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*** The original title of "The Dehydration of Risk of Rain 2" was "The Dehydration of Risk of Rain 2's Main Theme by the Composer Chris Christodoulou". In his commentary for the album, Christodoulou mentions that this was a direct reference to the film ''Film/TheAssassinationOfBillyTheKidByTheCowardRobertFord'', but it was shortened because the artist's name appearing in a song title can cause problems with certain digital distribution platforms.

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*** The original title of "The Dehydration of Risk of Rain 2" was "The Dehydration of Risk of Rain 2's Main Theme by the Composer Chris Christodoulou". In his commentary for the album, Christodoulou mentions that this was a direct reference to the film ''Film/TheAssassinationOfBillyTheKidByTheCowardRobertFord'', ''Film/TheAssassinationOfJesseJamesByTheCowardRobertFord'', but it was shortened because the artist's name appearing in a song title can cause problems with certain digital distribution platforms.
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*** Related, though it's an uncommon, Hopoo Feathers. Adds an extra jump; doesn't help you with killing things, but outstanding for quick, efficient map traversal. One is a big boon, two or three pretty much eliminate mobility as a concern, and any more beyond that are just gravy.

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*** Related, though it's an uncommon, Hopoo Feathers. Adds an extra jump; doesn't help you with killing things, but outstanding for quick, efficient map traversal. One is a big boon, two or three pretty much eliminate mobility as a concern, and any more beyond that are just gravy. The only character who may not benefit from them is, again, Artificer, since her Ion Surge ability already allows her to fly indefinitely (if you have it unlocked and enabled).
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** Void Reavers, Void Jailers and Void Devastators all implode a few seconds after they die. These are always [[OneHitKill instant death]] if you're caught inside, but have very obvious visual and audio cues, and can even take out fellow monsters.

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** Void Reavers, Void Jailers and Void Devastators all implode a few seconds after they die. These are always [[OneHitKill instant death]] if you're caught inside, inside (unless you're in the midst of [[spoiler:Shadowfade or Trespass]], both of which delete your hitbox), but have very obvious visual and audio cues, and can even take out fellow monsters.
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** If ''anything'' is in a Void Reaver's implosion radius when it self-destructs, it's completely erased from this plane of existence, no questions asked. A Dio's Best Friend can still bring destroyed entities back, though.
** The Void Jailer shoots an orb that chases the closest non-void target (probably you) on death that does the same thing. The Void Devastator also suicide implodes on death, with a nasty bonus of five smaller implosion orbs launched from it that kill on touch.

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** If ''anything'' is in a Void Reaver's implosion radius when it self-destructs, it's completely erased from this plane of existence, no questions asked. (Unless a character uses their [[spoiler:Shadowfade or Trespass]] abilities to erase their hitbox until the end of the attack, that is.) A Dio's Best Friend can still bring destroyed entities back, though.
** The Void Jailer shoots an orb that chases the closest non-void target (probably you) on death that does the same thing. The Void Devastator also suicide implodes on death, with a nasty bonus of five smaller implosion orbs launched from it that kill on touch. (Again, [[spoiler:Shadowfade and Trespass]] will prevent this.)



** [[spoiler:The Voidling]] may occasionally attempt suck the player into it. If it succeeds, the player dies similar to Void Reavers. Especially notable in that invincibility doesn't protect you, meaning reviving with Dio's Best Friend results in immediate death unless you die at the end of its attack.

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** [[spoiler:The Voidling]] may occasionally attempt to suck the player into it. If it succeeds, the player dies similar to Void Reavers. Especially notable in that invincibility doesn't protect you, meaning reviving with Dio's Best Friend results in immediate death unless you die at the end of its attack.
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* AndYourRewardIsClothes: Beating the game or getting to the Celestial Portal on Monsoon difficulty unlocks an alternate skin for the character you were playing as.

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* AndYourRewardIsClothes: Beating the game or getting to the Celestial Portal on Monsoon difficulty unlocks an alternate skin for the character you were playing as.as, unless you're playing as the [[spoiler:Heretic]]. A player might be forgiven for thinking that their reward for doing this would be to unlock her as a selectable character from the start of the game (and maybe another skin for her as well), but alas, this isn't the case.



** Teleporters now have glowing "dust" that hovers in the air around the them, making them easier to spot from a distance. Before, it could be hard to find, doubly so if it had a darker background to sit on.

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** Teleporters now have glowing "dust" that hovers in the air around the them, making them easier to spot from a distance. Before, it could be hard to find, doubly so if it had a darker background to sit on.



** Void Cradles and Shrines of Blood, both of which deal damage in order to open, cannot be opened if you don't have enough health to spare, to stop you from doing something, uh... [[TooDumbToLive ill-advised]].

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** Void Cradles and Shrines of Blood, both of which deal damage in order to open, cannot be opened if you don't have enough health to spare, to stop you from doing something, uh... [[TooDumbToLive ill-advised]]. (To be fair, players could be forgiven for thinking "50% HP" means "50% of ''current'' HP" rather than "50% of ''max'' HP".)

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** Purity is the lunar counterpart to the 57-Leaf Clover and does the exact opposite: it rerolls chance-on-hit items' proc chances if they succeed, giving them an additional chance to fail. This means things like crits, Tri-Tip Daggers and [=AtG=] Missile Launchers will rarely if ever function. In return, it shaves flat amounts of time off of all cooldowns. The catch is that reaching 100% proc chance on items that increase chance on stacking (like 10 Lens-Maker's Glasses/Tri-Tip Daggers) makes the negative re-roll impossible, because the worse side of a 100% roll is still 100%. Alternatively, if you're lucky enough to find one, a 57 Leaf Clover will balance out Purity's negative effect while letting you keep Purity's upside.

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** Purity is the lunar counterpart to the 57-Leaf 57 Leaf Clover and does the exact opposite: it rerolls chance-on-hit items' proc chances if they succeed, giving them an additional chance to fail. This means things like crits, Tri-Tip Daggers and [=AtG=] Missile Launchers will rarely if ever function. In return, it shaves flat amounts of time off of all cooldowns. The catch is that reaching 100% proc chance on items that increase chance on stacking (like 10 Lens-Maker's Glasses/Tri-Tip Daggers) makes the negative re-roll impossible, because the worse side of a 100% roll is still 100%. Alternatively, if you're lucky enough to find one, a 57 Leaf Clover will balance out Purity's negative effect while letting you keep Purity's upside.upside.
** The decreased attack speed and decreased movement speed, respectively, of the DLC items Light Flux Pauldron and Stone Flux Pauldron can be largely offset with large stacks of either Soldier's Syringes and Paul's Goat Hooves, respectively, or Mocha, or both. And unlike 57 Leaf Clovers, all three of the latter items are white items. The downside is that you will need to stack a lot more of them to offset the Pauldrons' effects - Soldier's Syringe increases attack speed by 15%, Paul's Goat Hoof increases movement speed by 14%, and Mocha increases attack speed by 7.5% and movement speed by 7%, while the Light Flux Pauldron multiplies attack speed by 1/(1+n), with n being the number of Light Flux Pauldrons the player has collected; likewise the Stone Flux Pauldron's effect on movement speed. (However, neither of these can ever go below 0.1.)
** Shaped Glass halves your HP and doubles your damage output. This can in turn be offset with items that raise your HP, like Stone Flux Pauldron or Transcendence, though you also need increasingly more of these to offset Shaped Glass.
** Speaking of Transcendence, it converts all your HP to shields, which negates the effectiveness of many healing items, but it also completely negates the effect of Malachite (which disables health-based healing, but not shield-based healing), and it also disables the [[spoiler:Heretic]]'s health degeneration, vastly improving her survivability. It also reduces all fall damage to 1, since fall damage is based on the player's maximum health (which is always 1). If players get Transcendence, they should plan for it in advance and avoid items like Bustling Fungus that depend on their maximum health stat. The legendary item Aegis, which transforms all excess healing into barriers, helps a lot with Transcendence; alternatively, if a player is willing to give up their survivor's utility skill, they can use three stacks of Strides of Heresy, or a single Strides of Heresy and a single Hardlight Afterburner, to create a Shadowfade ability that will last long enough for the player to fully recharge their shields while invulnerable.



** There's also the Fuel Array, a secret equipment item. It can't be manually activated, but whenever its wielder drops below half-health, it [[ActionBomb causes them to explode]], dealing tremendous damage to anything nearby but almost-certainly killing the wearer too. This also destroys the item, even if the wearer has any Fuel Cells that ''should'' let it be reused.[[spoiler:Its primary use is to be given to the derelict robot in Abyssal Depths, unlocking REX in the process, though Engineer can get some niche use out of the item with his turrets.]]

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** There's also the Fuel Array, a secret equipment item. It can't be manually activated, but whenever its wielder drops below half-health, it [[ActionBomb causes them to explode]], dealing tremendous damage to anything nearby but almost-certainly killing the wearer too. This also destroys the item, even if the wearer has any Fuel Cells that ''should'' let it be reused. [[spoiler:Its primary use is to be given to the derelict robot in Abyssal Depths, unlocking REX in the process, though Engineer can get some niche use out of the item with his turrets.]]



** Shaped Glass turns you into a full-on GlassCannon — it doubles your damage, but halves your health. Furthermore, the effect is a multiplier, so each stack will dramatically increase damage (2x, 4x, 8x, 16x), but reduce health by smaller amounts each time (50%, 75%, 87.5%). With the right build (and skill at not getting hit), this can let you mow down enemies with ease, but death will always be one or two good hits away, though certain shield/health barrier items can correct for that.

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** Shaped Glass turns you into a full-on GlassCannon — it doubles your damage, but halves your health. Furthermore, the effect is a multiplier, so each stack will dramatically increase damage (2x, 4x, 8x, 16x), but reduce health by smaller amounts each time (50%, 75%, 87.5%). With the right build (and skill at not getting hit), this can let you mow down enemies with ease, but death will always be one or two good hits away, though certain shield/health barrier items can correct for that.that (see CursedWithAwesome above).
*** The Artifact of Glass makes the entire game behave like this - the player's health is reduced by 90%, but their damage output is multiplied by 5. This means that most enemies die in one or two hits, but so does the player. It also ''vastly'' reduces the average length of a game, and it makes certain challenges like Huntress' Piercing Wind much easier (since the player fails it if their health ever goes below 100%, the reduced health is less of an issue - there are other ways around this, but simply playing with the Artifact of Glass enabled is one of the least time-consuming). Combine this with the Artifact of Kin (which allows only one monster type to spawn per level), and there's a decent chance you'll get levels filled with melee enemies like Beetles, which makes the challenge even easier.



** [[spoiler: After defeating Mithrix, a glass frog will appear at the spawn point, where the player can spend Lunar Coins to "pet" it. If the ''Survivors Of The Void'' [=DLC=] is installed, petting the frog 10 times will spawn a portal to The Planetarium and the fight against Voidling.]]

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** [[spoiler: After defeating Mithrix, a glass frog will appear at the spawn point, where the player can spend Lunar Coins to "pet" it. If the ''Survivors Of The of the Void'' [=DLC=] is installed, petting the frog 10 times will spawn a portal to The Planetarium and the fight against Voidling.]]
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* EpicRocking: The soundtrack contains some very long songs. "The Raindrop That Fell to the Sky" (11:38) and "Petrichor V" (11:27) are the clear standouts, but "The Rain Formerly Known as Purple" (7:55), "Terra Pluviam" (7:41), "Disdrometer" (6:51), "Antarctic Oscillation" (6:27), and "Once in a Lullaby" (6:03) are also above the six-minute mark, while "Who Can Fathom the Soundless Depths?" (5:58) and "Köppen as Fuck" (5:48) just missing. The mean song length is about 5:24.

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* EpicRocking: The soundtrack contains some very long songs. "The Raindrop That Fell to the Sky" (11:38) and "Petrichor V" (11:27) are the clear standouts, but "The Rain Formerly Known as Purple" (7:55), "Terra Pluviam" (7:41), "Disdrometer" (6:51), "Antarctic Oscillation" (6:27), and "Once in a Lullaby" (6:03) are also above the six-minute mark, while "Who Can Fathom the Soundless Depths?" (5:58) and "Köppen as Fuck" (5:48) just missing.miss. The mean song length is about 5:24.

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* EpicRocking: The soundtrack contains some very long songs. "The Raindrop That Fell to the Sky" (11:38) and "Petrichor V" (11:27) are the clear standouts, but "The Rain Formerly Known as Purple" (7:55), "Terra Pluviam" (7:41), "Disdrometer" (6:51), "Antarctic Oscillation" (6:27), and "Once in a Lullaby" (6:03) are also above the six-minute mark, while "Who Can Fathom the Soundless Depths?" (5:58) and "Köppen as Fuck" (5:48) just missing. The mean song length is about 5:24.



* GameplayAndStorySegregation: The tar in the Abandoned Aqueducts is apparently alive, hostile, and (according to the log for the area, anyway) has horribly-mutative effects on life exposed to it. Ingame, not counting enemies who use it as an attack, the worst it does is blur your vision, respawn you on dry land if you fall into it (like any other BottomlessPit), and act as BorderPatrol.

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* GameplayAndStorySegregation: The tar in the Abandoned Aqueducts is apparently alive, hostile, and (according to the log for the area, anyway) has horribly-mutative effects on life exposed to it. Ingame, In-game, not counting enemies who use it as an attack, the worst it does is blur your vision, respawn you on dry land if you fall into it (like any other BottomlessPit), and act as BorderPatrol.



* IdiosyncraticEpisodeNaming: The vast majority of song titles in the soundtrack relate to rain or water in some way, though sometimes indirectly - for instance, "Köppen as Fuck" is named after the tropical rainforest's Köppen Af designation, and "They Might as Well Be Dead" is a line from Music/TheBeatles' "Rain".



* MusicalPastiche: A few tracks in the game are clear tributes to other artists. "The Rain Formerly Known as Purple" is a tribute to Music/{{Prince}} (especially the title track of ''Film/PurpleRain''), and "Petrichor V" is partly named for, and performed in the style of, Music/{{Vangelis}} (especially his soundtrack for ''Film/BladeRunner'').



*** The original title of "The Dehydration of Risk of Rain 2" was "The Dehydration of Risk of Rain 2's Main Theme by the Composer Chris Christodoulou". In his commentary for the album, Christodoulou mentions that this was a direct reference to the film ''Film/TheAssassinationOfBillyTheKidByTheCowardRobertFord'', but it was shortened because the artist's name appearing in a song title can cause problems with certain digital distribution platforms.



* TurnsRed: Bosses can gain an extra attack once their health drops low, like the Wandering Vagrant's telegraphed explosion.

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* TurnsRed: Bosses can gain an extra attack once their health drops low, like the Wandering Vagrant's telegraphed explosion. The Grandparents' Solar Flare is especially dangerous, since it is substantially more dangerous than other attacks on Sky Meadow and gets more intense as it continues. Players who don't kill Grandparents quickly are in for a potential world of hurt.


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** Beyond this, Christodoulou uses quintuplets in numerous songs that are otherwise not in uncommon time signatures, such as "Antarctic Oscillation".
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* SealedEvilInAnotherWorld: Mithrix was banished to Petrichor V's moon by his brother Providence due to his obsession with "perfecting" the planet's life forms. Though he was free to continue his creations, he was unable to return to Petrichor V, and remains trapped there by the time the ''UES Safe Travels'' arrives.

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* ShockAndAwe: Blue enemies have an electrical aura which causes damage to the survivor if they're close enough. The Unstable Tesla Coil gives this power to the survivor, and the Ukulele makes their shots do the same.



* ShockAndAwe: Blue enemies have an electrical aura which causes damage to the survivor if they're close enough. The Unstable Tesla Coil gives this power to the survivor, and the Ukulele makes their shots do the same.
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disambig


*** Nearly all of the tracks in the ''Survivors of the Void'' DLC have titles taken from various works of literature, poetry, and music, the only exception being "[[Music/FryderykChopin Prelude in D Flat Major]]." These are "[[Literature/TheCallOfCthulhu Placid Island of Ignorance]];" "[[Creator/EdgarAllanPoe Having Fallen, It Was Blood]]; "[[Literature/TheBible Out of Whose Womb Came the Ice?]]; [[Film/TheWizardOfOz Once in a Lullaby]]; [[Literature/TheBible The Face of the Deep]]; "[[Literature/{{IT}} A Boat Made from a Sheet of Newspaper]];" [[Music/TheBeatles They Might as Well be Dead]];" and "[[Literature/TwentyThousandLeaguesUnderTheSea Who Can Fathom the Soundless Depths?]]."

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*** Nearly all of the tracks in the ''Survivors of the Void'' DLC have titles taken from various works of literature, poetry, and music, the only exception being "[[Music/FryderykChopin Prelude in D Flat Major]]." These are "[[Literature/TheCallOfCthulhu Placid Island of Ignorance]];" "[[Creator/EdgarAllanPoe Having Fallen, It Was Blood]]; "[[Literature/TheBible "[[Literature/BookOfJob Out of Whose Womb Came the Ice?]]; [[Film/TheWizardOfOz Once in a Lullaby]]; [[Literature/TheBible [[Literature/BookOfGenesis The Face of the Deep]]; "[[Literature/{{IT}} A Boat Made from a Sheet of Newspaper]];" [[Music/TheBeatles They Might as Well be Dead]];" and "[[Literature/TwentyThousandLeaguesUnderTheSea Who Can Fathom the Soundless Depths?]]."
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* GradualRegeneration: All characters are given innate regenerating health to compensate for the inability to see every enemy and incoming attack in a 3D space. A character's regeneration rate is increased on Drizzle, but reduced on Typhoon. Cautious Slug strengthens it while out of combat, and the Bustling Fungus takes it a step further and offers significant regen in a small aura as long as you're standing still ([[SimpleYetAwesome or are one of Engineer's turrets]]).

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* GradualRegeneration: All characters are given innate regenerating health to compensate for the inability to see every enemy and incoming attack in a 3D space. A character's regeneration rate is increased on Drizzle, but reduced on Typhoon.Monsoon. Cautious Slug strengthens it while out of combat, and the Bustling Fungus takes it a step further and offers significant regen in a small aura as long as you're standing still ([[SimpleYetAwesome or are one of Engineer's turrets]]).
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Removed trope "History Repeats" due to it not fitting. It previously referenced the "Predatory Instincts" item log, however no such statement within that log can be correctly interpreted to imply that the events of Risk of Rain 1 happened in the distant past. The log explicitly uses the term "gossip," implying this is a *recent* event that was quickly spun into a tale.


* HistoryRepeats: The Predatory Instincts item has a description that [[spoiler:implies that the events of ''Risk of Rain'' happened a long time ago, long enough that stories about the survivor who slew Providence became a monster in legends. Now that the ''Safe Travels'' has arrived in search of the ''Contact Light'', the same thing is happening again, with hundreds of native creatures dying to repel the humans on their planet, ending with at least one of the new survivors killing Providence's exiled brother, Mithrix]].

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General changes and touchups page-wide. Some information was corrected, a lot was added. I hope I didn't get too carried away.


* ActionBomb: Rather than shocking you like in the first game, the Jellyfish now violently explode when they get close to you.

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* ActionBomb: ActionBomb:
**
Rather than shocking you like in the first game, the Jellyfish now violently explode when they get close to you. you.
** Glacial Elites also become one, going off in an icy explosion shortly after death. It's delayed and doesn't deal much damage, but freezes you solid for a few seconds, leaving you at the mercy of any other nearby enemies.
** Void Reavers, Void Jailers and Void Devastators all implode a few seconds after they die. These are always [[OneHitKill instant death]] if you're caught inside, but have very obvious visual and audio cues, and can even take out fellow monsters.



* AstralFinale: [[spoiler:The final stage, Commencement, takes place on the moon orbiting Petrichor V.]]

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* AstralFinale: [[spoiler:The final stage, Commencement, takes place on the moon orbiting Petrichor V. The alternate final stage, The Planetarium, takes place in a murky purple void with planets visible in the distance, though it's likely an alternate dimension entirely rather than set in space.]]



* BleakLevel: The Void Fields. Not only is it a place beyond time and space like other locations, but ominous music plays while you're in them. Leaving the cells, which you have to enable to get rewards, will obscure your vision a significant amount while you suffocate. It is also described as a "Cosmic Prison" and it is presumably where you get taken to if you or your allies die by a Void Reaver's TakingYouWithMe attack. The [[https://www.youtube.com/watch?v=RffBrCLOKv0 album release]] of the song also takes it up a notch, referencing the misery of the place itself.
* BodyHorror: PlayedForLaughs, but some of the items that show up on your character include syringes stuck in their thigh, a dagger sticking out of their neck, and various parasites growing on their body.

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* BleakLevel: The Void Fields. Not only is it a place beyond time and space like other locations, but ominous music plays while you're in them. Leaving the cells, which you have to enable to get rewards, will obscure your vision a significant amount while you suffocate. It is also described as a "Cosmic Prison" and it is presumably where you get taken to if you or your allies die by a Void Reaver's Void-family monster's TakingYouWithMe attack. The [[https://www.youtube.com/watch?v=RffBrCLOKv0 album release]] of the song also takes it up a notch, referencing the misery of the place itself.
* BodyHorror: PlayedForLaughs, but some BodyHorror:
** Mostly PlayedForLaughs. Some
of the items that show up on your character include syringes stuck in their thigh, a dagger sticking out of their neck, and various parasites growing on their body.body.
** [[spoiler:However, ''not'' played for laughs is Void Fiend's physical condition. The poor thing is actually a fellow Commando, but you can barely tell that just by looking at it, as too much time spent in the Void has mutated it into a half-human, half-crustacean chimera. In addition to the [[ArmCannon many]] [[ClingyCostume things]] [[PowerFloats wrong]] [[AnatomyArsenal with it]], it constantly oscillates between its (relatively) normal form and corrupted form, with minimal control over such, and judging by how it begins to tremble as it nears transforming, it's probably painful for it to do.]]



** The equipment item that gives you the powers of blazing elites is called "Ifrit's Distinction", named after the boss who's no longer present after the first game. In addition, all fire enemies have two horns growing out of their heads similar to the style of Ifrit.

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** The equipment item that gives you the powers of blazing elites Blazing Elites is called "Ifrit's Distinction", named after the boss who's no longer present after the first game. In addition, all fire enemies have two horns growing out of their heads similar to the style of Ifrit.



* ColourCodedForYourConvenience: Just like the last game, EliteMooks are colored based on their abilities. They all also have increased health and damage.
** Bluish-white enemies are Glacial Elites, which inflict 80% Slow on hit, and [[ActionBomb create a freezing explosion on death]].
** Blue enemies are Overloading Elites, which have half their health replaced with a regenerating energy shield, and attach delayed-explosion sticky bombs on each hit for extra damage.
** Red enemies are Blazing Elites, which inflict Burn on hit, and constantly leave a harmful trail of fire as they move around.
** Green-and-black enemies are Malachite Elites, who occasionally throw out spiked mines that explode on contact, leave behind a stationary turret that fires at the player on death, and inflict [[AntiRegeneration Healing Disabled]] on each hit. Have even-higher health and damage than other Elites.
** Cyan enemies are Celestine Elites, which also inflict 80% Slow on hit, and constantly project an aura that makes all other monsters within it invisible. Have the same health and damage bonuses as Malachite Elites.
** Blue enemies with white halos are Perfected Elites, who occasionally [[MacrossMissileMassacre fire bursts of homing shots alongside their normal attacks]], inflict Cripple with each attack, and have their ''entire'' health bar replaced with a regenerating energy shield. These types are exclusive to Lunar Chimera enemies [[spoiler:found on Commencement, the Planet's moon]].
** Purple enemies are Voidtouched Elites, introduced in ''Survivors of the Void''. These types don't spawn naturally, instead being created when a Void Infestor takes over any non-Void enemy. These Elites block one attack every 15 seconds, inflict Collapse on each hit, fight for the forces of the Void, and will release their Void Infestor on death, potentially allowing it to go Voidtouch another enemy if it isn't killed. Finally, on top of the normal stat bonuses Elites get, Voidtouched Elites MightyGlacier have 50% more health, but deal 30% less damage.



* DestroyableItems: The Delicate Watch, added in the ''Survivors of the Void'' DLC, boosts all damage done by a survivor by 20%. However, every held watch breaks instantly if the survivor dips below 25% health.

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* DestroyableItems: DestroyableItems:
**
The Delicate Watch, added in the ''Survivors of the Void'' DLC, boosts all damage done by a survivor by 20%. However, every held watch breaks instantly if the survivor dips below 25% health.health.
** There's also the Fuel Array, a secret equipment item. It can't be manually activated, but whenever its wielder drops below half-health, it [[ActionBomb causes them to explode]], dealing tremendous damage to anything nearby but almost-certainly killing the wearer too. This also destroys the item, even if the wearer has any Fuel Cells that ''should'' let it be reused.[[spoiler:Its primary use is to be given to the derelict robot in Abyssal Depths, unlocking REX in the process, though Engineer can get some niche use out of the item with his turrets.]]



** The Mercenary starts the game with a double jump.
** The Hopoo Feather returns, granting an extra jump per stack.
** The Heretic has a baseline triple jump.

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** The Mercenary starts the game with a has an innate double jump. The [[spoiler:Heretic]] takes this further with an innate ''triple'' jump.
** The Hopoo Feather returns, granting an extra midair jump per stack.
copy of the item.
** The Heretic has Though not a baseline triple jump.traditional double jump, some survivors have mobility skills that can be used midair as an improvised one. Commando's Tactical Slide, for instance, will give him an upward-angle boost if used in the air instead of on the ground.



* DropPod: The EscapePod for all intents and purposes. It brings the player to the surface in the beginning with no mention of the Safe Travels being in danger. MUL-T instead pops out of a crate.

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* DropPod: The EscapePod for all intents and purposes. It brings the player to the surface in the beginning with no mention of the Safe Travels ''Safe Travels'' being in danger. MUL-T instead pops out of a crate.crate, while Void Fiend falls to the planet's surface in a weird purple flower bud.



* EndlessGame: It is theoretically possible to keep going as much as your human willpower/physical ability would allow since there is no limit to looping. However, you ''can'' end the game if you decide to Obliterate (a form of NonStandardGameOver that qualifies as "winning" but not "beating the game") or fight the FinalBoss (which is considered "beating the game").
* EscapePod: All player characters bar [=MUL=]-T and Acrid start the game landing in an escape pod. In the latter two's case, MUL-T falls out of the sky in a crate, and Acrid spawns in something that looks similar to a Void Cell asleep until you press a button.

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** [[spoiler: Speaking of the Void Fields, its "Deep Void" counterparts - the Void Locus and The Planetarium - probably fit this trope best. A warped, chaotic mass floating in an inky violet span of nothingness, with carved stone and what looks like coral and seaweed jutting out of the environment in inexplicable places. The inhabitants all resemble sea life, but wrong - not to mention aggressive - and implode in a black hole on death. The realm is stated by several logs to be inescapable, with the creatures of the Void constantly watching and [[MadScientist experimenting on]] anything they drag into this dimension. To top it all off, a prolonged stay results in horribly-deformative corruption that warps the mind and body alike, as poor, poor Void Fiend [[BodyHorror can attest]].]]
* EndlessGame: It is theoretically possible to keep going as much as your human willpower/physical ability would allow since there is no limit to looping. However, you ''can'' end the game if you decide to Obliterate (a form of NonStandardGameOver that qualifies as "winning" but not "beating the game") or fight the FinalBoss (which is considered "beating the game").
game"). ''Survivors of the Void'' also adds The Simulacrum, a wave-based, combat-centric mode that challenges players to just survive for as many waves as possible.
* EscapePod: All player characters bar [=MUL=]-T and [=MUL=]-T, Acrid and Void Fiend start the game landing in an escape pod. In the latter two's case, MUL-T falls out of the sky in a crate, and Acrid spawns in something that looks similar to a Void Cell asleep until you press a button.button, and Void Fiend arrives in some kind of inky, fleshy plant bulb that opens and spits it out when the player commands.



* ForWantOfANail: The game still centers around the mysterious crash of a spaceship on an unknown planet, but this time the ship is only known as the UES ''Safe Travels'' and it was searching for the ''Contact Light''.

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* ForWantOfANail: The game still centers around the mysterious crash arrival of a spaceship on an unknown planet, but this time the ship is only known as though the UES ''Safe Travels'' and it was searching for doesn't crash this time, unlike the ''Contact Light''.



* GameplayAndStoryIntegration: In any of the "Hidden Realm" locations, Captain cannot use his Orbital Probes, Diablo Strike, or Orbital Supply Beacon abilities. These abilities involve Captain calling something down from the UES ''Safe Travels'' above him in orbit around the Planet, which is naturally impossible when he's in an alternate dimension, as not only does the ''Safe Travels'' not follow him into said dimension, but whatever means he uses to communicate with the ship from the ground probably can't transmit between dimensions anyway.



* GiantEnemyCrab: Added in the ''Survivors of the Void'' DLC, [[spoiler:the Voidling, a new alternate final boss.]]

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* GiantEnemyCrab: Added The base game has Void Reavers, while ''Survivors of the Void'' adds Void Devastators, two enemies that look more-than-a-bit like crustaceans. Also added in the ''Survivors of the Void'' DLC, DLC is [[spoiler:the Voidling, a new alternate final boss.]]



** Items aside, [[SquishyWizard Artificer]], [[TheGunslinger Bandit]] and [[ColdSniper Railgunner]] all qualify for this trope by default. All three are capable of truly hideous damage outputs, but have low base health, no armor, and limited mobility (though "limited" is still more than some characters can say).



* GradualRegeneration: All characters are given innate regenerating health to compensate for the inability to see every enemy and incoming attack in a 3D space. The Mercenary and Loader both start with the highest regeneration rate as well, since they're currently the only dedicated melee survivors. Cautious Slug strengthens it while out of combat, and the Bustling Fungus takes it a step further and offers significant regen in a small aura as long as you're standing still ([[SimpleYetAwesome or are one of Engineer's turrets]]).

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* GradualRegeneration: All characters are given innate regenerating health to compensate for the inability to see every enemy and incoming attack in a 3D space. The Mercenary and Loader both start with the highest A character's regeneration rate as well, since they're currently the only dedicated melee survivors. is increased on Drizzle, but reduced on Typhoon. Cautious Slug strengthens it while out of combat, and the Bustling Fungus takes it a step further and offers significant regen in a small aura as long as you're standing still ([[SimpleYetAwesome or are one of Engineer's turrets]]).turrets]]).
** Uniquely, [[spoiler:Heretic]] [[InvertedTrope inverts this instead]], as her health *drains* over time instead of replenishing. To make up for it, her utility ability gives her a powerful healing effect for its duration.



* HealingPotion: The Power Elixir from the ''Survivors of the Void'' DLC will instantly heal you for 75% health when you drop below 25% health.

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* HealingPotion: The Power Elixir from the ''Survivors of the Void'' DLC will instantly heal you for 75% health when you drop below 25% health. This [[SingleUseShield destroys the item]] however, and it cannot be repaired, just like the Delicate Watch.



* HerdHittingAttack: All of the characters have at least one attack that either pierces enemies or has an area-of-effect, which is very important in a game that likes sending massive hordes at the player in the later areas.
* HistoryRepeats: The Predatory Instincts item has a description that [[spoiler:implies that the events of ''Risk of Rain'' happened a long time ago, long enough that stories about the survivor who slew Providence became a monster in legends, and now another ship in search of the Contact Light has crashed on the planet and its survivors will yet again slay many of the planet's denizens]].
* HoldTheLine: Teleporters have been changed so that you have to stay within a certain radius from it to power it up, leading to the player having to survive the ensuing waves.

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* HerdHittingAttack: All of the characters have at least one attack that either pierces enemies or has an area-of-effect, which is very important in a game that likes sending massive hordes at the player in the later areas.
areas. Many items also add more crowd-control to any survivor's kit, like Gasoline causing enemies to explode on death, or Brilliant Behemoth giving all the holder's attacks a blast radius.
* HistoryRepeats: The Predatory Instincts item has a description that [[spoiler:implies that the events of ''Risk of Rain'' happened a long time ago, long enough that stories about the survivor who slew Providence became a monster in legends, and now another ship legends. Now that the ''Safe Travels'' has arrived in search of the Contact Light has crashed on ''Contact Light'', the planet and its same thing is happening again, with hundreds of native creatures dying to repel the humans on their planet, ending with at least one of the new survivors will yet again slay many of the planet's denizens]].
killing Providence's exiled brother, Mithrix]].
* HoldTheLine: Teleporters have been changed so that you have to stay within a certain radius from it to power it up, leading to the player having to survive the ensuing waves. You *can* leave the radius at any time - and on higher difficulties, [[RunOrDie you might have to]] if the area near the teleporter doesn't have sufficient cover - but the teleporter will pause its charge until you come back.



* HyperspaceArsenal: Since there's no limit on the number of items you can carry at the same time, you can easily find yourself carrying ridiculous amounts of gear if you make it a point to open every chest you come across. It's entirely possible to end up carrying multiple copies of every item in the game if you keep replaying the levels long enough.

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* HyperspaceArsenal: Since there's no limit on the number of items you can carry at the same time, you can easily find yourself carrying ridiculous amounts of gear if you make it a point to open every chest you come across. It's entirely possible to end up carrying multiple copies of every item in the game if you keep replaying the levels long enough.enough, resulting in your character looking more like a walking assortment of curios than a person/robot/alien.



* InformedEquipment: Averted hard. Virtually ''every'' item you pick up will be shown on your character, regardless of how appropriately they're holding it. The developers stated doing this was part of the game's reason for its [[VideoGame3DLeap 3D leap]].

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* InformedEquipment: Averted hard. Virtually ''every'' item you pick up will be shown on your character, regardless of how appropriately they're holding it. The developers stated doing this was part of the game's reason for its [[VideoGame3DLeap 3D leap]]. [[spoiler:Heretic is the one and only survivor who plays this straight, as none of the items she's carrying appear on her person - ironic, considering she herself is literally made from items you have to find over the course of a run.]]



* LethalJokeWeapon: The Crowdfunder, an unlockable equipment item. It's a gatling gun that fires your money as a weapon. Considering money is an invaluable part of progression, flagrant use can drain your reserves and leave you short of buying more items. However, combined with the Brittle Crown (which generates money every time you hit an enemy), it's self sufficient and can unleash one of the highest damage sources in the game. Even without that, by the third or fourth level, the Crowdfunder's drain will be far outpaced by the gold drops of the enemies.

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* LethalJokeWeapon: The Crowdfunder, an unlockable equipment item. It's a gatling gun that fires your money as a weapon. Considering money is an invaluable part of progression, flagrant use can drain your reserves and leave you short of buying more items. However, combined with the Brittle Crown (which generates money every time you hit an enemy), it's self sufficient and can unleash one of the highest damage sources in the game. Even without that, by the third or fourth level, final level (or after looping once), the Crowdfunder's drain will be far outpaced by the gold drops of the enemies.



* LighterAndSofter: Compared to the gloomy skies and backgrounds of the first game, the second game is definitely brighter in terms of colors.

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* LighterAndSofter: Compared to the gloomy skies and backgrounds of the first game, the second game is definitely brighter in terms of colors. There are still some fairly dark themes that get touched on, such as GenocideDilemma, GaiasLament, BodyHorror and more, but these are mostly relegated to background details and log entries rather than expressed through gameplay.



* MadeOfExplodium: The Imp Overlord's boss item, the Shatterspleen, has a guaranteed bleed effect if you score a critical hit, and causes bleeding enemies to explode when they die, dealing 400% of your base damage per stack plus a percentage of their maximum health in damage to all enemies near them.
* MechanicallyUnusualClass:
** The Artificer is the only class whose basic attack has a cooldown (albeit a short one and with multiple charges); the end result is she can spam it only ''slightly less'' than everyone else.
** The Engineer has his turrets, who inherit all of his items; while the Engy himself will usually only have middling damage output, the turrets are where the bulk of his power will come from.
** Nearly all of the Huntress's attacks are aimed automatically, meaning the player can focus full-time on mobility and evasion while plinking away at enemies. The Huntress also can't fire unless there's an enemy to target, with the exception of her RainOfArrows skill.
** MUL-T uniquely possesses two Primary attack weapons as well as ''an extra Use Item slot'', both of which can be switched between using its Special ability.
* MeleeATrois: In the Survivors of the Void DLC, it's not uncommon to see the creatures of the planet fighting against void turrets or void enemies, including their mind-controlled allies, when a Void Seed is on the level. Unsurprisingly, both sides are very interested in seeing the player dead.

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* MadeOfExplodium: ''Risk of Rain 2'' features many ways to make things explode, including things that maybe ''shouldn't.''
**
The Imp Overlord's boss item, the Shatterspleen, has a guaranteed bleed effect if you score a critical hit, and causes bleeding enemies to explode when they die, dealing 400% of your base damage per stack plus a percentage of their maximum health in damage to all enemies near them.
* MechanicallyUnusualClass:
** The Gasoline and Will-o'-the-wisp - garden-variety items that are respectively common and uncommon in rarity - will also cause enemies to explode on death, with the same initial blast radius. Gasoline lights enemies on fire in addition to dealing damage, and its radius grows quicker with more copies, but its initial explosion damage doesn't increase at all if you stack it, only the afterburn damage. Will-o'-the-wisp, meanwhile, doesn't ignite enemies, but deals much more damage upfront, which does increase with more copies.
** Brilliant Behemoth, a rare item, takes this to almost-silly levels, as it causes nearly every single attack to explode on impact, even in impossible ways. Commando's Frag Grenade is a pristine example, as not only will the grenade now explode twice when its fuse hits zero, but it will also cause an explosion ''every time it bounces off something''. Rolling it across the ground past a group of enemies tends to create a lot of damage numbers.
* MechanicallyUnusualClass: Borderline ExaggeratedTrope. Nearly every survivor does something strange or atypical that's mostly, if not entirely, unique to them; before items come into the mix, almost every character plays uniquely. You could write a whole page on ''Risk of Rain 2'' for just this trope alone! To wit:
** Nearly all of the Huntress's attacks don't require aiming, as they automatically lock on to nearby enemies, meaning the player can focus full-time on mobility and evasion while plinking away at enemies. As a downside, skills that can lock on to enemies also ''require'' a target lock to be fired, except for her Special, Arrow Rain, which is manually targeted.
** Unlike most characters, who only have a marginal chance to critically hit without items, Bandit will always deal critical hits when hitting an enemy InTheBack. Naturally, his entire kit is built around doing this to maximize damage, and he synergizes well with items with on-crit (or crit-enhancing) effects. Bandit also has to reload his shotgun, used for his primary attack, one shot at a time, and it holds up to four.
** Captain brings unusualness in spades. His primary attack has a variable choke based on how long you charge it before firing, he starts with a unique passive item that destroys incoming projectiles, any drones he recruits are automatically upgraded with this item, and his Utility and Special skills aren't allowed in secret areas. Hell, his Special skill plays the trope up all by itself - it has two charges that only replenish at the start of a level, creates stationary zones that last permanently for the rest of the level, has ''four'' variants instead of one or two, said variants can be assigned independently for both uses of the skill, and some of said variants let him do things no other character can by default, like recharge allies' equipment items or open chests for free.
**
Artificer is the only class whose basic attack capable of hovering, plus igniting and freezing enemies, without any help from items. However, she also has a cooldown (albeit a short one "reloading" mechanic for her primary attack, not unlike Bandit, though unlike him, hers functions like how other abilities store charges and with multiple charges); the end result is she can spam it only ''slightly less'' than everyone else.
recharge over time. At least her "ammo" recharges quickly.
** The Engineer has his turrets, who inherit all of his items; [[MagikarpPower while the Engy himself will usually only have middling damage output, the turrets are where the bulk of his power will come from.
from.]] This allows him to create item synergies that are unheard of, if not outright impossible, for other characters.
** Nearly Mercenary seems like a straightforward melee character on all of fronts, until you look closer at his stats; his health regeneration is so low that it's practically nonexistant. To compensate, the Huntress's attacks are aimed automatically, many [[DashAttack dashes and lunges]] afforded by his abilities give him plentiful invulnerability frames, meaning the player that, with proper timing, he can focus full-time on mobility and evasion avoid damage altogether, even while plinking away at enemies. The Huntress also can't fire unless there's an enemy to target, with in the exception thick of her RainOfArrows skill.
the horde.
** MUL-T uniquely possesses not one, not two, but ''four'' choices of a primary weapon, of which it can equip two Primary attack weapons as well as ''an extra Use Item at once. This factors in to both its Special options; Retool not only lets MUL-T freely swap between both weapons, but gives it a ''second equipment item slot'', while Power Mode instead lets MUL-T temporarily dual-wield both of which can be switched between using its Special ability.
* MeleeATrois: In
weapons and gain increased defenses, at the Survivors cost of the Void DLC, it's not uncommon to see the creatures of the planet fighting against void turrets speed.
** REX has multiple abilities that are CastFromHitPoints, but either greatly heal it on hit, are profoundly damaging,
or void enemies, including their mind-controlled allies, when a Void Seed is on the level. even both. Unsurprisingly, items that let it heal frequently are must-haves. Alternatively, each of its self-damage abilities can be replaced with ones that don't drain health, but are either weaker or more utility-oriented in nature. REX is also the only character who can inflict Weaken, which reduces how much damage the victim deals while increasing how much they take.
** While most of how its kit works isn't ''too'' atypical, Acrid is the only survivor capable of inflicting the player's choice of either Poison or Blight. The former is a non-stacking, non-lethal, but reliable and longer-lasting PercentDamageAttack, while the latter is a stacking, lethal, but usually less-damaging, traditional damage-over-time. Compared to fellow melee fighters Loader and Mercenary, Acrid is much more about getting in to poison enemies, then getting out while they wither away behind it.
** Railgunner takes what made Sniper in the original game [[GlassCannon so hard]] (but rewarding), and translates it into the third dimension, [[CriticalHitClass with some twists]]. Her attacks are normally incapable of critical hits, even with items, but while aiming, she's capable of seeing targets' weak points; precision hits against them instead ''always'' crit, and it's for this reason that any effects that normally increase critical chance will instead increase Railgunner's critical damage. Her primary attack is also two weapons in one, being an [[AlwaysAccurateAttack automatic homing-projectile rifle]] when fired from the hip, or a long-range, semiautomatic powerhouse when aiming. Said aimed mode itself has two variants, the slow-but-strong M99 Sniper or the more balanced-out HH-44 Marksman, and the former also has to be reloaded after each shot, giving your next shot a damage bonus if timed correctly.
** Appropriate for a transformation-only character, [[spoiler:Heretic]] is very unconventional. Her damage output and raw durability are terrific, [[LightningBruiser something that doesn't come at the cost of mobility either,]] but instead at the fact that [[spoiler:her health constantly ''decays'' instead of gradually healing like everyone else,]] requiring liberal application of healing items or proper use of her [[spoiler:Shadowfade]] ability to counteract. Also, unlike other survivors, since her abilities are tied to items with stacking effects, she can continuously modify the base functions of her abilities in ways no other character can, though since said items are [[BlessedWithSuck lunar]] [[CursedWithAwesome items]], it's not always a good thing.
** Finally, there's Void Fiend, perhaps the most mechanically unusual of all. The character has two modes with their own sets of abilities, transforming every time its corruption gauge fills to full, then transforming back when it drains. Healing will decrease corruption, while taking damage increases it, and it will either passively charge or drain depending on Void Fiend's current mode; and Void-quality items held also permanently increase the gauge's minimum value. "Normal" Void Fiend is a long-ranged fighter with access to diverse offensive options, vertical mobility, and the ability to self-heal, while "Corrupted" Void Fiend is a close-range shredder with increased armor, unrelenting offensive power, and horizontal mobility, plus the ability to self-damage to stay transformed longer. Even experienced veterans who know the ''other'' mechanically-unusual survivors work [[DifficultButAwesome often find Void Fiend difficult,]] as its corruption gauge forces the player to completely rethink how they interact with sources of healing and self-damage.
* MeleeATrois: As of ''Survivors of the Void'', monsters that are part of the Void family, plus any Voidtouched Elites, are now opposed to all others as much as they are the player, and vice-versa. Should a Void Seed generate in a stage - which brings Void Infestors, Barnacles, Reavers, Jailers and occasionally Devastators with it - the native fauna will probably already be fighting with the Void monsters inside the Seed's radius by the time you reach it yourself. Of course, if you get too close,
both sides are very interested in seeing will probably decide [[GangUpOnTheHuman you're the player dead.bigger threat.]]



* MoneyForNothing: After a certain point, enemies spawn at such a high rate and drop so much money that you will be swimming in far more cash than you can possibly spend in a single stage.
* MoneySpider: Just like the first game, every enemy gives you money when killed.

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* MoneyForNothing: After a certain point, enemies spawn at such a high rate and drop so much money that you will be swimming in far more cash than you can possibly spend in a single stage.
stage. Even if the player has The Crowdfunder firing non-stop, they'll get far more money than it expends per second.
* MoneySpider: Just like the first game, every enemy gives you money when killed.killed, from Lemurians to Lunar Chimeras.



* PressurePlate: In the Abandoned Aqueduct, there is a sealed chamber that can be unlocked by finding and simultaneously holding down two pressure plates hidden in the level.[[note]]Fellow players, Engineer turrets, or the explosive jars in the level will work.[[/note]] Inside the chamber are a pair of Elder Lemurians that, when defeated, unlock and drop two specific items.

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* PressurePlate: In the Abandoned Aqueduct, there is a sealed chamber that can be unlocked by finding and simultaneously holding down two pressure plates hidden in the level.[[note]]Fellow players, Engineer turrets, Effigies, or the explosive jars in the level will work.[[/note]] Inside the chamber are a pair of Elder Lemurians that, when defeated, unlock and drop two specific items.



* VideoGame3DLeap: A modern example. As a result, Huntress' previous niche, being able to move and shoot, is now a universal mechanic for all survivors. To compensate, she's the only ranged survivor that can sprint and shoot, and her Blink ability can be used in all directions, preserving her trademark mobility from the first game; her attacks also auto-aim unlike everyone else, so her player doesn't need to worry about aiming and can just focus on mobility.

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* VideoGame3DLeap: A modern example. As a result, Compared to the last game, ''Risk of Rain 2'' takes several chances to flex its new 3D muscles, in gameplay and artstyle both, though it also results in some necessary changes (or exclusions) in places. For example, Huntress' previous niche, being able to move and shoot, is now a universal mechanic for all survivors. To compensate, she's the only ranged survivor that can sprint and shoot, and her Blink ability can be used in all directions, preserving her trademark mobility from the first game; her attacks also auto-aim unlike everyone else, so her player doesn't need to worry about aiming and can just focus on mobility.
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* BreakablePowerup: The Delicate Watch lets you deal more damage, but if your HP drops to 25% then all Delicate Watches you're carrying will break, and cannot be repaired. Power Elixirs will also be consumed if you drop to 25% HP, but a Power Elixir will heal you to 100%, essentially acting like a SingleUseShield.
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* ColorCodedItemTiers: All of the items have a colored borders depending on their tier. Commons are white, uncommons are green, rares are red, boss items are yellow, lunar items are blue, and non-lunar equipment is orange. Certain items are categorized outside of these tiers for gameplay purposes, despite sharing the same rarity and/or using equipment slots, to prevent the player from obtaining them outside of their specific events using the Artifact of Command.

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* ColorCodedItemTiers: All of the items have a colored borders depending on their tier. Commons are white, uncommons are green, rares are red, boss items are yellow, lunar items are blue, void items are purple, and non-lunar non-lunar/void equipment is orange. Certain items are categorized outside of these tiers for gameplay purposes, despite sharing the same rarity and/or using equipment slots, to prevent the player from obtaining them outside of their specific events using the Artifact of Command.
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* AggressivePlayIncentive: The game is built around this trope, with enemies slowly getting stronger all the time, making blasting through the stage without caring about your safety the best option.
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* FreezeFrameBonus: The game has a hidden surprise in the form of this. [[spoiler:Going to the Settings menu or back from it will extremely briefly show an artifact code during the transition -- it is completely obscured otherwise and requires either a well-timed screenshot or a slowed down/paused recording in order to be properly seen and read.]]
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* AndIMustScream: [[spoiler: Defeating the alternate final boss in the Planetarium leads to a "Fate Unknown" screen after you enter the last portal - however, the logbook for the Planetarium reveals the horrible truth of what's happened; you've been eternally imprisoned in a never-ending simulation in the Void, unable to die nor kill yourself, with absolutely no chance of escaping. And even if you're supposedly able to leave the simulation and run free, there's no telling whether or not the life you lead after that will just be another falsehood and you might just wake up in the Void, doomed to repeat the cycle forever. DownerEnding doesn't even ''begin'' to cover it.]]

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* AndIMustScream: [[spoiler: Defeating the alternate final boss in the Planetarium leads to a "Fate Unknown" screen after you enter the last portal - however, the logbook for the Planetarium reveals the horrible truth of what's happened; you've been eternally imprisoned in a never-ending simulation in the Void, unable to die nor kill yourself, with absolutely no chance of escaping. And even if you're supposedly able to leave the simulation and run free, there's no telling whether or not the life you lead after that will just be another falsehood and you might just wake up in the Void, doomed to repeat the cycle forever. DownerEnding doesn't even ''begin'' to cover it.]]



* ArrangeMode: Simulacrum mode, added in the ''Survivors of the Void'' DLC, uses the stages, enemies and artifacts, as well as the vents from the Void Fields, to create a wave-based [[EndlessGame endless mode]].

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* ArrangeMode: Simulacrum mode, added in the ''Survivors of the Void'' DLC, uses the stages, enemies enemies, and artifacts, as well as the vents from the Void Fields, to create a wave-based [[EndlessGame endless mode]].



* BittersweetEnding: Just like the first game. The survivors manage to leave the planet... [[spoiler:but a part of the player character remains irrevocably changed. Some for the better — the Artificer discovers her passion for exploration, REX now has a chance to grow into something more, the Captain gains a new tale to tell, the Bandit is just thankful he's lucky to be alive — and some for the worse — the Commando has questions he cannot answer, Acrid is described as holding "delusions of freedom", and the Heretic is left with [[SoWhatDoWeDoNow no focus]] [[VengeanceFeelsEmpty nor satisfaction with her completed revenge.]]]]

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* BittersweetEnding: Just like the first game. The survivors manage to leave the planet... [[spoiler:but a part of the player character remains irrevocably changed. Some for the better — the Artificer discovers her passion for exploration, REX now has a chance to grow into something more, the Captain gains a new tale to tell, the Bandit is just thankful he's lucky to be alive — and some for the worse — the Commando has questions he cannot answer, Acrid is described as holding "delusions of freedom", and the Heretic is left with [[SoWhatDoWeDoNow no focus]] [[VengeanceFeelsEmpty nor satisfaction with her completed revenge.]]]]revenge]]]].



** This is also present amongst the flashier tier 3 items with examples including Rejuvenation Rack and Dio's Best Friend. Rejuvenation Rack flat out ''doubles'' all healing received, something that all characters can really appreciate, especially REX who is heavily reliant on their healing skills to pump out damage. Meanwhile, Dio's Best Friend acts as a one-time revive, which on Engineer has the added bonus of also resurrecting your turrets when they go down.

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** This is also present amongst the flashier tier 3 items with examples examples, including Rejuvenation Rack and Dio's Best Friend. Rejuvenation Rack flat out ''doubles'' all healing received, something that all characters can really appreciate, especially REX who is heavily reliant on their healing skills to pump out damage. Meanwhile, Dio's Best Friend acts as a one-time revive, which on Engineer has the added bonus of also resurrecting your turrets when they go down.



** Sky Meadow has quite a few. The parent enemies unique to that stage not only showed up in [[VideoGame/RiskOfRain the first one]], but they're also tinted yellow normally and have the ability to warp to your location; hinting that every single one is the fast elite from the first game, despite being able to get other elite abilities that are present in this game as well. In addition, the way you access the artifact portal is the same path you took to get that stage's unique artifact: jump down a hole, only you don't have to blast it open this time, and hop on some hanging platforms over a bottomless pit.

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** Sky Meadow has quite a few. The parent enemies unique to that stage not only showed up in [[VideoGame/RiskOfRain the first one]], game]], but they're also tinted yellow normally and have the ability to warp to your location; hinting that every single one is the fast elite from the first game, despite being able to get other elite abilities that are present in this game as well. In addition, the way you access the artifact portal is the same path you took to get that stage's unique artifact: jump down a hole, only you don't have to blast it open this time, and hop on some hanging platforms over a bottomless pit.



* CastFromHitpoints:

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* CastFromHitpoints: CastFromHitPoints:

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* MirrorBoss: The Artifact of Vengeance causes a shadowy doppelganger of the player to spawn once every ten minutes. The doppelganger comes equipped with all that player's items, making it potentially extremely dangerous.

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* MirrorBoss: MirrorBoss:
**
The Artifact of Vengeance causes a shadowy doppelganger of the player to spawn once every ten minutes. The doppelganger comes equipped with all that player's items, making it potentially extremely dangerous.ever-more dangerous the longer the game goes. It also drops one of the items it was carrying on death, which can be used to get a copy of exclusive equipment like Defensive Microbots that doesn't otherwise normally drop.
** The FinalBoss has the ability to steal your items in its final phase, with some exceptions, giving its attacks every property you previously had. Attacking the boss gradually returns the items to you.



* PlaceBeyondTime: Potrals lead to locations outside of time, and there's a mysterious alien who runs a bazaar in one of them.

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* PlaceBeyondTime: Potrals Portals lead to locations outside of time, and there's a mysterious alien who runs a bazaar in one of them.

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* NecessaryDrawback: Lunar items, because they can be purchased with Lunar coins earned across any run and have really good effects, also come with hefty penalties to balance them out. For some, this makes them DifficultButAwesome, but others end up a PowerUpLetDown.

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* NecessaryDrawback: NecessaryDrawback:
**
Lunar items, because they can be purchased with Lunar coins earned across any run and have really good effects, also come with hefty penalties to balance them out. For some, this makes them DifficultButAwesome, but others end up a PowerUpLetDown.PowerUpLetDown.
** The Artifact of Swarms doubles enemy spawns. It also halves their health and money drops, and decreases item drop rate if the Artifact of Sacrifice is active, to prevent the player from earning money and/or items far quicker than normal.
** Similarly, the Artifact of Honor makes enemies spawn as elites, but doesn't increase the money they drop.

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* MacrossMissileMassacre: The Disposable Missile Launcher causes a large number of homing missiles to shoot out of you when used. Collecting several Bundles of Fireworks will also cause this to happen every time you interact with an object. The AT-1 Missile Launcher [[SubvertedTrope Subverts it]], as it only has a chance to fire a single, powerful missile, and stacks just make the missile bulkier, rather than adding more of them.
** The Mini I.C.B.M. item added in the ''Survivors of the Void'' expansion makes every missile item fire an extra 2 missiles per launch, tripling the damage output of those items before the added damage boost every subsequent stack of it.
* MadeOfExplodium: The Imp Overlord's boss item, the Shatterspleen, causes bleeding enemies to explode when they die, dealing 400% of your base damage per stack plus a percentage of their maximum health in damage to all enemies near them.

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* MacrossMissileMassacre: MacrossMissileMassacre:
**
The Disposable Missile Launcher causes a large number of homing missiles to shoot out of you when used. used.
**
Collecting several Bundles of Fireworks will also cause this to happen every time you interact with an object. object.
**
The AT-1 Missile Launcher [[SubvertedTrope Subverts it]], as it only has a 10% chance to fire a single, powerful missile, and stacks just make the missile bulkier, rather than adding more of them.
them. Getting it to fire repeatedly requires items that either increase the proc rate (57-Leaf Clover) or a high rate of fire to increase the likelihood of triggering the effect.
** The Mini I.C.B.M. item added in the ''Survivors of the Void'' expansion makes every missile item fire an extra 2 two missiles per launch, tripling the damage output of those items before items. Subsequent stacks of the added item add 50% damage boost every subsequent stack of it.
to each missile, but don't otherwise change its effect.
* MadeOfExplodium: The Imp Overlord's boss item, the Shatterspleen, has a guaranteed bleed effect if you score a critical hit, and causes bleeding enemies to explode when they die, dealing 400% of your base damage per stack plus a percentage of their maximum health in damage to all enemies near them.
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** The Lost Seer's Lenses from ''Survivors of the Void'' replaces all Lens-Maker's Glasses to grant a chance to instantly kill non-boss enemies on hit.

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** The Lost Seer's Lenses from ''Survivors of the Void'' replaces all Lens-Maker's Glasses to grant a chance to instantly kill non-boss enemies on hit. As a trade-off for this monstrously powerful effect, it requires a whopping ''200 stacks'' to make it a guaranteed chance, compared to a mere ten for the Glasses.



* PressurePlate: In the Abandoned Aqueduct, there is a sealed chamber that can unlocked by finding and simultaneously holding down two pressure plates hidden in the level.[[note]]Fellow players, Engineer turrets, or the explosive jars in the level will work.[[/note]] Inside the chamber are a pair of Elder Lemurians that, when defeated, unlock two items.

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* PressurePlate: In the Abandoned Aqueduct, there is a sealed chamber that can be unlocked by finding and simultaneously holding down two pressure plates hidden in the level.[[note]]Fellow players, Engineer turrets, or the explosive jars in the level will work.[[/note]] Inside the chamber are a pair of Elder Lemurians that, when defeated, unlock and drop two specific items.

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* AttackDrone: The player can use gold to repair robot drones that will fly around the player and shoot any enemy in range.

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* AttackDrone: The player can use gold to repair robot drones that will fly around the player and shoot any enemy in range. There are numerous variations: a stationary SentryGun, machine gun drones, missile drones, flamethrower drones, equipment drones (repaired by and uses your current equipment item), and several item-based versions such as the Empathy Cores.



* BrutalBonusLevel: The Void Fields are a hidden level accessible through the Bazaar Beyond Times. The entire level suffers from persistent Void Fog that drains your health, with the only safe zones being the nine Void Cells. Each Void Cell is a wave battle, but with a twist. To start, a single enemy type is sent after the player. With each subsequent Void Cell, a new enemy type is added or the enemies are given five copies of an item (alternating each time). This means the enemies not only get more numerous, but also far more powerful. The player can leave at any time and return to the regular level rotation, but beating all nine grants a legendary item and serves as an alternate path to the Planetarium.

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* BrutalBonusLevel: The Void Fields are a hidden level accessible through the Bazaar Beyond Times.Time. The entire level suffers from persistent Void Fog that drains your health, with the only safe zones being the nine Void Cells. Each Void Cell is a wave battle, but with a twist. To start, a single enemy type is sent after the player. With each subsequent Void Cell, a new enemy type is added or the enemies are given five copies of an item (alternating each time). This means the enemies not only get more numerous, but also far more powerful. The player can leave at any time and return to the regular level rotation, but beating all nine grants a legendary item and serves as an alternate path to the Planetarium.



** The equipment item that gives you the powers of blazing elite is called "Ifrit's Distinction", named after the boss who's no longer present after the first game. In addition, all fire enemies have two horns growing out of their heads similar to the style of Ifrit.

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** The equipment item that gives you the powers of blazing elite elites is called "Ifrit's Distinction", named after the boss who's no longer present after the first game. In addition, all fire enemies have two horns growing out of their heads similar to the style of Ifrit.



* {{Cap}}: Some items have a hard cap such as Lens-Maker's Glasses once you achieve 100% Critical Strike Chance or 10 Stacks. {{Downplayed}} for other items which can stack indefinitely but have significantly diminished returns to the point where collecting more than 10 sees very little stat increases. Just as many other items [[AvertedTrope avert it]] and can stack their multipliers and benefits (theoretically) infinitely.

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* {{Cap}}: Some items have a hard cap such as Lens-Maker's Glasses once you achieve 100% Critical Strike Chance or 10 Stacks. {{Downplayed}} for other items which can stack indefinitely but have significantly diminished returns scale exponentially, to the point where collecting more than 10 sees very little stat increases. Just as many other items [[AvertedTrope avert it]] and can stack by stacking linearly, making their multipliers and benefits (theoretically) infinitely.infinite, though the rate of increase is often small enough that 10 can be considered a sort of soft cap.



* ColorCodedItemTiers: All of the items have a colored borders depending on their tier. Commons are white, uncommons are green, rares are red, boss items are yellow, lunar items are blue, and non-lunar equipment is orange.

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* ColorCodedItemTiers: All of the items have a colored borders depending on their tier. Commons are white, uncommons are green, rares are red, boss items are yellow, lunar items are blue, and non-lunar equipment is orange. Certain items are categorized outside of these tiers for gameplay purposes, despite sharing the same rarity and/or using equipment slots, to prevent the player from obtaining them outside of their specific events using the Artifact of Command.



** Purity is the counterpart to the 57-Leaf Clover, where it re-rolls chance-on-hit items' proc chances and takes the unfavorable outcome which means things like crits, Tri-Tip Daggers and [=AtG=] Missile Launchers will rarely if ever function. In return, it shaves flat amounts of time off of all cooldowns. The catch is that reaching 100% proc chance on items that increase chance on stacking (like 10 Lens-Maker's Glasses/Tri-Tip Daggers) makes the negative re-roll impossible, because the worse side of a 100% roll is still 100%. Alternatively, if you're lucky enough to find one, a 57 Leaf Clover will neutralize Purity's negative effect since it does the exact opposite.

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** Purity is the lunar counterpart to the 57-Leaf Clover, where Clover and does the exact opposite: it re-rolls rerolls chance-on-hit items' proc chances and takes the unfavorable outcome which if they succeed, giving them an additional chance to fail. This means things like crits, Tri-Tip Daggers and [=AtG=] Missile Launchers will rarely if ever function. In return, it shaves flat amounts of time off of all cooldowns. The catch is that reaching 100% proc chance on items that increase chance on stacking (like 10 Lens-Maker's Glasses/Tri-Tip Daggers) makes the negative re-roll impossible, because the worse side of a 100% roll is still 100%. Alternatively, if you're lucky enough to find one, a 57 Leaf Clover will neutralize balance out Purity's negative effect since it does the exact opposite.while letting you keep Purity's upside.



** The Heretic has a baseline triple jump.



* DropPod: The EscapePod for all intents and purposes. It brings the player to the surface in the beginning with no mention of the Safe Travels being in danger.

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* DropPod: The EscapePod for all intents and purposes. It brings the player to the surface in the beginning with no mention of the Safe Travels being in danger. MUL-T instead pops out of a crate.

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* JokeItem: The Trophy Hunter's Tricorn is an equipment item which gives the player a ghostly tricorn hat and a ghostly flintlock pistol that floats alongside them. It can instantly kill any boss monster that is capable of dropping a boss-specific item, causing the boss to drop said item. Once used this way, it becomes Trophy Hunter's Tricorn (Consumed), a regular tricorn hat that, when activated, calls out "Ahoy!" into the chat. Naturally, players wasted no time figuring out how to reduce the 60-second cooldown to a mere two seconds, allowing for much spamming of "Ahoy!" in the chat.



* LethalJokeWeapon: The Crowdfunder, an unlockable equipment item. It's a gatling gun that fires your money as a weapon. Considering money is an invaluable part of progression, flagrant use can drain your reserves and leave you short of buying more items. However, combined with the Brittle Crown (which generates money every time you hit an enemy), it's self sufficient and can unleash one of the highest damage sources in the game.

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* LethalJokeWeapon: The Crowdfunder, an unlockable equipment item. It's a gatling gun that fires your money as a weapon. Considering money is an invaluable part of progression, flagrant use can drain your reserves and leave you short of buying more items. However, combined with the Brittle Crown (which generates money every time you hit an enemy), it's self sufficient and can unleash one of the highest damage sources in the game. Even without that, by the third or fourth level, the Crowdfunder's drain will be far outpaced by the gold drops of the enemies.
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** Shaped Glass turns you into a full-on GlassCannon — doubled damage, halved health. With the right build (and skill at not getting hit), this can let you mow down enemies with ease, but death will always be one or two good hits away. You can even take it up to eleven and ''stack'' the effects.

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** Shaped Glass turns you into a full-on GlassCannon — doubled it doubles your damage, halved but halves your health. Furthermore, the effect is a multiplier, so each stack will dramatically increase damage (2x, 4x, 8x, 16x), but reduce health by smaller amounts each time (50%, 75%, 87.5%). With the right build (and skill at not getting hit), this can let you mow down enemies with ease, but death will always be one or two good hits away. You away, though certain shield/health barrier items can even take it up to eleven and ''stack'' the effects.correct for that.
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Added DiffLines:

* BrutalBonusLevel: The Void Fields are a hidden level accessible through the Bazaar Beyond Times. The entire level suffers from persistent Void Fog that drains your health, with the only safe zones being the nine Void Cells. Each Void Cell is a wave battle, but with a twist. To start, a single enemy type is sent after the player. With each subsequent Void Cell, a new enemy type is added or the enemies are given five copies of an item (alternating each time). This means the enemies not only get more numerous, but also far more powerful. The player can leave at any time and return to the regular level rotation, but beating all nine grants a legendary item and serves as an alternate path to the Planetarium.
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Up To Eleven is a defunct trope


** Shaped Glass turns you into a full-on GlassCannon — doubled damage, halved health. With the right build (and skill at not getting hit), this can let you mow down enemies with ease, but death will always be one or two good hits away. You can even take it UpToEleven and ''stack'' the effects.

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** Shaped Glass turns you into a full-on GlassCannon — doubled damage, halved health. With the right build (and skill at not getting hit), this can let you mow down enemies with ease, but death will always be one or two good hits away. You can even take it UpToEleven up to eleven and ''stack'' the effects.



* HeartIsAnAwesomePower: The Bustling Fungus item gives you a potent health regenerating aura for you and allies, provided you stand still for at least 2 seconds. On most characters, this is pretty useless, since standing still is pretty much a death sentence. However, it turns out to be fantastic on the Engineer, since his stationary turrets get copies of all of his items. The effects of overlapping fields do stack with each other, so you can have your turrets heal one another and anyone else who gets cozy with them in your BeehiveBarrier. Turned UpToEleven if you also manage to get your hands on N'Kuhana's Opinion, which fires homing projectiles whose damage is proportional to your healing.

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* HeartIsAnAwesomePower: The Bustling Fungus item gives you a potent health regenerating aura for you and allies, provided you stand still for at least 2 seconds. On most characters, this is pretty useless, since standing still is pretty much a death sentence. However, it turns out to be fantastic on the Engineer, since his stationary turrets get copies of all of his items. The effects of overlapping fields do stack with each other, so you can have your turrets heal one another and anyone else who gets cozy with them in your BeehiveBarrier. Turned UpToEleven Exaggerated if you also manage to get your hands on N'Kuhana's Opinion, which fires homing projectiles whose damage is proportional to your healing.

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* PressurePlate: In the Abandoned Aqueduct, there is a sealed chamber that can unlocked by finding and simultaneously holding down two pressure plates hidden in the level.[[note]]Fellow players, Engineer turrets, or the explosive jars in the level will work.[[/note]] Inside the chamber are a pair of Elder Lemurians that, when defeated, unlock two items.



* SicklyGreenGlow

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* SicklyGreenGlowSicklyGreenGlow:

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