huntress' previous niche, being able to move and shoot, is at present a universal mechanic for all survivors. To compensate, she's the merely ranged survivor that tin can sprint and shoot, and her Blink ability tin can be used in all directions, preserving her trademark mobility from the beginning game; her attacks besides auto-aim unlike everyone else, so her player doesn't need to worry about aiming and tin merely focus on mobility.
- Version-Sectional Content: Sundered Grove was initially exclusive to the Google Stadia version of the game for a brief iv months afterward release.
- Zerg Rush: The game spawns more and more enemies as the game goes on, and after playing for long enough a thespian tin easily stop up facing hundreds of monsters in quick succession. This is taken Up to 11 with the Artifact of Swarms, which doubles enemy spawns.
Risk Of Rain Hellfire Tincture,
Source: https://tvtropes.org/pmwiki/pmwiki.php/VideoGame/RiskOfRain2
Posted by: hendrickafters.blogspot.com
0 Response to "Risk Of Rain Hellfire Tincture"
Post a Comment