

DISCLAIMER: All changes are disabled by default, you need to enable each item's changes in the config files which generate the first time you run the mod.
The purpose of this mod is to add some level of scaling to (what I believe are) under performing items that don't really scale with the player. At least that's what it used to be, now I sorta just change things that I think are underwhelming or never hear anything positive about it.
Configs are provided for those that wish to tweak or disable most changes made by this mod. The default configurations are set within the context of vanilla Risk of Rain 2, so I greatly encourage you to tweak them to better fit whatever balancing mods you're using.
Buff
- Gives 10 (+10 per stack) max health.
- Each level gives an additional 3 (+3 per stack) max health.
Rework
- Killing an enemy increases base health regeneration by +2 hp/s for 3s (+3s per stack).
- The effect stacks 1 (+1 per stack) times and kills refresh the duration.
- Health regen scales with level.
Rework
- Increases armor by 5 (+5 per stack) and movement speed by 7% (+7% per stack).
Buff
- Gives 12 plus 1% (+1% per stack) of the user's maximum health as barrier.
Rework
- Gain 3 gold when hit, scaling over time and by the hit's proc coefficient.
- Whenever you collect gold you gain a +5 armor buff.
- The armor buff's duration is 2s (+2s per stack) plus the gold's value.
Buff
- Splits damage taken, causing the second half to be received 3 seconds later.
- No longer builds up, it will delay all valid damage taken.
- Delayed damage no longer ignores armor.
- Increases armor by 6 (+6 per stack) until all delayed damage is processed.
- Splitting counts as Armor instead of Block, meaning certain sources of damage ignore this.
Buff
- Dynamite deals 250% (+150% per stack) base damage, instead of 240% (+85% per stack).
Rework
- Effect is now guaranteed on hit and has a 10 second cooldown per target.
- Can affected bosses with reduced effect.
- Can affected airborne targets, pushing them down.
- When a launched target lands they cause a 12m radius impact that deals 150% (+30% per stack) of the attacker's base damage.
- The impact damage scales with the target's velocity.
Buff
- Also reduces attack speed by 30%.
Buff
- Applies death mark on every hit for 6 (+4 per stack) seconds, scaling with proc coefficient.
- Marked targets take 10% more damage for each debuff they have up to 50%.
Buff
- Buff lasts for 1 (+1 per stack) seconds, instead of 1 (+0.5 per stack) seconds.
- Kills extend the duration if you already have the buff.
- Reduces the cooldown of your Secondary skill by 1 second on kill.
Rework
- Has a 10% chance to burn for 240% base damage on hit.
- Dealing 10 hits of damage with DoTs will cause an explosion.
- The explosion has a radius of 12m (+2.4m per stack) and deals 300% (+200% per stack) total damage.
- The explosion has a proc coefficient of 0 and uses Sweet Spot falloff.
Buff
- Increases level instead of health.
- Minions inherit the samples you've collected, but still need to have infusions to benefit.
- Elites and Bosses give more samples.
Buff
- Hits heal 2 (+2 per stack) health with 50% of it being affected by proc coefficient. (Basically Withor's LeechingSeedBuff)
Rework
- Heals 1 (+1 per stack) health when dealing damage with a DoT.
- Attacks have a 20% chance to apply a non-stacking DoT called "Leech" for 5s.
- Anyone that deals damage to a target with Leech will heal for 100% of the damage dealt, scaling down with their base damage stat.
Buff
- Releases the healing nova every 10 seconds during Holdout events, instead of being a limited amount based on the team's stack count.
- The nova heals 10% (+5% per stack) of the target's maximum health.
- Cooldown now stacks similar to Genesis loop. (This is a nerf.)
- Has its own unique buff called "Stealthed" instead of sharing with Bandit's Smokebomb.
- Stealthed increases movement speed by 40% and gives 100 fading armor.
- Upon activation, you are forced out of "Danger" for 1 second.
- Upon activation, removes all damage over time effects.
- Upon activation, it causes a stunning smoke bomb.
Buff
- Squid Turrets last 25 (+5 per stack) seconds.
- Squid Turrets have 100% (+20% per stack) health.
- Squid Turrets apply tar with their attack.
- The amount of Squid Turrets each player can have is reduced, however newer turrets will replace older ones.
Rework
- Gives a Strike Drone similar to how Spare Drone Parts gives Col. Droneman.
- Teleports allies that the user owns every 30s to them.
- When an ally teleports this way they explode on arrival for 350% (+280% per stack) base damage in a 16m radius.
- The explosion is owned by the item holder and uses their base damage.
- The cooldown between teleports is reduced for each ally on your team.
- If an enemy is near the owner the ally will teleport on them.
Buff
- Increases movement speed by 10% (+10% per stack) at all times.
- Increases movement speed by an extra 20% (+20% per stack) while out of combat.
Buff
- Increases armor by 10 (+10 per stack) at all times.
- Increases armor by an extra 20 (+20 per stack) while sprinting.
Buff
- Now gives +60% (+15% per stack) attack speed, instead of 70% attack speed.
- Duration lasts 6 (+3 per stack) seconds, instead of 8 (+4 per stack) seconds.
Buff
- Jump boost has been removed from natural air jumps. (Mercenary's double jump for example)
- Jump boost strength is now 12m (+8m per stack), hyperbolically capping at 120m instead of 10m (+10m per stack) with no cap.
- Jump boost also gives a 20% boost to vertical jump height.
- Gives +12% (+8% per stack), hyperbolically capping at 120% movement speed while airborne.
Buff
- Excess health regen now counts towards barrier gain.
- Converts excess healing/regen at a rate of 100% (+20% per stack).
- Increases maximum barrier by 50% (+50% per stack).
Buff
- Prevents 2 (+1 per stack) debuffs, instead of 1 (+1 per stack).
- There's also a 0.25s grace period after a stack is consumed where you still block debuffs but don't consume stacks.
- Cooldown now begins when a debuff is blocked instead of when all stacks of the block is consumed.
- Cooldown now lasts 7 seconds, instead of 5 seconds.
Buff
- Marks the user for greatness.
- Increases all stats by 4% (+4% per stack) for each unique buff you have, up to 20% (+20% per stack).
Rework
- You summon a ghost of yourself that lasts 30s.
- The ghost has 300% (+300% per stack) damage.
- Any kills or deaths the ghost achieves are credited as your kills.
- You can only have 1 ghost at a time and it does not copy your items.
Buff
- Gives +5% critical strike chance on the first stack.
Buff
- Healing gives 150% (+75% per stack) Soul Energy. (Instead of 100% (+100% per stack).)
- The max Soul Energy you can store is equal to 150% (+75% per stack) of your maximum health. (Instead of 100% of your maximum health.)
- Skulls are now fired every 0.4s. (Instead of every 0.1s)
- Multiple skulls can be fired at once to different targets if you have enough Soul Energy to fire more than one skull. (Instead of firing a skull at a random target.)
- Skulls deal 40% of the user's base damage plus 200% of the Soul Energy spent on the skull. (Instead of 250% of the Soul Energy spent on the skull.)
- Skulls apply Weak for 1.5s.
- Deals 95% less damage when used by characters that are not on the Player team.
- When ANYONE ELSE heals, you steal 25% of it.
- Has a buff icon to show how many skulls you can fire with your Soul Energy.
Buff
- Has a 7% chance to fire a missile for 200% total damage along with its original effect.
- Each stage it spawns a Gilded boss monster with stat scaling similar to Alloy Worship Unit.
- Defeating this monster will drop 1 (+1 per stack) of its yellow item.
- Defeating this monster will drop 200 (+100 per stack) per stack gold, scaling with time.
- Defeating this monster will cause a 100m (+20m per stack) explosion, dealing 6000% (+4800% per stack) ambient damage.
Rework
- Damage over time deals +2% damage per 1% health the enemy is missing.
- Every 5s Envenom an enemy within 13m for 600% (+600% per stack) base damage.
Shared Changes
- The projectile that spawns the construct will now replace and kill excess constructs instead of spawning nothing.
- Alpha Construct Ally are now flagged as Mechanical, meaning they're affected by Spare Drone Parts and Captain's passive. (Disabled by default)
Buff
- Removed "Elite" requirement for kills.
- Limited to 4 Alpha Constructs at all times.
- Gives allied minions 30 (+30 per stack) armor.
- Constructs have 200% health.
- Constructs have 100% (+50% per stack) damage.
Rework
- Activates when using equipment.
- Summons 4 Alpha Constructs on activation.
- Forms a Xi Construct projectile shield on activation for 5s (+2s per stack).
- Constructs have 200% (+100% per stack) health.
- Constructs have 100% (+50% per stack) damage.
Buff
- Heal from incoming damage for 10 (+10 per stack) plus an additional 2% (+2% per stack) of maximum health.
Rework
- While in combat, all enemies within 15m are burned for 400% (+300% per stack) base damage.
Buff
- Health and Regen increase are boosted with level.
Rework
- Every 8 seconds (+15% cooldown rate per stack) a Stone Fist attacks an enemy within 60 metres for 800% (+600% per stack) base damage.
Rework B
- Gain charges on hit and when hit, up to 99 stacks.
- Activating your Special skill at full charge fires a laser for 4 (+2 per stack) seconds.
- The laser deals 500% base damage per second.
- Charges gained while the laser is active are fired as additional shots for 150% base damage.
Rework
- Has a 0.5% (+0.5% per stack) chance to detain an enemy on hit for 5000% base damage.
Buff
- Detonates on the user's first hit against an enemy, instead of at 100% or more health.
- Minions do not inherit it.
Rework
- Activating your Special skill will launch a swarm of missiles that deal 300% (+75% per stack) base damage each.
- The swarm contains 12 (+4 per stack) missiles that get reloaded over 30 seconds.
Buff
- Gives 20 (+20 per stack) max health.
- Each level gives an additional 6 (+6 per stack) max health.
- Gives +5% (+5% per stack) maximum health
Rework
- Killing an enemy increases base health regeneration by +4 hp/s for 3s (+3s per stack).
- The effect stacks 1 (+1 per stack) times and kills refresh the duration.
- Health regen scales with level.
- Gives +5% (+5% per stack) maximum health
Can be found as kking117#0370 on Discord.
My GitHub repository for RoR2 mods: https://github.com/kking117/RoR2-kking117Mods