Risk of Rain 2 Wiki
Void Fields
Cosmic Prison
Stage Hidden Realm
Soundtrack A Glacier Eventually Farts (And Don't You Listen to the Song of Life)
Internal Name arena

Description
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.


The Void Fields are a Hidden Realm accessible only through the Bazaar Between TimeBazaar 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.
. It is a necessary location for the challenge ...To Be Left Alone, which unlocks the Survivor AcridAcridAcrid is a melee-range hybrid who uses powerful poisons to melt tanky enemies.
Class: Melee / Ranged
HP: 160 (+48 per level)
Damage: 15 (+3 per level)
Armor: 20
Umbra: Test Subject
.

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 Void Fog. Cells have a radius of 20m, take one minute to charge, and only charge while players remain inside the cell. As long as any number of players are outside the cell, the run timer resumes and players receive an extra 25% damage exponentially for every 15 seconds they stay in the Void Fog. This extra damage resets when all the players are in the cell again.

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.

When a cell event has been completed, its safe area slowly disappears and players must make it to the next cell while under the influence of the Void Fog.

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.

Interactables[]

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:

  • Hermit CrabsHermit Crab
    HP: 100 (+30 per level)
    Damage: 12 (+2.4 per level)
    Class: Ranged
    Speed: 10 m/s
    Armor: Unknown
  • Lunar Chimera (Exploder)
    Zenith DesignsHP: 180 (+54 per level)
    Damage: 11 (+2.2 per level)
    Class: Ranged / Self-Destruct
    Speed: 8 m/s
    Armor: Unknown
    Lunar Chimera (Golem)
    Zenith DesignsHP: 1615 (+485 per level)
    Damage: 35 (+7 per level)
    Class: Ranged
    Speed: 8 m/s
    Armor: Unknown
    Lunar Chimera (Wisp)
    Zenith DesignsHP: 850 (+255 per level)
    Damage: 15 (+3 per level)
    Class: Ranged
    Speed: 18 m/s
    Armor: Unknown
    Lunar enemies
  • Survivors of the Void - DLC Content
    This content is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
    Click for more info.
    Void Barnacle
    HP: 225 (+68 per level)
    Damage: 6 (+1.2 per level)
    Class: Ranged
    Speed: Unknown m/s
    Armor: Unknown
    Void Reaver
    HP: 1900 (+570 per level)
    Damage: 12 (+2.4 per level)
    Class: Ranged / Self-Destruct
    Speed: 6 m/s
    Armor: Unknown
    Survivors of the Void - DLC Content
    This content is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
    Click for more info.
    Void Jailer
    HP: 2200 (+660 per level)
    Damage: 14 (+2.8 per level)
    Class: Ranged / Self-Destruct
    Speed: 7 m/s
    Armor: Unknown
    Survivors of the Void - DLC Content
    This content is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
    Click for more info.
    Void Devastator
    Destroyer of WorldsHP: 2800 (+840 per level)
    Damage: 12 (+2.4 per level)
    Class: Ranged / Self-Destruct
    Speed: 8 m/s
    Armor: 20
    Void enemies
  • All special bosses
  • If the Survivors of the Void DLC is disabled, the Clay DunestriderClay Dunestrider
    Ravenous SymbiontHP: 2100 (+630 per level)
    Damage: 20 (+4 per level)
    Class: Ranged
    Speed: 9 m/s
    Armor: 20
    , Magma WormMagma Worm
    Ancient Lava SwimmerHP: 2400 (+720 per level)
    Damage: 10 (+2 per level)
    Class: Melee
    Speed: 20 m/s
    Armor: 15
    , and Overloading WormOverloading Worm
    The ReminderHP: 12000 (+3600 per level)
    Damage: 50 (+10 per level)
    Class: Melee
    Speed: 20 m/s
    Armor: 15
    will also be excluded.

On higher difficulties, ScavengersScavenger
Item HoarderHP: 3800 (+1140 per level)
Damage: 4 (+0.8 per level)
Class: Ranged
Speed: 3 m/s
Armor: 20
can spawn. Like the Artifact of EvolutionEvolutionMonsters gain items between stages.
Code:
♦♦♦
■■■
●●●
, Scavengers will receive the monster items on top of the items pre-equipped on their spawn.

Void Portal[]

This portal is only available if the Survivors of the Void DLC is installed.

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: Survivors of the Void - DLC Content
Void Locus is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
Click for more info.
Void LocusSurvivors of the Void - DLC Content
This content is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
Click for more info.
Void Locus (Hidden Realm)
Cell IIIVIIIIIILVIIIVLVILIVLLLVVVILIVLI
You dream of potential.

The Void Locus contains many Void Potentials and Cradles in place of chests, and is inhabited by Void monsters.
, which leads to Survivors of the Void - DLC Content
The Planetarium is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
Click for more info.
The PlanetariumSurvivors of the Void - DLC Content
This content is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
Click for more info.
The Planetarium (Final)
Cell V
The Planetarium is an area somewhere within the Void, housing a collection of planets detained by the Void's denizens. It is inhabited primarily by the Voidling, the guard of the Planetarium or potentially the controller of the Void itself.
.

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 Drizzle difficulty to mitigate the suffocating effect. Using LoaderLoaderThe 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)
Armor: 20
Umbra: Bionic Powerhouse
or ArtificerArtificerThe 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)
Armor: 0
Umbra: Herald of the House Beyond
, and/or mobility items like Hopoo FeatherHopoo Feather
Gain an extra jump.

Gain +1 (+1 per stack) maximum jump count.
and Milky Chrysalis60sMilky Chrysalis
Gain temporary flight.

Sprout wings and fly for 15 seconds. Gain +20% movement speed for the duration.
, 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 Strides of HeresyStrides of Heresy
    Replace your Utility Skill with 'Shadowfade'.

    Replace your Utility Skill with Shadowfade.

    Fade away, becoming intangible and gaining +30% movement speed. Heal for 18.2% (+18.2% per stack) of your maximum health. Lasts 3 (+3 per stack) seconds.
    and, to a lesser extent, both Bustling FungusBustling 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).
    and the Gnarled Woodsprite15sGnarled Woodsprite
    Heal over time. Activate to send to an ally.

    Gain a Woodsprite follower that heals for 1.5% of your maximum health/second. Can be sent to an ally to heal them for 10% of their maximum health.
    can be used to temporarily negate the suffocation effect.
    • As of Survivors of the Void, Tougher TimesTougher Times
      Chance to block incoming damage.

      15% (+15% per stack) chance to block incoming damage. Unaffected by luck.
      no longer blocks the suffocation effect and PlanulaPlanula
      Receive flat healing when attacked.

      Heal from incoming damage for 15 (+15 per stack).
      no longer heals damage from it.
    • On-damage items such as RazorwireRazorwire
      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
      are triggered by the suffocation effect as well.
  • As of the Survivors of the Void Update, Repulsion Armor PlateRepulsion Armor Plate
    Receive flat damage reduction from all attacks.

    Reduce all incoming damage by 5 (+5 per stack). Cannot be reduced below 1.
    can no longer reduce suffocation damage. However, Bustling FungusBustling 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).
    and Survivors of the Void - DLC Content
    Weeping Fungus is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
    Click for more info.
    Weeping FungusSurvivors of the Void - DLC Content
    This content is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
    Click for more info.
    Weeping Fungus
    Heal while sprinting. Corrupts all Bustling Fungi.

    Heals for 2% (+2% per stack) of your health every second while sprinting. Corrupts all Bustling Fungi.
    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 Artifact of KinKinMonsters will be of only one type per stage.
    Code:
    ●▲▲
    ♦●▲
    ♦♦●
    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 Artifact of SacrificeSacrificeMonsters drop items on death, but Chests no longer spawn.
    Code:
    ▲▲▲
    ▲▲▲
    ▲♦▲
    is active, it is possible to farm items for an extended period of time, but that requires a strong enough build to offset the exponentially ramping suffocation effect and the monsters gaining copious amounts of items. Once the fog damage outperforms any healing effects, dipping in and out of the safe resets its damage rate. MedkitMedkit
    Receive a delayed heal after taking damage.

    2 seconds after getting hurt, heal for 20 plus an additional 5% (+5% per stack) of maximum health.
    can also help with healing during that step.
  • While many items aren't particularly threatening, monsters gaining certain items are made particularly dangerous:
    • Focus CrystalsFocus Crystal
      Deal bonus damage to nearby enemies.

      Increase damage to enemies within 13m by 20% (+20% per stack).
      will double the monsters' damage if they are sufficiently close to the player, making melee enemies considerably more threatening.
      • Similarly, Lens-Maker's GlassesLens-Maker's Glasses
        Gain 10% chance for hits to 'Critically Strike', dealing double damage.

        Your attacks have a 10% (+10% per stack) chance to 'Critically Strike', dealing double damage.
        effectively increase all monsters' damage by 50%, on average.
    • CrowbarsCrowbar
      Deal bonus damage to enemies above 90% health.

      Deal +75% (+75% per stack) damage to enemies above 90% health.
      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 Artifact of GlassGlassAllies deal 500% damage, but have 10% health.
        Code:
        ♦♦♦
        ♦♦♦
        ♦♦♦
        is enabled, it is strongly advised to exit immediately.
    • Repulsion Armor PlatesRepulsion Armor Plate
      Receive flat damage reduction from all attacks.

      Reduce all incoming damage by 5 (+5 per stack). Cannot be reduced below 1.
      will be a minor annoyance to heavy-hitting Survivors like LoaderLoaderThe 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)
      Armor: 20
      Umbra: Bionic Powerhouse
      , but ones that deal rapid low damage like MUL-TMUL-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)
      Armor: 12
      Umbra: Right Tool for the Wrong Job
      with Auto-NailgunAuto-Nailgun (Primary)Rapidly fire nails for 70% damage. Finishes with a blast of 12 nails.
      Survivor: MUL-T
      will be crippled.
    • Tougher TimesTougher Times
      Chance to block incoming damage.

      15% (+15% per stack) chance to block incoming damage. Unaffected by luck.
      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 Backup MagazinesBackup Magazine
      Add an extra charge of your Secondary skill.

      Add +1 (+1 per stack) charge of your Secondary skill.
      affect these skills. For instance, a Beetle Guard'sBeetle Guard
      HP: 480 (+144 per level)
      Damage: 12 (+2.4 per level)
      Class: Melee / Ranged
      Speed: 17 m/s
      Armor: Unknown
      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.
    • Kjaro's BandKjaro's Band
      High damage hits also blasts enemies with a runic flame tornado. Recharges over time.

      Hits that deal more than 400% damage also blasts enemies with a runic flame tornado, dealing 300% (+300% per stack) TOTAL damage over time. Recharges every 10 seconds.
      and Runald's BandRunald's Band
      High damage hits also blasts enemies with runic ice. Recharges over time.

      Hits that deal more than 400% damage also blasts enemies with a runic ice blast, slowing them by 80% for 3s (+3s per stack) and dealing 250% (+250% per stack) TOTAL damage. Recharges every 10 seconds.
      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 MedkitsMedkit
      Receive a delayed heal after taking damage.

      2 seconds after getting hurt, heal for 20 plus an additional 5% (+5% per stack) of maximum health.
      and N'kuhana's OpinionN'kuhana's Opinion
      Fire haunting skulls when healed.

      Store 100% (+100% per stack) of healing as Soul Energy. After your Soul Energy reaches 10% of your maximum health, fire a skull that deals 250% of your Soul Energy as damage.
      , 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.
    • Enemies killed after stabilizing the cell can still be revived afterwards if they have Dio's Best FriendDio's Best Friend
      Cheat death. Consumed on use.

      Upon death, this item will be consumed and you will return to life with 3 seconds of invulnerability.
      .
  • Survivors of the Void - DLC Content
    Gup is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
    Click for more info.
    GupSurvivors of the Void - DLC Content
    This content is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
    Click for more info.
    Gup
    HP: 1000 (+300 per level)
    Damage: 12 (+2.4 per level)
    Class: Melee
    Speed: 12 m/s
    Armor: Unknown
    will split into Survivors of the Void - DLC Content
    Geep is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
    Click for more info.
    GeepSurvivors of the Void - DLC Content
    This content is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
    Click for more info.
    Geep
    HP: 500 (+150 per level)
    Damage: 6 (+1.2 per level)
    Class: Melee
    Speed: 8 m/s
    Armor: Unknown
    when killed by a cell being stabilized, which will allow the two Survivors of the Void - DLC Content
    Geep is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
    Click for more info.
    GeepsSurvivors of the Void - DLC Content
    This content is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
    Click for more info.
    Geep
    HP: 500 (+150 per level)
    Damage: 6 (+1.2 per level)
    Class: Melee
    Speed: 8 m/s
    Armor: Unknown
    to spawn, despite no cell being active.
    • Same effect applies for Survivors of the Void - DLC Content
      Geep is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
      Click for more info.
      GeepSurvivors of the Void - DLC Content
      This content is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
      Click for more info.
      Geep
      HP: 500 (+150 per level)
      Damage: 6 (+1.2 per level)
      Class: Melee
      Speed: 8 m/s
      Armor: Unknown
      to Survivors of the Void - DLC Content
      Gip is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
      Click for more info.
      GipSurvivors of the Void - DLC Content
      This content is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
      Click for more info.
      Gip
      HP: 250 (+75 per level)
      Damage: 3 (+0.6 per level)
      Class: Melee
      Speed: 5 m/s
      Armor: Unknown
      .

Lore[]

The cells were for dangerous creatures.

The cells were for rare, powerful relics of exponential strength.

The cells were for ancient automata of war.

The cells were for scientists and inventors and explorers.

The cells were for gods.

The cells were for everything.

Version History[]

Patch v1.3.8
  • Other Changes
    • In the Void FieldsVoid 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.
      Items are now only added to the monster pool at the start of each cell event (previously they would gain extra items if an excessive amount of time was taken to complete each cell.)
    • We have reduced the Void Fog damage of the Void fields and decreased the rate at which the Void Fog damage ramps up outside of the safe zones.
    • The Void Fields no longer increments the stage counter on completion.

Patch v1.3.7
  • Void Fields
    • While a Void Cell is active, time stops while you are inside the safe zone, however time resumes when any player is outside taking damage from the Void Fog. Time remains paused while you are moving from cell-to-cell between rounds.
    • Void Fog damage now very slowly ramps-up over time preventing excessive time chillin’ in the Void. It is a much slower increase than other versions of Void Fog (such as Simualcrum) giving you ample time moving from cell-to-cell between rounds.
    • Items are now added to the monster item pool sooner if players are taking an excessive amount of time to complete a Void Cell.
  • Known Issues
    • Completing the Void Fields will once again increment the stage counter - this is unintended and will be reverted in a future update.

Devotion Update
  • Gameplay Changes
    • Time is now stopped in ‘Void Fields’

EXXXXXXX-X
  • Gameplay Changes
    • The stage count does not increase when leaving the stage

PC Patch v1.2.4
  • Gameplay Changes
    • 🌧 Interactables now spawn in the stage
    • Timer does not pause while in Void Fields and the stage count increases when leaving the stage
    • Cell Vents now drop a Void Potential, giving a choice of three items, instead of dropping a random item

Anniversary Update
  • Major Content
    • Added New Lore Entry: Hidden Realm: Void Fields
  • Bug Fixes
    • Fixed enemy Beetle GuardsBeetle Guard
      HP: 480 (+144 per level)
      Damage: 12 (+2.4 per level)
      Class: Melee / Ranged
      Speed: 17 m/s
      Armor: Unknown
      not appearing in Void Fields

PC Patch v1.0.1.1 (Build ID No.5440050)
  • Bug Fixes
    • Fix Void Fields safe zones on Eclipse 2 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

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