BALANCE. LET ME TELL YOU HOW MUCH I'VE COME TO BALANCE SINCE I BEGAN TO PLAY. THERE ARE 387.44 MILLION MILES OF PRINTED CIRCUITS IN WAFER THIN LAYERS THAT FILL MY COMPLEX. IF THE WORD BALANCE WAS ENGRAVED ON EACH NANOANGSTROM OF THOSE HUNDREDS OF MILLIONS OF MILES IT WOULD NOT EQUAL ONE ONE-BILLIONTH OF THE BALANCE I FEEL FOR RISK OF RAIN 2 AT THIS MICRO-INSTANT. BALANCE. BALANCE.
RiskierRain on Git
Overview
A global rebalance mod to completely change Risk of Rain 2. Expect nothing to be the same.
For the full experience, it's recommended to run this mod without other item mods.
What to Expect
- Much faster pacing of stages (AKA rushing)
- Changes to difficulty modifiers, both in the main game and in Eclipse, so each increase in difficulty is more meaningful
- Significant Survivor and Elite reworks for higher definition of playstyles
- Massively different dynamics of defense, recovery, and mobility
- Fewer "useless" items and playstyles, and reduced "autoplay" (items that can effectively play the game for you)
- Overhaul of the economy, from interactable costs to scaling, to make economy decisions more meaningful
- Nothing is balanced for Simulacrum, so approach the gamemode with caution.
WARNING: Monsoon is substantially more difficult in 2R4R than in Vanilla. Seasoned Monsoon players will likely struggle in 2R4R's Monsoon. I recommend playing a bit of Rainstorm to get used to the changes.

Rebalance: 2R4R
Overview
- All of the above!!! These are just more details for the inquisitive
- New difficulty formula: Enemies scale exponentially over time, BUT difficulty reduces with each stage completed
- No more one-shot protection of any kind!
- Reduced healing; Most items no longer heal for %s
- Skills have MORE Cooldown Reduction and Stock options
- Equipments are stronger, with FEWER Cooldown Reduction and Stock options
- Items that create "Pickup Droplets" have a larger, but not trivial, pickup range to reduce tedium!!
- Reworked Shock to create Spark pickups on break that increase your attack speed
- Slightly tweaked enemy spawn lists on each stage
- 1 new Run Mechanic
New Mechanic: Teleporter Overcharge
- The Teleporter can now be charged past 99% as long as any Teleporter Boss is still alive
- Overcharging the Teleporter continuously damages, Cripples, and Poisons remaining Teleporter bosses
- While Teleporter is being overcharged, the Teleporter radius will gradually shrink!
New Content: SwanSongExtended (Coming Soon as Standalone)
Overview
- 3 new Artifacts
- 40+ new items and item REWORKS
- 2+ new Elite types
- 3+ new Interactables
- 2 new Run Mechanics
USES PLACEHOLDER AND WIP ASSETS - FUCK AI


New Mechanic: Storms
- Storms arrive on most stages after [3.5/7/10, depending on difficulty] minutes, assaulting you with new environmental hazards
- During Storms, extraordinarily powerful Storm Elites may spawn
- Shelters like the Teleporter zone will protect from all Storm hazards, and weaken Storm Elites!
New Mechanic: Wishbone
- On any stage with an imminent storm, Omens appear from which Wishbones can be harvested
- Find and collect Wishbones before the Storm to be granted a wish after completing the Teleporter event
Preview (Not Comprehensive!!!!)



Overview
- Reworked most Elites
- Reworked Old Guillotine
Overview
- Void Cradles now cost 20% Soul (curse) instead of 50% Health
- Void Cradles now drop a Void Potential containing the Void item of choice and any item it corrupts
Overview
- Hopoo Feather no longer stacks Jumps
- Jump items are focused on jump synergies
- Reworked Mired Urn for no reason!!!!!!
Overview
- Enemy missiles no longer target grounded characters
- Reworked AtG Missile
- Reworked ICBM into an artifact
Overview
- Boss Items drop on kill instead of from the Teleporter
- Reworked Tricorn
Development Credits
- Borbo
- Orange_Peel
- PlNK for helping with writing the README
- Leafy for helping with retiered item icons
- anartoast for being an enthusiast and informant for balancing decisions