Void Fields

The  are a Hidden Realm accessible only through the. It is a necessary location for the challenge ...To Be Left Alone, which unlocks the Survivor.

The Void Fields can only be accessed via the Null Portal, which is located in a hidden cave in the shaft beneath the Blue Portal in the Bazaar. The Null Portal is only accessible once per run.

Until the cell is stabilized, the Void Fields will constantly "suffocate" the player for a small percentage of their current health. This suffocation effect can kill the player.

Null Portal
The Void Fields can only be accessed once per run via the Null Portal located at the end of a path under the player in the Bazaar Between Time.

Breaching the Cell
To complete this Hidden Realm, players must activate and survive nine separate cell events. Each cell must be charged in a similar fashion to a Teleporter Event, and players are further incentivized to stand inside the cell since doing so protects them from the constant damage of the Void Fields. Cells take one minute to charge, and only charge while players remain inside the cell.

Additionally, each consecutive cell event will result in either a new type of enemy appearing or a new item's effects being given to the current enemies, and each cell event alternates between introducing either an enemy or an item. The first two items given to the enemies are stacks of 5 Common items, the next two are stacks of 3 Uncommon items, and the last is 1 Legendary item. In total, by the ninth wave, there will be four different enemy types with five items.

Upon each cell event's completion, the players will each be granted a Void Potential orb and all enemies currently in the area will be killed. The first four events grant Common items, the subsequent four grant Uncommon items, and the final grants a Legendary item. The rewards are not tied to the items given to the enemies.

There is no obligation to complete every single cell event in order to exit the stage; the exit Null Portal is always available, allowing players to leave as soon as they want. Depending on the enemies that appear and the items they obtain, leaving early may be necessary to avoid losing a run. However, upon leaving, the Void Fields cannot be reentered for the remainder of the run.

Enemies
On every other consecutive stage, a new type of enemy will appear. The selection of enemies is based on the difficulty coefficient upon entering the level. The higher the difficulty coefficient, the more likely chance that a boss enemy will be selected instead of regular enemies. Every enemy can be selected to be an enemy in the Void Fields, with the exception of:
 * enemies
 * enemies
 * All special bosses (,, , , , and the Twisted Scavengers)
 * All special bosses (,, , , , and the Twisted Scavengers)
 * All special bosses (,, , , , and the Twisted Scavengers)
 * All special bosses (,, , , , and the Twisted Scavengers)

On higher difficulties, can spawn. Like the, Scavengers will receive the monster items on top of the items pre-equipped on their spawn.

Void Portal
Upon breaching all 9 cells in the Void Fields, a Void Portal will open next to the Null Portal, giving the player two choices. Entering the Void Portal will take the player to the Hidden Realm:, which leads to. This portal is only available if the Survivors of the Void DLC is installed.

Logbook Entry
The Environment Log can be found beneath the stage, on a ledge with part of a large ring slightly protruding from it. The ledge is located roughly on the opposite side of the map from the long curved ramp that leads to the exit portal. For an easier time, try getting the log on difficulty to mitigate the suffocating effect. Using or, and/or mobility items like  and , can also help getting to the ledge easier.

The log will disappear 5 minutes after entering the level, which means that it needs to be retrieved while the map is under the cover of darkness.

Tips

 * The and, to a lesser extent, both  and the  can be used to entirely negate the suffocation effect.
 * As of Survivors of the Void, no longer blocks the suffocation effect and  no longer heals damage from it.
 * On-damage items such as are triggered by the suffocation effect as well.
 * The damage dealt per tick of suffocation damage is roughly equal to 1% of the player's current effective health, including Shields and Barrier.
 * As of the Survivors of the Void Update, can no longer reduce suffocation damage. However,  and  can be used as regeneration sources between Vent openings.
 * Weeping Fungus in particular is extremely useful. Unlike Bustling Fungus, it can provide healing while moving, giving more time to move to the next Vent if movement speed is lacking, or if a player has some difficulty navigating the Void Fields.
 * After a cell is charged, the next cell's location can be found by following the beacon of light it emits.
 * If the is active, no additional monster types are added past the first cell event. This can greatly reduce or increase the Void Fields' difficulty, depending on what that monster type is.
 * While the Artifact of Kin is active, it is possible that no monster will be added for the first cell event. This results in no monsters spawning at all throughout the cell events.
 * If the is active, with enough skill or a strong enough build, items can be farmed here indefinitely, due to the high volume of enemies. This comes at some risk however, due to the monsters having items, and the suffocation effect slowly ticking health down if not mitigated.
 * If the player has a and a few copies of //other forms of passive healing and a little bit of luck, it is possible to turn Void Fields into an automatic farm. The rapid suffocation damage will trigger Razorwire for high amounts of damage, meaning standing on one of the central pillar islands by the edge will kill any ground creatures very rapidly and most likely before the enemy can even attack. Having multiple Razorwire stacks makes this viable for virtually all monsters.
 * While many items aren't particularly threatening, monsters gaining certain items are made particularly dangerous:
 * will double the monsters' damage if they are sufficiently close to the player, making melee enemies considerably more threatening.
 * Similarly, effectively increase all monsters' damage by 50%, on average.
 * are highly threatening, since attacks getting the bonus damage will be 4.75 times as strong: given how each cell necessitates the player to stay within their protective radii to stabilize them in the first place, this will make staying within them for any prolonged length of time a risky prospect (as their constants regenerative properties actually end up becoming more a liability than anything, bringing players back up to that 90% threshold for said bonus to constantly proc). Unless players happen to come in with some form of one-shot protection, they might find themselves in danger extremely quickly.
 * Should they happen to receive them while the is enabled, it is strongly advised to exit immediately.
 * will be a minor annoyance to heavy-hitting Survivors like, but ones that deal rapid low damage like with  will be crippled.
 * will give monsters a whopping 42.9% chance to avoid any and all damage.
 * Monsters use the same concept of secondary skills that players do if they have more than one attack, so affect these skills. For instance, a  shockwave attack will be used six times rapidly once they get in range, rather than simply firing once and then running closer while the attack cools down.
 * and can decimate players with ruthless efficiency. Since the monsters receive 3 copies of a given Band, an attack that activates Kjaro's Band will deal 10 times the normal amount, and Runald's, 8.5 times.
 * Kjaro's Band is particularly worrisome since its flame tornado deals damage over time, separate from the initial hit. If the main attack breaks the player's one-shot protection and activates Kjaro's Band, its follow-up attack is almost sure to finish them off. Runald's Band does not have this danger since its bonus attack happens simultaneously with the activating hit.
 * Should the monsters receive both and , it is advised to exit immediately. Any monster that is not repeatedly damaged or quickly killed will heal itself and trigger N'kuhana's Opinion multiple times. This is especially dangerous early in the game, when the Survivor usually hasn't snowballed into big, consistent DPS, but may have enough crowd control to damage monsters they can't get to or kill fast enough.
 * If monsters gain on the final cell, it is highly advised to leave via the exit portal as soon as possible.
 * Enemies killed after stabilizing the cell can still be revived afterwards if they have.
 * will split into when killed by a cell being stabilized, which will allow the two  to spawn, despite no cell being active.
 * Same effect applies for to.

Version History

 * Anniversary Update
 * Major Content
 * Added New Lore Entry: Hidden Realm: Void Fields
 * Bug Fixes
 * Fixed enemy not appearing in Void Fields


 * PC Patch v1.0.1.1 (Build ID No.5440050)
 * Bug Fixes
 * Fix Void Fields safe zones on being larger than the actual charging radius


 * PC Early Access Patch (Build ID No.4892828)
 * Bug Fixes
 * Fix the initial monster spawn on Hidden Realm: Void Fields not populating the HUD


 * Early Access Artifacts Content Update
 * Gameplay Changes
 * 🌧 Time is now stopped in ‘Void Fields’
 * 🌧 Update ‘Cell Vents’ to only charge while the player remains inside the bubble
 * 🌧 Fix health degeneration not running on the final round of Cells
 * Enemy item indicator on the HUD now displays the number of item stacks
 * Bug Fixes
 * 🌧 Fix ‘Cosmic Explorer’ not counting the portal to the Void Fields


 * Early Access Hidden Realms Content Update
 * Major Content
 * Added New Hidden Realm: Void Fields
 * Added New Environment Log: Void Fields