Risk Of Rain 2 New Items
Items are special collectibles that spawn while playing the game.
Players can pick items up to gain a special issue based upon what type of item it is. Each item's icon also has a colored border to betoken its rarity:
- White (Mutual)
- Green (Uncommon)
- Red (Legendary)
- Yellowish (Dominate)
- Blue (Lunar Items/Equipment)
- Orange (Equipment)
Some items need to exist unlocked by completing a Challenge to announced in game. Pick upwardly an item to unlock logbook entry.
There are currently 116 items in the game as of the Hidden Realms Update. You can observe a list of all these items below
Passive Items
A passive item visually appears in the top bar in-game and provides a sure benefit to a player (or in some cases, a drawback), specific to that detail, as long as it is in a player'due south inventory. If it is removed from their inventory (e.grand. by using a 3D printer), they no longer are affected by that detail's effects.
In that location is no limit to how many different types of passive item, or how many of a passive item a thespian can hold at any one time.[ane] Multiples of a specific item stack the item'southward effects in a particular manner, instead of each affecting the player individually. See: Item Stacking
Common
Common items will probably be the outset items a player will obtain in their game. Despite this, they still tin exist extremely powerful in big quantities, and thus should not exist underestimated. There are many ways to obtain common items, such as normal Chests, killing teleporter bosses, or using a 3D printer, but iv common items tin can besides obtained past stabilizing the 1st - 4th prison cell event while in the Void Fields. There are currently 23 Common Items.
| Item | Description |
|---|---|
| | Deal an boosted 20% damage (+20% per stack) to bosses. |
| | Add together +1 (+i per stack) charge of your Secondary skill. |
| | Activating an interactable launches 8 (+4 per stack) fireworks that deal 300% base harm. |
| | After standing still for 2 seconds, create a zone that heals for 4.5% (+two.25% per stack) of your health every second to all allies within 3m (+one.5m per stack). |
| | Increases passive health regeneration by 3 hp/southward (+3 hp/southward per stack) while outside of combat. |
| | Deal 150% (+50% per stack) impairment to enemies in a higher place 90% health. |
| | Sprint speed is improved by thirty% (+xx% per stack). |
| | Increase harm to enemies within 13m by 15% (+fifteen% per stack). |
| | Increases base of operations health regeneration by +ii hp/s for 3s (+3s per stack) afterward killing an enemy. |
| | Killing an enemy ignites all enemies within 12m (+4m per stack). Enemies burn for 150% (+75% per stack) base damage. |
| | Your attacks have a 10% (+10% per stack) chance to 'Critically Strike', dealing double harm. |
| | Heal for x (+10 per stack) health 1.i seconds after getting hurt. |
| | Killing an enemy spawns a healing orb that heals for 8 (+8 per stack) health. |
| | Increases movement speed by fourteen% (+xiv% per stack). |
| | Gain a shield equal to 8% (+8% per stack) of your maximum health. Recharges exterior of danger. |
| | A hidden cache containing an item will announced in a random location on each stage. (Increases rarity of the item per stack). |
| | Increases attack speed past fifteen% (+15% per stack). |
| | 5% (+5% per stack) take a chance on hit to attach a bomb to an enemy, detonating for 180% Full harm. |
| | 5% (+5% on stack) adventure on hitting to stun enemies for ii seconds. |
| | Gain a temporary barrier on kill for 15 health (+15 per stack). |
| | 15% (+15% per stack) run a risk to cake incoming damage. Unaffected by luck. |
| | 15% (+15% per stack) hazard to drain an enemy for 240% base damage. |
| | On level up drop a banner that strengthens all allies inside 16m (+8m per stack). Raise assail and motion speed by 30%. |
Uncommon
Uncommon items, every bit the proper noun suggests, are rarer and intended to be more powerful compared to the Common tier. Most commonly, they volition be found in Large Chests, but tin can besides be institute in the Bazaar Between Fourth dimension's trade-in crucible for 3 Common items, by stabilizing the 5th - 8th jail cell upshot while in the Void Fields, or by killing Kjaro and Runald within the Abandoned Aqueduct (granting specifically Kjaro's Band and Runald's Band). There are currently 23 Uncommon Items.
| Item | Description |
|---|---|
| | ten% risk to fire a missile that deals 300% (+300% per stack) Full damage. |
| | eighteen% (+10% per stack) chance on kill to driblet an ammo pack that resets all skill cooldowns. |
| | Killing 3 enemies within i second sends you into a frenzy for 6s (+4s per stack). Increases motility speed by fifty% and attack speed past 100%. |
| | Slow enemies on hit for -60% move speed for 2s (+2s per stack). |
| | Hold an additional equipment charge (+1 per stack). Reduce equipment cooldown by fifteen% (+15% per stack). |
| | 4% (+4% on stack) chance on kill to driblet a treasure worth $25. Scales over time. |
| | Gain five% critical chance (+0% per stack). Critical strikes heal for 8 (+4 per stack) health. |
| | Gain +ane (+1 per stack) maximum jump count. |
| | Killing an enemy increases your wellness permanently by 1, upwards to a maximum of 100 (+100 per stack) health. |
| | 8% chance on hit to strike an enemy with a runic flame tornado, dealing 500% (+250% per stack) Total impairment. |
| | Dealing damage heals you for 1 (+1 per stack) wellness. |
| | Release a healing nova during the Teleporter event, healing all nearby allies for fifty% of their maximum wellness. Occurs one (+1 per stack) times. |
| | Instantly kill Elite monsters beneath 20% (+twenty% per stack) wellness. |
| | Chance on taking impairment to gain 40% motility speed and invisibility for 3s (+1.5s per stack). Risk increases the more damage you take. |
| | Gain five% critical chance (+0% per stack). Disquisitional strikes increase attack speed by 12%. Maximum cap of 36% (+24% per stack) assault speed. |
| | Getting hitting causes you to explode in a outburst of razors, dealing 160% damage. Hits upwardly to 5 (+2 per stack) targets in a 25m (+10m per stack) radius |
| | Leaving combat boosts your move speed by 30% (+30% per stack). |
| | Increase armor by thirty (+30 per stack) while sprinting. |
| | 8% chance on hit to strike an enemy with a runic ice blast, slowing them by 80% and dealing 250% (+125% per stack) Total harm. |
| | 25% chance to fire chain lighting for 80% TOTAL damage on upward to 3 (+2 per stack) targets within 20m (+2m per stack). |
| | Activating your Equipment gives you +70% attack speed for 8s (+4s per stack). |
| | Jumping while sprinting boosts y'all forward by 10m (+10m per stack). |
| | On killing an enemy, spawn a lava pillar in a 12m (+2.4m per stack) radius for 350% (+280% per stack) base impairment. |
Legendary
Legendary items are extra rare in game, with approximately 1% adventure to pop from the standard Chest. There are more efficient ways to obtain Legendary items such as the Bazaar Between Fourth dimension's trade-in crucibles for 5 Uncommon items, killing the Blend Worship Unit of measurement in Siren's Telephone call, or by stabilizing the last cell event while in the Void Fields. There are currently 19 Legendary items.
| Item | Description |
|---|---|
| | All random furnishings are rolled +1 (+one per stack) times for a favorable event. |
| | Healing by full grants you a temporary barrier for 50% (+50% per stack) of the amount you lot healed. |
| | Reduce skill cooldowns past 25% (+25% per stack). |
| | Upon killing an aristocracy monster, enter a frenzy for 4s (+4s per stack) where skills take no cooldowns. |
| | All your attacks explode in a 4m (+2.5m per stack) radius for a bonus sixty% TOTAL harm to nearby enemies. |
| | Killing an enemy fires out 3 homing daggers that deal 150% (+150% per stack) base damage. |
| | Upon death, this item volition be consumed and you volition return to life with iii seconds of invulnerability. |
| | Killing an enemy surrounds you lot with an ice tempest that deals 600% damage per 2d. The storm grows with every kill, increasing its radius by 1m. Stacks upward to 6m (+6m per stack). |
| | Increase jump height. Creates a 10m radius kinetic explosion on hitting the ground, dealing 2300% base of operations damage that scales upwardly with speed. Recharges in x (-l% per stack) seconds. |
| | Killing enemies has a 7% chance to spawn a ghost of the killed enemy with 1500% damage. Lasts 30s (+30s per stack). |
| | Add +2 (+2 per stack) charges of your Utility skill. Reduces Utility skill cooldown by 33%. |
| | Store 100% (+100% per stack) of healing as Soul Energy. Later on your Soul Energy reaches x% of your maximum health, fire a skull that deals 250% of your Soul Energy as impairment. |
| | Heal +100% (+100% per stack) more. |
| | Killing enemies charges the Resonance Disc. The disc launches itself toward a target for 300% base impairment (+300% per stack), piercing all enemies it doesn't kill, and and so explodes for yard% base impairment (+1000% per stack). Returns to the user, hit all enemies along the way for 300% base damage (+300% per stack). |
| | 20% (+xx% per stack) take a chance on hit to fire homing hooks at upward to ten (+5 per stack) enemies for 100% TOTAL harm. |
| | Later hitting an enemy 5 times, reduce their armor by lx for 8 (+8 per stack) seconds. |
| | Kills reduce equipment cooldown by 4s (+2s per stack). |
| | Fire out lightning that hits three (+ii per stack) enemies for 200% base of operations impairment every 0.5s. The Tesla Coil switches off every 10 seconds. |
| | Gain the power of whatever killed aristocracy monster for 8s (+5s per stack). |
Dominate
Boss items are uncommon items that may drop as rewards for defeating sure teleporter bosses. They cannot be obtained from chests or other loot structures, and each boss item may only driblet if its corresponding boss monster spawned as the teleporter boss (east.g. if the teleporter boss is a Stone TItan, it volition never drop a Genesis Loop, but the aforementioned Stone Titan does have the take chances to drop a Titanic Knurl).
The exceptions to this dominion are the 2 pearl items, which can only be obtained by trading Lunar items (not lunar coins) in at Cleansing Pools. At that place are currently 7 dominate items.
| Detail | Description | Boss |
|---|---|---|
| | Falling below 25% wellness causes you to explode, dealing 6000% base harm. Recharges every 30 seconds (-fifty% per stack). | |
| | Summon Aurelionite during the teleporter event. It has 100% (+50% per stack) damage and 100% (+100% per stack) health. | |
| | Increases ALL stats by x% (+10% per stack). | |
| | Fire a tracking wisp for 100% (+100% per stack) damage. Fires every 0.5 seconds while sprinting. | |
| | Increases maximum health past 10% (+10% per stack). | |
| | Every thirty seconds, summon a Beetle Baby-sit with bonus 300% damage and 100% health. Tin can accept up to 1 (+1 per stack) Guards at a time. | |
| | Increase maximum wellness past xl (+twoscore per stack) and health regeneration by i.6 (+ane.six per stack) health / second. | |
Lunar
Lunar items are a new tier of items introduced in Adventure of Rain 2. For the most office, a lunar item is characterized by their powerful abilities, but with the price of having considerable drawbacks. (east.thou. Corpsebloom increases all healing by 100%, simply all healing is applied over fourth dimension.)
Chests and other mutual loot structures volition never driblet Lunar items; as such the only ways to obtain them are from Lunar Pods found rarely throughout environments or from the Boutique Betwixt Fourth dimension. Both methods require spending Lunar Coins, as opposed to Gold. There are currently 8 passive Lunar Items.
| Detail | Description |
|---|---|
| | Seems to practice nothing... but... |
| | 30% run a risk on striking to proceeds ii gold (+2 per stack). Scales over time. Lose gold on taking damage equal to 100% (+100% per stack) of the maximum health pct you lot lost. |
| | Heal +100% (+100% per stack) more than. All healing is applied over fourth dimension. Can heal for a maximum of 10% (reduced by 50% per stack) of your health per 2d. |
| | Reduce Equipment cooldown by l% (+15% per stack). Forces your Equipment to actuate whenever it is off cooldown. |
| | Increment base damage by 100% (+100% per stack). Reduce maximum health by 50% (+50% per stack). |
| | Supersede your Utility Skill with Shadowfade. Fade away, condign intangible and gaining +30% movement speed. Heal for 25% (+25% per stack) of your maximum health. Lasts 3 (+three per stack) seconds. |
| | Convert all but 1 health into regenerating shields. Proceeds l% (+25% per stack) maximum wellness. |
| | Replace your Main Skill with Hungering Gaze. Fire a flurry of tracking shards that detonate afterward a delay, dealing 120% base impairment. Hold upwards to 12 charges (+12 per stack) that reload afterward 2 seconds (+ii per stack). |
Active Items
An active item ("Equipment") often provides no benefit unless it is used by the thespian (as they would i of their abilities), which provides a powerful upshot but incurs a comparatively lengthy cool-downward period during which it (or other agile items) can't exist used by that player again. A player tin can normally agree only one agile particular at any fourth dimension; if they try to pick up an active detail while they are already holding i, they will swap it for the new one instead.
The exception to this rule is MUL-T, as using their Retool special swaps to their exclusive second equipment slot and dorsum. At that place are currently 16 Active items.
Equipment
| Item | Description | Cooldown |
|---|---|---|
| | Cleanse all negative effects. Includes debuffs, damage over time, and nearby projectiles. | 20s |
| | Burn down a swarm of 12 missiles that deal 12x300% impairment. | 45s |
| | Create a quantum tunnel of up to 1000m in length. Lasts 30 seconds. | 45s |
| | Instantly heal for l% of your maximum health. | 45s |
| | Looks like it could power something. EXTREMELY unstable... | - |
| | Gain a Woodsprite follower that heals for 1.v% of your maximum wellness/second. Can be sent to an marry to heal them for 10% of their maximum health. | 15s |
| | Gain 500 armor for 5 seconds. | 45s |
| | Sprout wings and fly for xv seconds. Proceeds +xx% move speed for the elapsing. | 60s |
| | Gain +100% Critical Strike Chance for 8 seconds. | 60s |
| | Fires preon tendrils, zapping enemies within 35m for up to 600% damage/second. On contact, detonate in an enormous 20m explosion for 4000% impairment. | 140s |
| | Fire a black pigsty that draws enemies within 30m into its heart. Lasts 10 seconds | 60s |
| | Reveal all interactables inside 500m for ten seconds. | 45s |
| | Call down a lightning strike on a targeted monster, dealing 3000% damage and stunning nearby monsters. | 20s |
| | Call 4 Strike Drones to fight for you. Lasts 25 seconds. | 100s |
| | Fires a continuous barrage that deals 100% impairment per bullet. Costs $1 per bullet. Cost increases over time. | - |
| | Turn into a draconic fireball for 5 seconds. Deal 500% harm on impact. Detonates at the end for 800% harm. | 30s |
Lunar Equipment
Similar to passive Lunar items, Lunar Equipment tin only exist obtained from Lunar Pods or the Boutique Between Time in commutation for Lunar Coins, and have both a positive and negitive effect tied to them. The only difference is that these lunar items reqire an equipment slot in order to utilise. There are currently iv Lunar Equipment items.
| Item | Description | Cooldown |
|---|---|---|
| | ALL characters within are slowed by fifty% and take their armor reduced by twenty. | - |
| | Rain meteors from the heaven, damaging ALL characters for 600% damage per smash. Lasts 20 seconds. | 140s |
| | Ignite ALL characters within 8m. Deal five% of your maximum health/second equally burning to yourself. The burn is 0.5x stronger on allies, and 24x stronger on enemies. | 45s |
| | Drink the Tonic, gaining a boost for 20 seconds. Increases damage past +100%. Increases attack speed past +70%. Increases armor by +20. Increases maximum wellness by +fifty%. Increases passive wellness regeneration by +300%. Increases movespeed by +30%. When the Tonic wears off, y'all take a 20% chance to gain a Tonic Affliction, reducing all of your stats by -5% (-5% per stack). | 60s |
Elite Equipment
Aristocracy Equipment are unique items that grant the player the abilities of Elite enemies. Despite inhabiting the same slots as active items, Aristocracy Equipment more closely resemble passive items; their benefits are present at all times while in a player's inventory. As such, the players need not activate Elite Equipment and the utilise of one does non incur a absurd-down period. However, Aristocracy Equipment is withal restricted to the active item slot, meaning they cannot exist stacked and but one may be agile at a time. An Elite Equipment can simply be obtained every bit a rare drop from its respective elite type. There are currently five Elite Equipment items.
| Item | Clarification | Elite |
|---|---|---|
| | Go an aspect of ice. | Glacial |
| | Get an aspect of fire. | Blazing |
| | Become an attribute of abuse. | Malachite |
| | Become an aspect of lightning. | Overloading |
| | Get an aspect of incorporeality. | Celestine |
References
- ↑ See: Item Stacking#Trivia. Item count overflows at two,147,483,647, which is highly unlikely to affect normal gameplay.
| Risk of Rain ii Wiki |
|---|
| Main |
| Challenges | Items | Item Stacking | Lore | Mechanics | Monsters | Prismatic Trial | Condition Effects | Structures | Utilities |
| Survivors |
| Artificer | Commando | Engineer | Huntress | Loader | Mercenary | MUL-T | REX | Acrid |
| Environments |
| Abandoned Aqueduct | Abyssal Depths | Distant Roost | Rallypoint Delta | Scorched Acres | Siren'due south Phone call | Titanic Plains | Wetland Attribute |
Source: https://riskofrain2-archive.fandom.com/wiki/Items

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