Risk of Rain 2 Wiki
Advertisement
Anniversary Update
Anniversary Update.jpg
Release Date March 21, 2021 (PC)

June 29, 2021 (PS and Xbox)
August 17, 2021 (Switch)

External Links Steam

Gearbox

Previous
← PC Patch v1.0.3.1
Next
PC Patch v1.1.1.2 →

ROR2PatchNotes.png
Our goal with this update is to upgrade and round out the game as a whole, and also be a ‘thanks!’ to all our fans that supported us through Early Access. This patch includes both new content and updated old content. Let us know if you like it!

Changes with the 🌧 icon in front of them are changes or additions suggested by the community. As always, if you want to stay up to date on the game feel free to join the discord at https://discord.gg/riskofrain2

Major Content

ROR2MajorContent.png

Gameplay Changes

ROR2GameplayChanges.png

  • General
    • Final Stage
      • 🌧 The final stage has been redone entirely, with unique objectives and a new, large arena to play in. We won’t spoil it. Please let us know how you feel!
    • Low Health Threshold
      • 20% ⇒ 25%
    • NPC AI
      • All AI now have dramatically improved pathfinding
      • All AI now gets position updates on targets who are invisible only every few seconds, rather than losing the target entirely
    • Minions
      • Drones no longer have resistance to AOE attacks
      • 🌧 All minions now teleport to their owner if they stray past 400m
      • 🌧 All Minions now scale to the ‘ambient level’ of the run
        Developer’s Notes: The ‘ambient level’ is the level of the run that grows over time. Previously, the enemy team used the ‘ambient level’ to set their level. Now, all enemies AND minions are at ambient level. The result of this is that player minions, like ghosts from Happiest Mask, purchased Drones, and yes - the Squid Polyp - will scale much better over time. This matches drone scaling in RoR1.
  • Survivor
    • Commando.png CommandoCommando.pngCommandoThe Commando is a jack-of-all-trades character that is reliable in all situations of the game.
      Class: Ranged
      HP: 110 (+33 per level)
      Damage: 12 (+2.4 per level)
      Umbra: Cornered Gunslinger
      • Update VFX of Double Tap, Phase Round, and Suppressive Fire
      • Double Tap.png Double TapDouble Tap.pngDouble Tap (Primary)Rapidly shoot an enemy for 100% damage.
        Survivor: Commando
        • Now fires a single bullet per click
        • Bloom Reset Time: 1s ⇒0.7s
        • Damage: 90% ⇒ 100%
        • Duration: 0.2s ⇒ 0.15s
      • Tactical Dive.png Tactical DiveTactical Dive.pngTactical Dive (Utility)Roll a short distance.
        Survivor: Commando
        • Duration: 0.5s ⇒ 0.4s
      • Phase Round.png Phase RoundPhase Round.pngPhase Round (Secondary)Fire a piercing bullet for 300% damage. Deals 40% more damage every time it passes through an enemy.
        Survivor: Commando
        • Now deals 40% more damage every time it passes through an enemy
    • Huntress.png HuntressHuntress.pngHuntressThe Huntress is an extremely mobile but fragile survivor with a high damage output.
      Class: Ranged
      HP: 90 (+27 per level)
      Damage: 12 (+2.4 per level)
      Umbra: Judge, Jury, Executioner
      • Now unlocked by default alongside the Commando.png CommandoCommando.pngCommandoThe Commando is a jack-of-all-trades character that is reliable in all situations of the game.
        Class: Ranged
        HP: 110 (+33 per level)
        Damage: 12 (+2.4 per level)
        Umbra: Cornered Gunslinger
        ! Her previous unlock condition (beat the 3rd stage) now unlocks the Bandit.png BanditBandit.pngBanditThe Bandit is a high-skill combo character that can dish out devastating backstabs while weaving in and out of stealth.
        Class: Ranged
        HP: 110 (+33 per level)
        Damage: 12 (+2.4 per level)
        Umbra: Desperate Outlaw
        .
    • Engineer.png EngineerEngineer.pngEngineerThe Engineer is a unique class that requires planning and positioning to be successful.
      Class: Ranged
      HP: 130 (+39 per level)
      Damage: 14 (+2.8 per level)
      Umbra: Fortification Expert
      • Both TR12 Gauss Auto-Turret.png Gauss Auto-TurretTR12 Gauss Auto-Turret.pngTR12 Gauss Auto-Turret (Special)Place a turret that inherits all your items. Fires a cannon for 100% damage. Can place up to 2.
        Survivor: Engineer
        and TR58 Carbonizer Turret.png Carbonizer TurretTR58 Carbonizer Turret.pngTR58 Carbonizer Turret (Special)Place a mobile turret that inherits all your items. Fires a laser for 200% damage per second that slows enemies. Can place up to 2.
        Survivor: Engineer
        now also inherit your equipment. They won’t activate it, but they will hold it.
      • Bouncing Grenades.png GrenadesBouncing Grenades.pngBouncing Grenades (Primary)Charge up to 8 grenades that deal 100% damage each.
        Survivor: Engineer
        now have slight anti-gravity.
    • Artificer.png ArtificerArtificer.pngArtificerThe Artificer is a high burst damage survivor who excels in fighting large groups and bosses alike.
      Class: Ranged
      HP: 110 (+33 per level)
      Damage: 12 (+2.4 per level)
      Umbra: Herald of the House Beyond
      • Charged Nano-Bomb.png Nano-BombCharged Nano-Bomb.pngCharged Nano-Bomb (Secondary)Stunning. Charge up a exploding nano-bomb that deals 400%-2000% damage.
        Survivor: Artificer
        • Tendril Damage: 20% of explosion ⇒ 10% of explosion
        • Tendril Fire Frequency: 0.25s ⇒ 0.125s
      • Tendril Same Target Frequency: 2s ⇒ 1s
        Developer Notes: This change is made specifically to avoid the Artificer’s Nano-Bomb tendrils proccing Ice and Fire Bands. The tendrils will now fire twice as often, but at half the damage.
    • Mercenary.png MercenaryMercenary.pngMercenaryThe Mercenary is a high skill melee survivor that uses his many dodges to weave in and out of combat.
      Class: Melee
      HP: 110 (+33 per level)
      Damage: 12 (+2.4 per level)
      Umbra: Hired Blade
      • Blinding Assault.png Blinding AssaultBlinding Assault.pngBlinding Assault (Utility)Stunning. Dash forward, dealing 300% damage. If you hit an enemy, you can dash again, up to 3 total.
        Survivor: Mercenary
        • 🌧 Now has a lingering 0.2s invincibility to help chain together Blinding Assaults in high-latency online games
  • Items
    • Bustling Fungus.png Bustling FungusBgCommon.pngBustling Fungus.pngBustling Fungus
      Heal all nearby allies after standing still for 1 second.

      After standing still for 1 second, create a zone that heals for 4.5% (+2.25% per stack) of your health every second to all allies within 3m (+1.5m per stack).
      • Start Delay: 2s ⇒ 1s
      • Now heals at a higher tick rate - overall healing is the same, but the healing is smoother over time
      • 🌧 Now has small visual mushrooms that grow over the area
    • Energy Drink.png Energy DrinkBgCommon.pngEnergy Drink.pngEnergy Drink
      Increase sprint speed by +25%.

      Sprint speed is improved by 25% (+25% per stack).
      • 🌧 Speed Boost: 30% (+20% per stack) ⇒ 25% (+25% per stack)
        Developer Notes: Mathematically, the Energy Drink was worse than the Goat Hoof for speed after the first pickup, even while sprinting. This change will consistently make Energy Drink stronger when sprinting, and also makes its stacking behavior more consistent. This may make the Energy Drink too strong, but it’ll at least make a bit more sense now.
    • Armor-Piercing Rounds.png AP RoundsBgCommon.pngArmor-Piercing Rounds.pngArmor-Piercing Rounds
      Deal extra damage to bosses.

      Deal an additional 20% damage (+20% per stack) to bosses.
      • Improve visual effects to be more noticeable
    • Focus Crystal.png Focus CrystalBgCommon.pngFocus Crystal.pngFocus Crystal
      Deal bonus damage to nearby enemies.

      Increase damage to enemies within 13m by 20% (+20% per stack).
      • Damage Boost: 15% (+15% per stack) ⇒ 20% (+20% per stack)
      • Now shows radius for ‘nearby’ distance
      • Now causes numbers to be pink when active
        Developer Notes: There are many characters and builds where the Focus Crystal should shine through - however, it never seems to be quite high priority enough for the effort required. We’re hoping that by making it both flashier and stronger, players will prioritize it.
    • Rusted Key.png Rusted KeyBgCommon.pngRusted Key.pngRusted Key
      Gain access to a Rusty Lockbox that contains a powerful item.

      A hidden cache containing an item (80%/20%) will appear in a random location on each stage. Opening the cache consumes this item.
      • 🌧 Now subtly glows and pulses
      • Now grants items at the same rarity as a Large Chest
      • Now spawns a Lockbox per player with a Rusted Key
      • Now consumes a Rusted Key when a lockbox is opened, and requires a Rusted Key to open
      • No longer scales reward chance with the number of Keys in your inventory
        Developer Notes: People have always been a bit confused about the behavior of the Rusted Key, so we made it make a bit more sense by actually consuming a key to open. 1 Key = 1 Box. Since the item no longer gives ‘infinite’ items, we can also make it a bit stronger and make the lockbox more noticeable.
    • Crowbar.png CrowbarBgCommon.pngCrowbar.pngCrowbar
      Deal bonus damage to enemies above 90% health.

      Deal +75% (+75% per stack) damage to enemies above 90% health.
      • Damage Boost: +50%(+50% per stack) ⇒ +75% (+75% per stack)
      • Improve visual effects to be more noticeable
      • Update pickup text to include the damage threshold
        Developer Notes: Same reasoning as Focus Crystal - there are many heavy-hitter builds and characters, but Crowbars aren’t prioritized.
    • Gasoline.png GasolineBgCommon.pngGasoline.pngGasoline
      Killing an enemy ignites other nearby enemies.

      Killing an enemy ignites all enemies within 12m (+4m per stack) for 150% base damage. Additionally, enemies burn for 150% (+75% per stack) base damage.
      • Now deals 150% base damage on detonation alongside the burn effect
    • Stun Grenade.png Stun GrenadeBgCommon.pngStun Grenade.pngStun Grenade
      Chance to stun on hit.

      5% (+5% on stack) chance on hit to stun enemies for 2 seconds.
      • Added visual effect when the item procs
    • Bison Steak.png Bison Steak (New! Yum!)BgCommon.pngBison Steak.pngBison Steak
      Gain 25 max health.

      Increases maximum health by 25 (+25 per stack).
      • Replaced ‘Fresh Meat’ item
      • No longer grants regeneration on kill
      • Now grants 25 (+25 per stack) max health
    • Tri-Tip Dagger.png Tri-Tip DaggerBgCommon.pngTri-Tip Dagger.pngTri-Tip Dagger
      Gain +10% chance to bleed enemies on hit.

      10% (+10% per stack) chance to bleed an enemy for 240% base damage.
      • Bleed Chance: 15% (+15% per stack) ⇒ 10% (+10% per stack)
        Developer Notes: Right now, bleed is okay until you can stack it infinitely, in which case it becomes incredibly strong. We want to smooth out the power curve a bit, increasing the number of daggers required for ‘infinite’ bleed to match the number of Glasses required for 100% crit.
    • Lepton Daisy.png Lepton DaisyBgUncommon.pngLepton Daisy.pngLepton Daisy
      Periodically release a healing nova during the Teleporter event and 'Holdout Zones' such as the Void Fields.

      Release a healing nova during the Teleporter event, healing all nearby allies for 50% of their maximum health. Occurs 1 (+1 per stack) times.
      • 🌧 Now activates in all ‘holdout zones’, like Void Fields.png Void FieldsVoid Fields.pngVoid Fields (Hidden Realm)
        Cosmic Prison
        Hidden Realm accessible only through the Bazaar Between Time. Until the cell is stabilized, the Void Fields will constantly "suffocate" the player for a small percentage of their current health.
        , and not just during the Teleporter Event
    • Old War Stealthkit.png Old War StealthkitBgUncommon.pngOld War Stealthkit.pngOld War Stealthkit
      Turn invisible at low health.

      Falling below 25% health causes you to gain 40% movement speed and invisibility for 5s. Recharges every 30 seconds (-50% per stack).
      • Now activates when falling to low health, rather than as a chance when hurt
      • Stealth Duration: 3s (+1.5s per stack) ⇒ 5s
      • Stealth Cooldown: 0s ⇒ 30s (-50% per stack)
    • Bandolier.png BandolierBgUncommon.pngBandolier.pngBandolier
      Chance on kill to drop an ammo pack that resets all skill cooldowns.

      18% (+10% per stack) chance on kill to drop an ammo pack that resets all skill cooldowns.
      • 🌧 Packs now restocks skills by the amount a full cooldown would
      • 🌧 Packs now also apply to stashed skills, like MUL-T.png MUL-T'sMUL-T.pngMUL-TMUL-T is an aggressive survivor who has the tools necessary for any job!
        Class: Melee / Ranged
        HP: 200 (+60 per level)
        Damage: 11 (+2.2 per level)
        Umbra: Right Tool for the Wrong Job
        second primary
    • Radar Scanner.png Radar ScannerBgEquipment.pngRadar Scanner.png45sRadar Scanner
      Reveal all nearby interactables.

      Reveal all interactables within 500m for 10 seconds.
      • 🌧 Now details if an interactable is a Barrel, Chest, Drone, Shrine, or something unknown
    • Frost Relic.png Frost RelicBgLegendary.pngFrost Relic.pngFrost Relic
      Killing enemies surrounds you with an ice storm.

      Killing an enemy surrounds you with an ice storm that deals 1200% damage per second and slows enemies by 80% for 1.5s. The storm grows with every kill, increasing its radius by 2m. Stacks up to 18m (+12m per stack).
      • 🌧 Now applies Status Slow80.png ice slow debuffStatus Slow80.png80% Slow (Debuff)
        Reduces movement speed by 80%.
      • 🌧 Now has a softer visual
      • Damage Coefficient: 150% ⇒ 300%
      • Radius: 3m (+1.5m per kill) ⇒ 6m (+3m per kill)
    • H3AD-5T v2.png H3AD-5T v2BgLegendary.pngH3AD-5T v2.pngH3AD-5T v2
      Increase jump height. Hold 'Interact' to slam down to the ground.

      Increase jump height. Creates a 5m-100m radius kinetic explosion on hitting the ground, dealing 1000%-10000% base damage that scales up with fall distance. Recharges in 10 (-50% per stack) seconds.
      • 🌧 Now calculates damage from distance traveled, not speed on impact
        Developer Notes: Even though this makes less sense from a physics standpoint, it will align better with player expectations. Super long fall = big boom.
    • Resonance Disc.png Resonance DiskBgLegendary.pngResonance Disc.pngResonance Disc
      Obtain a Resonance Disc charged by killing enemies. Fires automatically when fully charged.

      Killing 4 enemies in 7 seconds charges the Resonance Disc. The disc launches itself toward a target for 300% base damage (+300% per stack), piercing all enemies it doesn't kill, and then explodes for 1000% base damage (+1000% per stack). Returns to the user, striking all enemies along the way for 300% base damage (+300% per stack).
      • Redo firing logic to be more understandable
        • Now grants 1 stacking buff per kill, lasting 5 seconds
        • Now fires the Disk at 4 stacks, resetting all stacks
    • Defiant Gouge.png Defiant GougeBgLunar.pngDefiant Gouge.pngDefiant Gouge
      Using a Shrine summons enemies nearby.

      Using a Shrine summons enemies (stronger per stack) nearby. Scales over time.
      • 🌧 Monster Spawn Points: 100 (+100 per stack) ⇒ 40 (+40 per stack)
        Developer Notes: A single Gouge would spawn way too many monsters. Now, having 1 or 2 Gouges should be a reasonable option.
    • Focused Convergence.png Focused ConvergenceBgLunar.pngFocused Convergence.pngFocused Convergence
      Increase the speed of Teleporter charging... BUT reduce the size of the zone.

      Teleporters charge 30% (+30% per stack) faster, but the size of the Teleporter zone is 50% (-50% per stack) smaller.
      • 🌧 Now activates in all ‘holdout zones’, like Void Fields.png Void FieldsVoid Fields.pngVoid Fields (Hidden Realm)
        Cosmic Prison
        Hidden Realm accessible only through the Bazaar Between Time. Until the cell is stabilized, the Void Fields will constantly "suffocate" the player for a small percentage of their current health.
        , and not just during the Teleporter Event
    • Queen's Gland.png Queen’s GlandBgBoss.pngQueen's Gland.pngQueen's Gland
      Recruit a Beetle Guard.

      Every 30 seconds, summon a Beetle Guard with bonus 300% damage and 100% health. Can have up to 1 (+1 per stack) Guards at a time.
    • Halcyon Seed.png Halcyon SeedBgBoss.pngHalcyon Seed.pngHalcyon Seed
      Summon Aurelionite during the Teleporter event.

      Summon Aurelionite during the teleporter event. It has 100% (+50% per stack) damage and 100% (+100% per stack) health.
      • Changed summoned Aurelionite pre-stack scaling from current-difficulty-based hp + damage bonuses to leveling up to the ambient level like other summoned characters
      • Summoned Aurelionite attention span: 5s ⇒ 15s
        Developer Notes: Aurelionite’s raised attention span should make it less likely to get distracted by weaker monsters attacking it so it’s more likely to spend its time fighting stronger monsters.
    • Mired Urn.png Mired UrnBgBoss.pngMired Urn.pngMired Urn
      Siphon health from nearby enemies while in combat.

      While in combat, the nearest 1 (+1 per stack) enemies to you within 13m will be 'tethered' to you, dealing 100% damage per second, applying tar, and healing you for 100% of the damage dealt.
      • No longer capable of targeting and healing from allies
  • Monster
    • Hermit Crab.png Hermit CrabHermit Crab.pngHermit Crab - Normal
      HP: 100 (+30 per level)
      Damage: 12 (+2.4 per level)
      Class: Ranged
      Speed: 10 m/s
      Armor: 0
      • Base Damage: 4 (+0.8 per level) ⇒ 12 (+2.4 per level)
      • Mortar Projectile Count: 3 ⇒ 1
      • Mortar Projectile now has more visible trail
        Developer Notes: When fighting Hermit Crabs, it’s always been difficult to parse where and how many there are. To help clarify their behavior, we made it clearer so 1 mortar = 1 crab.
    • Parent.png ParentParent.pngParent - Normal
      HP: 585 (+176 per level)
      Damage: 16 (+3.2 per level)
      Class: Melee
      Speed: 11 m/s
      Armor: 0
      • Health: 900(+270 per level) ⇒ 585 (+176 per level)
      • Update visuals to match closer to RoR1 design
      • Update animations
    • Greater Wisp.png Greater WispGreater Wisp.pngGreater Wisp - Normal
      HP: 750 (+225 per level)
      Damage: 15 (+3 per level)
      Class: Ranged
      Speed: 7 m/s
      Armor: 0
      • 🌧 Can now be stunned
        [ Stunning ]
        Interrupts enemies and briefly stuns them.
        and frozen
        [ Freezing ]
        Freeze enemies in place. Frozen enemies are instantly killed if below 30% health.
    • Lunar Chimera (Golem).png Lunar Chimera (Golem)Lunar Chimera (Golem).pngLunar Chimera (Golem) - Normal
      Zenith DesignsHP: 1615 (+485 per level)
      Damage: 35 (+7 per level)
      Class: Ranged
      Speed: 8 m/s
      Armor: 0
      • Health: 1900 (+570 per level) ⇒ 1615 (+485 per level)
      • Twinshot Attack
        • Total Shots: 4 ⇒ 10
        • Damage Coefficient: 2 ⇒ 1
        • Force: 8000 ⇒ 1000
        • Now fires in series, rather than all at once
        • Update visuals to be less noisy
      • Raised the aim origin to be closer to its cannons so it can fire more accurately
    • Lunar Chimera (Wisp).png Lunar Chimera (Wisp)Lunar Chimera (Wisp).pngLunar Chimera (Wisp) - Normal
      Zenith DesignsHP: 850 (+255 per level)
      Damage: 15 (+3 per level)
      Class: Ranged
      Speed: 18 m/s
      Armor: 0
      • Tracking Bomb
        • Damage Coefficient: 6 ⇒ 5
        • Speed: 90 m/s ⇒ 60 m/s
        • Update visuals to be less noisy
    • Beetle Queen.png Beetle QueenBeetle Queen.pngBeetle Queen - Boss
      Swarm MotherHP: 2100 (+630 per level)
      Damage: 25 (+5 per level)
      Class: Ranged
      Speed: 6 m/s
      Armor: 20
      • Summon Beetles
        • Beetle Count: 5 ⇒ 2
        • 🌧 Now summons Beetle Guard.png Beetle GuardsBeetle Guard.pngBeetle Guard - Normal
          HP: 480 (+144 per level)
          Damage: 12 (+2.4 per level)
          Class: Melee / Ranged
          Speed: 17 m/s
          Armor: 0
          instead of Beetle.png BeetlesBeetle.pngBeetle - Normal
          HP: 80 (+24 per level)
          Damage: 12 (+2.4 per level)
          Class: Melee
          Speed: 6 m/s
          Armor: 0
    • Scavenger.png ScavengerScavenger.pngScavenger - Boss
      Item HoarderHP: 3800 (+1140 per level)
      Damage: 4 (+0.8 per level)
      Class: Ranged
      Speed: 3 m/s
      Armor: 20
      • Now properly spawn as elites
        Developer Notes: Apparently, Scavengers were already spawning as elites - with their health and damage buff - but did not have their elite equipment (Burning, Glacial, etc). Now they will.
    • Void Reaver.png Void ReaverVoid Reaver.pngVoid Reaver - Normal
      HP: 1900 (+570 per level)
      Damage: 12 (+2.4 per level)
      Class: Ranged / Self-Destruct
      Speed: 6 m/s
      Armor: 0
      • Added a minimum distance between bombs
    • SPOILERS! Final Boss, Last Phase. SPOILERS!
      • Base Health: 1000 (+300 per level) ⇒ 1400 (+420 per level)
      • Added stagger state triggered by taking high damage
      • Item Steal
        • Now consistently returns items as you deal damage, rather than randomly, i.e if you have him at 50% health, you will have 50% of your items back
        • Now consistently returns items to players in multiplayer in order (1, 2, 3, 4, 1, 2, 3, 4) rather than per-player damage
        • Now returns items in the order that you found them, rather than in reverse order
        • Now utilizes Crowbar.png CrowbarsBgCommon.pngCrowbar.pngCrowbar
          Deal bonus damage to enemies above 90% health.

          Deal +75% (+75% per stack) damage to enemies above 90% health.
    • Stages
      • Bazaar Between Time.png Bazaar Between TimeBazaar Between Time.pngBazaar Between Time (Hidden Realm)
        Hidden Realm: Bazaar Between Time
        This stage serves as the shop in Risk of Rain 2. Players can purchase various Items with Lunar Coins or exchange items for higher-rarity ones in two crucibles.
        • Now allows you to reroll shop contents, at the cost of 1/2/4/8… lunar coins
      • Wetland Aspect.png Wetland AspectWetland Aspect.pngWetland Aspect (Stage 2)
        Rehabilitation Zone
        You dream of twisting roots.

        Full of ruined stone structures and swampy areas filled with water.
        • Altered stage layout to add more identifiable landmark areas
      • Sky Meadow.png Sky MeadowsSky Meadow.pngSky Meadow (Stage 5)
        Sprite Fields
        You dream of serenity.

        • Reduce initial map monster spawns by -24%

Quality of Life

ROR2QualityofLife.png

  • Various optimizations, both small and big! Let us know if the game is running better (or worse...)
  • 🌧 Added an option in settings to disable Screen Distortion, like from using Spinel Tonic.png Spinel TonicBgLunar.pngSpinel Tonic.png60sSpinel Tonic
    Gain a massive boost to ALL stats. Chance to gain an affliction that reduces ALL stats.

    Drink the Tonic, gaining a boost for 20 seconds. Increases damage by +100%. Increases attack speed by +70%. Increases armor by +20. Increases maximum health by +50%. Increases passive health regeneration by +300%. Increases movespeed by +30%.

    When the Tonic wears off, you have a 20% chance to gain a Tonic Affliction, reducing all of your stats by -5% (-5% per stack).
    , since many users reported motion sickness from the effect.
  • 🌧 Added an team-colored area indicators for attacks from Mini Mushrum.png Mini MushrumsMini Mushrum.pngMini Mushrum - Normal
    HP: 290 (+87 per level)
    Damage: 16 (+3.2 per level)
    Class: Ranged
    Speed: 2 m/s
    Armor: 0
    , Status AffixPoison.png MalachiteStatus AffixPoison.pngMalachite (Affix Buff)
    Gain the power of a Malachite Elite.Shoot occassional urchins and apply healing disabled on hit.
    Elites, Stone Titan.png TitansStone Titan.pngStone Titan - Boss
    Crisis VanguardHP: 2100 (+630 per level)
    Damage: 40 (+8 per level)
    Class: Ranged / Melee
    Speed: 5 m/s
    Armor: 20
    , Imp Overlord.png Imp OverlordsImp Overlord.pngImp Overlord - Boss
    Lord of the Red PlaneHP: 2800 (+840 per level)
    Damage: 16 (+3.2 per level)
    Class: Melee / Ranged
    Speed: 13 m/s
    Armor: 20
    , Aurelionite.png AurelioniteAurelionite.pngAurelionite - Special Boss
    Titanic GoldweaverHP: 2100 (+630 per level)
    Damage: 40 (+8 per level)
    Class: Melee / Ranged
    Speed: 5 m/s
    Armor: 20
    , and Void Reaver.png Void ReaversVoid Reaver.pngVoid Reaver - Normal
    HP: 1900 (+570 per level)
    Damage: 12 (+2.4 per level)
    Class: Ranged / Self-Destruct
    Speed: 6 m/s
    Armor: 0
    . Remove area indicators for attacks from Beetle Guard.png Beetle GuardsBeetle Guard.pngBeetle Guard - Normal
    HP: 480 (+144 per level)
    Damage: 12 (+2.4 per level)
    Class: Melee / Ranged
    Speed: 17 m/s
    Armor: 0
    .
  • Graphics Updates
    • Update visuals for Gunner Drone.png Gunner Drone, Gunner Turret.png Gunner Turret, Strike Drone.png Backup Drones, and Healing Drone.png Healing Drones to match other assets
    • Update visuals for Chests, Large Chests, Category Chests, Barrels, and Equipment Barrels to match other assets
    • Update visuals for Bustling Fungus.png Bustling FungusBgCommon.pngBustling Fungus.pngBustling Fungus
      Heal all nearby allies after standing still for 1 second.

      After standing still for 1 second, create a zone that heals for 4.5% (+2.25% per stack) of your health every second to all allies within 3m (+1.5m per stack).
      , Soldier's Syringe.png Soldier’s SyringeBgCommon.pngSoldier's Syringe.pngSoldier's Syringe
      Increase attack speed.

      Increases attack speed by 15% (+15% per stack).
      , Squid Polyp.png Squid PolypsBgUncommon.pngSquid Polyp.pngSquid Polyp
      Activating an interactable summons a Squid Turret nearby.

      Activating an interactable summons a Squid Turret that attacks nearby enemies at 100% (+100% per stack) attack speed. Lasts 30 seconds.
      , Cautious Slug.png Cautious SlugBgCommon.pngCautious Slug.pngCautious Slug
      Rapidly heal outside of danger.

      Increases base health regeneration by +3 hp/s (+3 hp/s per stack) while outside of combat.
      , Paul's Goat Hoof.png Goat HoofBgCommon.pngPaul's Goat Hoof.pngPaul's Goat Hoof
      Increase movement speed.

      Increases movement speed by 14% (+14% per stack).
      , Gesture of the Drowned.png Gesture of the DrownedBgLunar.pngGesture of the Drowned.pngGesture of the Drowned
      Dramatically reduce Equipment cooldown... BUT it automatically activates.

      Reduce Equipment cooldown by 50% (+15% per stack). Forces your Equipment to activate whenever it is off cooldown.
      , Rusted Key.png Rusted KeyBgCommon.pngRusted Key.pngRusted Key
      Gain access to a Rusty Lockbox that contains a powerful item.

      A hidden cache containing an item (80%/20%) will appear in a random location on each stage. Opening the cache consumes this item.
      , and Leeching Seed.png Leeching SeedBgUncommon.pngLeeching Seed.pngLeeching Seed
      Dealing damage heals you.

      Dealing damage heals you for 1 (+1 per stack) health.
      to match other assets
    • Update visuals for all broken drones to be easier to see
    • Update visuals for missiles
    • Update damage numbers to be more legible
    • Update skin visuals for Huntress.png HuntressHuntress.pngHuntressThe Huntress is an extremely mobile but fragile survivor with a high damage output.
      Class: Ranged
      HP: 90 (+27 per level)
      Damage: 12 (+2.4 per level)
      Umbra: Judge, Jury, Executioner
      , MUL-T.png MUL-TMUL-T.pngMUL-TMUL-T is an aggressive survivor who has the tools necessary for any job!
      Class: Melee / Ranged
      HP: 200 (+60 per level)
      Damage: 11 (+2.2 per level)
      Umbra: Right Tool for the Wrong Job
      , Loader.png LoaderLoader.pngLoaderThe Loader is a slow but powerful bruiser that can use her grappling hook to uniquely navigate the environment.
      Class: Melee
      HP: 160 (+48 per level)
      Damage: 12 (+2.4 per level)
      Umbra: Bionic Powerhouse
      , and Artificer.png ArtificerArtificer.pngArtificerThe Artificer is a high burst damage survivor who excels in fighting large groups and bosses alike.
      Class: Ranged
      HP: 110 (+33 per level)
      Damage: 12 (+2.4 per level)
      Umbra: Herald of the House Beyond
  • 🌧 Fire trail hitboxes from Status AffixRed.png BurningStatus AffixRed.pngBlazing (Affix Buff)
    Gain the power of a Blazing Elite.Leave a fire trail that hurts enemies, and apply a 50% total damage burn on hit.
    elites are no longer spherical and properly match the visuals
  • 🌧 Reduced screen shake and post-process brightness on Magma Worm.png Magma WormMagma Worm.pngMagma Worm - Boss
    Ancient Lava SwimmerHP: 2400 (+720 per level)
    Damage: 10 (+2 per level)
    Class: Melee
    Speed: 20 m/s
    Armor: 15
    . Clean up projectiles to be less opaque.
  • Survivor Logs now require you to beat the game at least once with that survivor
  • 🌧 Updated the Beetle Guard.png Beetle GuardBeetle Guard.pngBeetle Guard - Normal
    HP: 480 (+144 per level)
    Damage: 12 (+2.4 per level)
    Class: Melee / Ranged
    Speed: 17 m/s
    Armor: 0
    visuals when they spawn from a Queen's Gland.png Beetle GlandBgBoss.pngQueen's Gland.pngQueen's Gland
    Recruit a Beetle Guard.

    Every 30 seconds, summon a Beetle Guard with bonus 300% damage and 100% health. Can have up to 1 (+1 per stack) Guards at a time.
    to stand out more
  • 🌧 Improved Sticky Bomb.png Sticky Bomb’sBgCommon.pngSticky Bomb.pngSticky Bomb
    Chance on hit to attach a bomb to enemies.

    5% (+5% per stack) chance on hit to attach a bomb to an enemy, detonating for 180% TOTAL damage.
    logic for sticking to enemies
  • Now display ambient level on the HUD
    • Ambient level cap raised from 94 to 99
  • Allow for scripted combat encounters, like Aurelionite.png AurelioniteAurelionite.pngAurelionite - Special Boss
    Titanic GoldweaverHP: 2100 (+630 per level)
    Damage: 40 (+8 per level)
    Class: Melee / Ranged
    Speed: 5 m/s
    Armor: 20
    or Alloy Worship Unit.png Alloy Worship UnitAlloy Worship Unit.pngAlloy Worship Unit - Special Boss
    Friend of VulturesHP: 2500 (+750 per level)
    Damage: 15 (+3 per level)
    Class: Ranged
    Speed: 7 m/s
    Armor: 30
    , to spawn as elites if HonorArtifact of Honor is enabled
  • 🌧 Add Status Immune.png invincibilityStatus Immune.pngImmune (Buff)
    Become invulnerable.Become immune to all attacks.
    earlier into player spawning to reduce chance of dying instantly on entering a map
  • 🌧 Update Captain.png Captain’sCaptain.pngCaptainThe Captain is a unique survivor that can control the battlefield with utility and damage - with help from the UES Safe Travels.
    Class: Ranged
    HP: 110 (+33 per level)
    Damage: 12 (+2.4 per level)
    Umbra: Tired Veteran
    Orbital Supply Beacon.png Supply DropOrbital Supply Beacon.pngOrbital Supply Beacon (Special)Request a permanent Supply Beacon. Can only be requested twice per stage.
    Survivor: Captain
    on controllers having non-intuitive reversed controls

Bug Fixes

ROR2BugFixes.png

  • Fixed boss items spawning more frequently than intended, especially when more items drop from multiplayer or Mountain Shrine bonuses
  • Fixed large rocks in Titanic Plains.png Titanic PlainsTitanic Plains.pngTitanic Plains (Stage 1)
    Ground Zero
    You dream of rolling hills.

    Gigantic stone arches bracket the skyline, while the main play-field overlooks a vast fractured tectonic lowland.
    clipping into the camera
  • Altered geometry slightly to make more difficult to accidentally go out of bounds on many stages
  • Abandoned Aqueduct.png Abandoned AqueductAbandoned Aqueduct.pngAbandoned Aqueduct (Stage 2)
    Origin of Tar
    You dream of sand beneath your feet.

    Massive skeletons and pools of tar are littered around, and a towering aqueduct pouring down tar dominates the area.
    now has defensive tar fully circling outside of the play area
  • Fixed korean language characters missing in certain cases
  • Fixed some animation issues on the Loader.png LoaderLoader.pngLoaderThe Loader is a slow but powerful bruiser that can use her grappling hook to uniquely navigate the environment.
    Class: Melee
    HP: 160 (+48 per level)
    Damage: 12 (+2.4 per level)
    Umbra: Bionic Powerhouse
  • Fixed physics issues with Commando.png Commando’sCommando.pngCommandoThe Commando is a jack-of-all-trades character that is reliable in all situations of the game.
    Class: Ranged
    HP: 110 (+33 per level)
    Damage: 12 (+2.4 per level)
    Umbra: Cornered Gunslinger
    Frag Grenade.png Frag GrenadesFrag Grenade.pngFrag Grenade (Special)Throw a grenade that explodes for 700% damage. Can hold up to 2.
    Survivor: Commando
  • Fixed certain drones not having 360° vision, causing them to attack or heal less
  • Fixed Lunar Chimera’s death animations not matching the sound timings
  • Fixed more occlusion issues in Sundered Grove.png Sundered GroveSundered Grove.pngSundered Grove (Stage 4)
    Dormant Locus
    You dream of violent growth.

    Ancient flora has risen up to reclaim this once sacred refuge. Mazes of roots and overgrown fungus have twisted the landscape, leaving only ruins.
    and other maps that cause objects to disappear at certain camera angles
  • Fixed certain survivors not removing their limbs when picking up Paul's Goat Hoof.png Paul’s Goat HoofBgCommon.pngPaul's Goat Hoof.pngPaul's Goat Hoof
    Increase movement speed.

    Increases movement speed by 14% (+14% per stack).
    or the Royal Capacitor.png Royal CapacitorBgEquipment.pngRoyal Capacitor.png20sRoyal Capacitor
    Call down a lightning strike on a targeted monster.

    Call down a lightning strike on a targeted monster, dealing 3000% damage and stunning nearby monsters.
  • Fixed Helfire Tincture.png Helfire Tincture’sBgLunar.pngHelfire Tincture.png45sHelfire Tincture
    Burn everything nearby... including you and allies.

    Ignite ALL characters within 15m for 12s. Deal 5% of your maximum health/second as burning as damage. The burn is 0.5x stronger on yourself, 0.25x stronger on allies, and 24x stronger on enemies.
    burning effect being offset
  • Fixed Chain Lightning and Razorwire.png RazorwireBgUncommon.pngRazorwire.pngRazorwire
    Retaliate in a burst of razors on taking damage.

    Getting hit causes you to explode in a burst of razors, dealing 160% damage. Hits up to 5 (+2 per stack) targets in a 25m (+10m per stack) radius
    making trail renderers that were not being cleaned up, potentially causing infinite objects in the scene
  • Fixed Mini Mushrum.png Mini MushrumsMini Mushrum.pngMini Mushrum - Normal
    HP: 290 (+87 per level)
    Damage: 16 (+3.2 per level)
    Class: Ranged
    Speed: 2 m/s
    Armor: 0
    making hitboxes that were not being cleaned up, potentially causing infinite objects in the scene
  • Fixed certain effects incorrectly rendering while the player has invisibility
  • Fixed enemy Beetle Guard.png Beetle GuardsBeetle Guard.pngBeetle Guard - Normal
    HP: 480 (+144 per level)
    Damage: 12 (+2.4 per level)
    Class: Melee / Ranged
    Speed: 17 m/s
    Armor: 0
    not appearing in Void Fields.png Void FieldsVoid Fields.pngVoid Fields (Hidden Realm)
    Cosmic Prison
    Hidden Realm accessible only through the Bazaar Between Time. Until the cell is stabilized, the Void Fields will constantly "suffocate" the player for a small percentage of their current health.
    or with DissonanceArtifact of Dissonance
  • Fixed Alloy Vulture.png VulturesAlloy Vulture.pngAlloy Vulture - Normal
    HP: 140 (+42 per level)
    Damage: 15 (+3 per level)
    Class: Ranged
    Speed: 3 m/s
    Armor: 0
    having base health regeneration
  • Fixed the ending sequence explosions missing an authority check, causing it to fire additional projectiles for every client in the game
  • Fixed Stone Titan.png Stone TitanStone Titan.pngStone Titan - Boss
    Crisis VanguardHP: 2100 (+630 per level)
    Damage: 40 (+8 per level)
    Class: Ranged / Melee
    Speed: 5 m/s
    Armor: 20
    and Aurelionite.png AurelioniteAurelionite.pngAurelionite - Special Boss
    Titanic GoldweaverHP: 2100 (+630 per level)
    Damage: 40 (+8 per level)
    Class: Melee / Ranged
    Speed: 5 m/s
    Armor: 20
    missing an authority check, causing them to fire an additional projectile for every client in the game
  • Fixed broken drones spawning underground
  • Fixed several monsters playing death sounds and creating the usual visual effects when vanished by Void Reaver.png Void ReaversVoid Reaver.pngVoid Reaver - Normal
    HP: 1900 (+570 per level)
    Damage: 12 (+2.4 per level)
    Class: Ranged / Self-Destruct
    Speed: 6 m/s
    Armor: 0
  • Engineer.png EngiEngineer.pngEngineerThe Engineer is a unique class that requires planning and positioning to be successful.
    Class: Ranged
    HP: 130 (+39 per level)
    Damage: 14 (+2.8 per level)
    Umbra: Fortification Expert
    Bouncing Grenades.png Bouncing GrenadesBouncing Grenades.pngBouncing Grenades (Primary)Charge up to 8 grenades that deal 100% damage each.
    Survivor: Engineer
    now properly play impact sounds
  • Fixed Alien Head.png Alien HeadBgLegendary.pngAlien Head.pngAlien Head
    Reduces cooldowns for your skills.

    Reduce skill cooldowns by 25% (+25% per stack).
    particles not being affected by invisibility
  • Fixed Stone Titan.png Titan’sStone Titan.pngStone Titan - Boss
    Crisis VanguardHP: 2100 (+630 per level)
    Damage: 40 (+8 per level)
    Class: Ranged / Melee
    Speed: 5 m/s
    Armor: 20
    laser lock-on only being calculated once, rather than continuously re-evaluating
  • Fixed Stone Titan.png Titan’sStone Titan.pngStone Titan - Boss
    Crisis VanguardHP: 2100 (+630 per level)
    Damage: 40 (+8 per level)
    Class: Ranged / Melee
    Speed: 5 m/s
    Armor: 20
    laser lock-on not respecting invisibility
  • Fixed clients not being able to use the exit portal in A Moment, Fractured.png A Moment, FracturedA Moment, Fractured.pngA Moment, Fractured (Hidden Realm)
    Hidden Realm: A Moment, Fractured
    Multiple floating islands in a void, with sharp blue crystals embedded in them. The Obelisk can be found on top of the last island.
  • Fixed 3840x1080 resolutions being unable to navigate the Server Browser
  • Fixed Mithrix.png the final boss’sMithrix.pngMithrix - Special Boss
    King of NothingHP: 1000 (+300 per level)
    Damage: 16 (+3.2 per level)
    Class: Melee / Ranged
    Speed: 15 m/s
    Armor: 20
    crystals not being correctly colored
  • Enemies who are stunned
    [ Stunning ]
    Interrupts enemies and briefly stuns them.
    , frozen
    [ Freezing ]
    Freeze enemies in place. Frozen enemies are instantly killed if below 30% health.
    , or shocked
    [ Shocking ]
    Interrupts enemies and stuns them. The stun is removed if the target takes more than 10% of their maximum health in damage.
    no longer continue to turn
  • Fixed dedicated server sometimes capturing the mouse cursor
  • Fixed transparent blue spawn point debug visualizers for certain map objects (like explosive pots) being visible to non-host players
  • Fixed game browser not filtering out lobbies and servers running on a different version of the game
  • 🌧 Fixed Solus Control Unit.png Solus Control UnitSolus Control Unit.pngSolus Control Unit - Boss
    Corrupted AIHP: 2500 (+750 per level)
    Damage: 15 (+3 per level)
    Class: Ranged / Melee
    Speed: 7 m/s
    Armor: 20
    not being selected as a boss due to a misconfigured spawn card

Known Issues

ROR2KnownIssues.png

  • Bandit’s doppelganger can still be located by its halo while invisible
  • dont make me say it again
Advertisement