Risk of Rain 2

Risk of Rain 2

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In-Depth Items Guide
By Skeleton Man
This guide will touch on all of the items in the game, how they stack, and where/when/with whomst they are useful.
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Introduction
This guide will list items as they appear in the logbook, from left to right, top to bottom. A good percentage of items are locked behind some form of achievement before they can drop, so it is actually in your best interest to achievement hunt. If something requires an achievement, it is listed under the item in the "Requires:" field.

This will list each item and its effect. I will not be using the effect's description verbatim from the logbook, since frequently this leaves out important information. There will also be a notes section that describes generally how useful the item is, or any pitfalls or shortcomings it may have.

Item Colors/Rarities
  • Common Item - White
  • Uncommon Item - Green
  • Legendary Item - Red
  • Boss Item - Yellow
  • Lunar Item/Lunar Equipment - Blue
  • Equipment Item - Orange

Stacking Behavior
This guide will also discuss how effectively items stack together, i'll try to stick to these terms to describe stacking:
  • Linear - Additional items continue to increase the effect of the item by the same amount for each item. Examples: Backup Magazine, Soldier's Syringe, Paul's Goat Hoof.
  • Reduced Linear - Additional items increase the effect of the original item at a reduced rate after the first item is obtained. Examples: Energy Drink (30% on the first item, then 20% for every additional), Gasoline.
  • Logarithmic - Additional items increase the effect of the original item by a smaller amount than the previous, becoming a less effective increase the more items that are gathered. Essentially, gathering more of the item causes diminishing returns. Examples: Tougher Times, Fuel Cells, and to an extent, Corpsebloom.
  • Unique - This item follows a unique stacking method, like Rusty Key or Defiant Gouge. This method will be described in further detail in the notes section.

Item Effects
It might also be nice to define a quick list of effect types that would be mentioned:
  • On hit - Whenever one of your attacks does damage to an enemy. This could be the result of some other trigger, such as fireworks released from a chest, lightning strikes, or use item hits, which can trigger on-hit effects.Typically speaking, damage from an on-hit effect cannot proc on-hit effects (i.e, bleed damage won't cause other on-hit effects to start, nor will ATG missile impacts).
  • On kill - Whenever an enemy dies as a result of damage that your character inflicted. The killing blow is all that is needed.

  • Out of Combat - Typically when your character is not receiving damage for a short period (around 5 seconds), and when your character is not using any skills (essentially any attacks, but skills that don't do damage like Engineer's Shield or Huntress'/Commando's blink/dodge will not count as combat). Damage that is done automatically to enemies, like from a Tesla Coil, fireworks, or burning/bleed damage, will not put you into combat.
  • Out of Danger - Similar to Out of Combat, but the only requirement is your character has not taken damage for a short duration. Attacking is still allowed without breaking this status.
  • Standing Still - Your character cannot be moving. A lot of enemy attacks still carry a tiny bit of force behind them which can move you, interrupting this effect. Enemies can also bump into you, which can also stop this effect. Engineer turrets can never be moved while deployed.

  • Deals x% Base Damage - Your character's base damage is used to calculate the damage for a number of things, including your abilities and most items, especially items that deal damage over time. Your base damage steadily increases with your level, and there are few ways to increase it outside of specific, rare items.
  • Deals x% Damage - Different from base damage. This is usually a property of on-hit items. On-hit items will deal x% damage based on the damage of the attack that caused the on-hit effect to activate. If your sticky bomb deals 250% damage, and you deal 100 damage to an enemy, that sticky bomb is expected to deal 250 damage. The reverse is true of low damage attacks, which while they may cause bombs to appear more frequently, they will use the far less damage of your rapid fire attack.

Hidden Statistics
A few characters have some background ways to keep them balanced, while also keeping them unique and fun to play.

Proc Coefficient - This is a decimal from 0 to 1, and it is specific to each of the suvivors' attacks. The exact method that the game uses to implement the coefficient is not well known, however its overall effect is:
Attacks with low Proc Coefficient will not cause on-hit effects as often as another attack with equal on-hit chance and higher proc coefficient. This keeps very fast attacks from causing on-hits to trigger all of the time, and helps keep those attacks in line with other attacks that are slower but of comparable damage.
Essentially, if you succeed your check and cause an on-hit to trigger, another dice roll is done for your attack's proc coefficient. If that fails, then the on-hit ultimately is not triggered. This is mostly obvious on attacks that strike quickly in a short amount of time like MUL-T's nailgun. This makes characters like Commando, with 1.0 proc coefficient on his primary attack, which also has a good rate of fire, benefit the most from on-hit items. MUL-T can still benefit, but he needs some extra help to actually reach full proc rate.

A quick point to mention, Engineer turrets must be considered as individual characters with a copy of all of the engineer's items that deployed them. That is the best way to make sense and predict how an item will perform on a turret. Outside of money and experience, anything that would normally credit a character for doing something that an engineer turret does goes to the turret, not the engineer. Also, items for a turret are only copied to them when they are deployed. New items gathered by the Engineer will not take effect until the turret is re-deployed.

And one more quick note: as far a stuns and force exerted on enemies is concerned (pushing or pulling an enemy), Boss type enemies cannot be stunned or moved by the player (except by very certain abilities). This makes them much trickier to fight since you can't just keep stunning them over and over, or push them off a cliff. You'll have to square up the old fashioned way.

On the reverse side, non-boss flying enemies are extremely easily moved by effects that exert force on them. MUL-T's rebar gun will send wisps flying, along with Will-o-the-Wisp (ironically), if it doesn't kill them outright. Meathook and Primordial Cube will very quickly and easily pull flying enemies around. Also, flying enemies (and normal enemies, too) frequently take collision damage from smacking into walls, floors, and one another when yanked around at high speed, which can easily kill them (especially those godforsaken wisps).

On the reverse side of that reverse side, larger and heavier non-boss enemies (Golems and Bisons, mostly) are quite resistant to being moved around by these effects. Primordial Cube tends to drag them across the ground instead of picking them up.

Missiles
A quick mention of missile-type entities in the game. ATG Missiles, fireworks, and missiles from the Disposable Missile Launcher all exhibit particular behavior: When a missile is spawned, it travels mostly straight upwards. While traveling upwards, it checks to see if it has line of sight to an enemy target. Once it can 'see' a target, the missile will curve and start flying directly towards the target, making course corrections on the way.

It can be useful to exploit this behavior to fire over obstacles or avoid wasting missiles on terrain. It can help you predict how exactly they will behave.
Common Items - Part 1
Soldier's Syringe
Effect: Increases attack speed by 15% (+15% per stack).
Stacking: Linear

Notes: As simple as it is useful, pretty much every character can rely on a flat increase to attack speed. Faster attacks are more damage and more on-hit effects. The only character that does not benefit as much from this item as the others is Artificer, who has cool downs on all skills. She can sling her firebolts faster, but she still has to wait for them to cool down.

Attack speed does affect more than just your Mouse 1 skill, though. Most skills that have a delay when attacking (MUL-T's stun bomb, Artificer's nano-bomb, Huntress' Glaive, etc.) all benefit from increased attack speed. Interestingly, Preon Accumulator also goes through its windup when firing faster.

Tougher Times
Effect: 15% (+15% per stack) chance to block incoming damage. Unaffected by 57-Leaf Clover.
Stacking: Logarithmic
Requires: "The Learning Process"; Die five times

Notes: When hit, this item has a chance of stopping all incoming damage from that hit. On-hit effects are still applied (such as fire damage) even if the attack is blocked, but damage over time can also be blocked in a similar manner. In fact, this item has potential to block any kind of damage you take, including damage from the Shrine of Blood and fall damage.

The asterisk* on this item is what stops it from breaking the game. This item stacks logarithmically instead of linearly, so additional items do not increase the effect as much as the previous item. The general consensus around it is to stop collecting them around 10-16 bears, where the diminishing returns begin to become too great. At that point, you should be around 75% resistant to any hits. This item is a useful take on any character, but especially characters with low mobility or health pools.

Also, this is probably the only item that is unaffected by 'luck', meaning that 57-Leaf Clover does not reroll Tougher Times procs if it fails. This is probably to stop this item from being even more powerful then it already is when combined with a clover.

Monster Tooth
Effect: Killing an enemy spawns a healing orb. When picked up, the orb heals for 8 (+8 per stack) plus 2% (+2% per stack) of your maximum health.
Stacking: Linear

Notes: This item again got a much needed buff. Now the orbs are not completely useless at higher levels and heal a factor of your maximum health too, instead of just a flat rate. This has made it much more valuable when lugging around about 5-10 of them, allowing each orb to heal you for 10-20% of your maximum health. This has made it a solid item if collected in number for healing, especially for melee characters.

The orbs are affected by gravity so they will fall to the ground and roll down steeper inclines, tending to collect in low lying areas, though the orbs despawn rather quickly so this item is nearly useless on any ranged character not close to the action. Best given to Melee characters who could collect the orbs far more reliably. Side note, these orbs can also be collected by any ally of yours, like turrets, ghosts, or drones.

Lens-Maker's Glasses
Effect: Your attacks have a 10% (+10% per stack) chance to deal a critical hit, which does double damage.
Stacking: Linear

Notes: Incredibly useful; but only up to a certain point. While there are no diminishing returns, getting your critical chance above 100% is pointless. Some tricksters may want you to believe that if you have 200% critical chance, then you can hit for double or even triple crits, but they are trickster spirits who only seek to confound and bamboozle. Once your crit chance reaches 100%, that's it. You do double damage all the time, no more, and no less. It is commonly accepted that you should stop collecting these around eight or nine items, as there are a scant few other items that also increase critical chance which can fill the gap of the last 10-20% for you.

It should also be noted, that I believe any damage inflicted can benefit from critical chance, however damage over time (bleeding, burning) does not. This makes explosives and lightning doubly effective. Always print some glasses if you are under seven or eight of them if a 3D printer arises.

Paul's Goat Hoof
Effect: Increases movement speed by 14% (+14% per stack).
Stacking: Linear
Requires: "Is this bugged?"; Fail a Shrine of Chance 3 times in a row.

Notes: Another simple-as-is-useful item. It increases your base movement speed. Its sister item, the Energy Drink (which only increases sprint speed), gives a larger speed boost per item, but only affects sprinting. The Goat Hoof increases speed at its source, so all other things that affect speed only during certain situations (like sprinting) also benefit from this item.
Common Items - Part 2
Bustling Fungus
Effect: After standing still for two seconds, create a sphere around you that heals for 4.5% (+2.25% per stack) of your maximum health every second. Allies within a 3 meter (+1.5 meter per stack) radius also heal for the same percentage of their maximum health.
Stacking: Reduced Linear (both for healing and radius)

Notes: Also called the Big Bungus. For majority of characters, this item is not extremely useful. It requires you to stand still to activate, in a game where standing still can usually result in swift and painful obliteration. However, it does heal allies, which can be useful in early and possibly mid-game, as well as for using Shrines of Blood.

For Engineers, however, this item is crack cocaine/MDMA/methanphetamines. This is due to the fact that their turrets, when placed, generate a healing zone since they are always standing still. This not only helps them soak huge amounts of damage, but it also creates a healing zone for anyone else on the team. If you're not an engineer and someone else is, don't even bother picking this up and just let the engineer take it. He will get far more use out of it.

Given enough stacks and due to the spherical nature of the healing zone, the fungus can also begin to heal flying allies, like drones and ghosts of enemies generated by Happiest Mask. Fungus appears to cap out at healing 100% health per second, so that would be about 44 fungus. The radius continues to increase, however.

Crowbar
Effect: Deal 150% (+50% per stack) damage to enemies above 90% health.
Stacking: Reduced Linear.
Requires: "The Basics"; Discover 10 unique white items

Notes: The infamous crowbar nuke. This is mostly useful on characters with abilities that deal high damage in single shots (MUL-T's rebar launcher, Huntress' Ballista, and Loader's Gauntlet), as that initial shot is magnified for additional damage, getting a huge bonus to healthy enemies and making one-shot-kills much easier.

It stacks rather poorly though (a little better since the update, +50% per instead of +30%), so collecting a ton of them is not usually as desirable as other items of its class. Furthermore once you're under 90% health on your target, you go back to doing wimpy damage. This is a problem if an enemy is already damaged by weak attacks.

Tri-Tip Dagger
Effect: On hit, 15% (+15% per stack) chance to add one bleed stack to the hit enemy, dealing 240% base damage over time, per bleed stack.
Stacking: Linear (proc chance), No stacking (damage)

Notes: This item is far more underwhelming that it is in Risk of Rain 1. In Risk of Rain 1, each blade individually had a chance to inflict bleeding damage, but now it appears to be a linear chance to inflict bleed. Additional stacks only increase proc chance (not damage), so it is useless to collect more than seven of these.

The damage is also fairly low and only worth grabbing on characters that can achieve obscene hit rates (Commando and MUL-T, and maybe Engineer can come too), or if you have high base damage (Shaped Glass/Tonic). The bleeding damage is allowed to stack and run in parallel with other bleeds, so it can get to some decent supplemental damage, but the damage is forever going to be 240% of your base over time for each hit.

Warbanner
Effect: When leveling up or starting the Teleporter, your character drops a banner that influences all allies within 16 meters (+8 meters per stack). Allies under the influence of the banner gain +30% attack speed and +30% movement speed.
Stacking: Reduced Linear (radius), No stacking (attack speed/movement speed bonus)

Notes: Since an update, the banner is now also dropped when starting a teleporter event, which makes it much more reliable throughout the game. This can be useful on the first few stages to get a comparatively large increase in your ability to deal damage and avoid attack, however later game the bonus is still rather small and stacking still only increases the radius, not the strength of the effect.

Multiple warbanners in the same location also do nothing for you, so there is very little reason to collect more than three or four of these things at any one time. A prime item for the scrapper.

Cautious Slug
Effect: Increase base health regeneration by 4 (+4 per stack) HP/s while outside of danger.
Stacking: Linear

Notes: This item will increase healing after you do not take damage for a short time, however you are free to use abilities and deal damage yourself without interrupting the healing it provides. It's helpful, however the healing can be rather slow on its own, and small amounts of damage over time can prevent it from helping you at all. After the update, it no longer increases your base health regeneration by a percentage, but instead a flat rate.

Personal Shield Generator
Effect: Gain a shield worth 8% (+8 per stack) of your maximum health. Recharges outside of danger.
Stacking: Linear

Notes: After an update, it now provides shielding as a factor of your maximum health, instead of a flat value. This makes it quite a strong cushion at any stage in the game to your health overall, instead of only being +25 at best. Shields will only recharge out of danger, however, so they are near useless under constant fire.

Medkit
Effect: Heal for 20 plus 5% (+5% per stack) of your maximum health 2 seconds after taking damage.
Stacking: Linear (health healed), No Stacking (time delay for healing)
Requires: "Elite Slayer"; Defeat an Elite-type monster

Notes: An update has greatly helped this item to be relevant later game by making it heal a fairly sizable portion of maximum health in addition to the flat rate. The flat rate of healing was also doubled, but at the same time the delay to receiving healing was also almost doubled (from 1.1 seconds to 2). Chip damage will still kill you, but having a few of these on hand can be a great band-aid (literally) to keep you on your feet if you can find safety.

Benefits even more if carrying something like Corpsebloom or the Rejuvination Rack.
Common Items - Part 3
Gasoline
Effect: Killing an enemy ignites all enemies within a 12 meter (+4 meters per stack) radius of the killed enemy. Enemies ignited burn for 150% (+75% per stack) of your base damage over time.
Stacking: Reduced linear (both radius and damage)

Notes: A very solid choice that can quickly mop up clusters of weak enemies. This item can make quick work of the ever-present wisps and jellyfish that plague the skies. Once you destroy one of them, nearby ones ignite, then die, then ignite the ones nearby them, causing a fine chain reaction. This can also help create supplemental damage on harder targets that are clustered nearby weaker ones.

The only time this item falters is on clusters of hard targets that are difficult to kill. This item is only strong in the presence of weak enemies. The damage applied per tick is based on your character's base damage, so the more stacks of gas you have, the longer that ignited targets burn for. The only way to get more damage each second is to repeatedly ignite the target, since burning damage is done in parallel with other burns. This can be easy to do if killing clusters of weak enemies nearby tougher ones.

God-tier on Arcid, who has a poison passive ability which can melt enemies down to 1 HP without killing them. All Arcid has to do is spit bile at a weakened enemy to cause a chain reaction, blowing up everyone who has been plagued. Similar strategy may be employed with Will-'o'-the-Wisp.

Stun Grenade
Effect: On hit, 5% (+5% per stack) chance to stun enemies for 2 seconds.
Stacking: Linear

Notes: Another solid choice for characters with high attack speed. The beauty of stuns is that they interrupt attacks on non-boss monsters, such as Golems and Beetle Guards. This means you don't have to spend as much time dodging around or diving for cover from their attacks, since you can interrupt them just by attacking. Naturally, it's probably a good idea to stop collecting these around 19 or 20 of them since the duration of the stun does not stack, only the chance of the stun occurring.

Bundle of Fireworks
Effect: When using an interactable object, launch 8 (+4 per stack) fireworks that seek out enemy targets and deal 300% base damage each.
Stacking: Reduced Linear
Requires: "...Maybe one more"; Duplicate the same item 7 times at the same 3D printer

Notes: Surprisingly robust, this is essentially a free and smaller version of the disposable missile launcher that occurs every time you interact with something (not just chests, like the description says). It procs even on shrines, the teleporter, and when repairing drones. The missiles are welcome damage against targets and can easily clean up weak trash enemies around you while you are busy looting. This also nets you a small sum of cash for the next chest.

And still, any kills generated from the fireworks trigger any on-kill effects your character has, which can further snowball a combo along. This is a solid item for any character since you'll always be opening chests.

Energy Drink
Effect: Increases sprinting speed by 30% (+20% per stack).
Stacking: Reduced Linear

Notes: The sister item of Paul's Goat Hoof. This item, however, only increases sprinting speed, but does so by a larger amount than a Goat Hoof. This makes it very useful when scouring the map for chests and evading fire. This is especially useful on Huntress, who can still attack while sprinting.

According to the logbook's description, it literally contains pretty much every hard street drug known to man, so unlike those items that I mentioned that were cocaine for certain characters, this item is literally cocaine and every other drug known.

Backup Magazine
Effect: Add +1 (+1 per stack) charge of your secondary skill.
Stacking: Linear
Requires: "Flawless"; Complete a teleporter event without getting hit

Notes: Very useful for most characters, except for Engineer, who already gets 10 charges of his mines. Commando gets to shoot more penetrating rounds, MUL-T gets to become the black Scottish cyclops of stun grenades, Huntress gets to spin around flinging glavies everywhere, Artificer can spam more nano-nukes, and Mercenary becomes an attack helicopter with his whirlwind.

For the love of god, give some of these to Loader. She can use the multiple charges of her grapple arm to traverse much greater distances and it gives her far more control over where she is flung.

This allows most characters a lot more damage output since they don't have to wait for their secondary skill to recharge after using it every time.

Sticky Bomb
Effect: On hit, 5% (+2.5% per stack) chance to attack a bomb to an enemy, which detonates after a short time for 180% damage.
Stacking: Reduced Linear (both proc chance), no stacking (damage)

Notes: These were nerfed into the dirt since the sticky bomb nuke strategy prevailed. They used to stack for 150% +250% damage per item, but now they no longer stack for damage. The wording in the logbook is peculiar stating "180% TOTAL damage", I don't know why this is such. This change in any case makes the item much less remarkable and just a delayed source of extra damage that may be useful against clustered targets.

Rusty Key
Effect: A rusty lockbox containing a random item will appear in a random location in each stage (the rarity of the item tends to be higher per stack).
Stacking: Unique
Requires: "Keyed Up"; Defeat the teleporter bosses in under 15 seconds


Notes: The rusty lockbox only starts appearing on the stages after you get the key.
Once you grab it, you have to go to the next stage for the lockbox to spawn. The lockbox is a small, black box, larger than a capsule but smaller than a normal chest. It's easy to mistake it for a rock (or something) if you don't know what it is. The more keys you have when you open the box, the better the item usually is. It's good to have at least one of these keys on hand since you get a free item per level if you do.

If you get rid of your key on the level with a lockbox (i.e 3d printer), you are usually still able to open it. In multiplayer, the keys collectively held by the team determines the roll for rarity, so spreading keys out among you can work without requiring one player to hold all the keys like a janitor.

There's usually a pretty fair shake at getting at least an uncommon item out of the box, and the lockbox does not need money to be opened. The only problem is that due to the random nature, you're not always going to get your rusty key's worth out of the box.



Common Items - Part 4
Armor-Piercing Rounds
Effect: Deal an additional 20% (+20% per stack) damage to bosses.
Stacking: Linear
Requires: "Advancement"; Complete a teleporter event

Notes: This would be a solid item, however it only counts 'boss' enemies as the ones specifically spawned by the teleporter that have to be killed or special scripted bosses (pretty much anything with the red healthbar centered on the top of the screen). It is, however, a substantial damage increase, so it is not a terrible item to take. This item also does not wane later in the game like many others since bosses spawned by the teleporter get seriously swole late game.

The only complaint that I have of this item besides what it affects: it causes damage numbers to all look the same when you attack a boss. This makes it difficult to tell which sources of damage are most effective (i.e you won't be able to tell apart bleed and burn damage since they look the same).

Topaz Brooch
Effect: On enemy kill, gain a temporary barrier equal to 15 (+15 per stack) health. This barrier decays over time. Total health of the barrier cannot exceed the holder's current maximum health (including shield).
Stacking: Linear

Notes: Also very strong, especially on characters with a low health pool. The barrier appears to wane as a percentage of maximum health, instead of at a fixed rate. This means characters using Shaped Glass or with significantly lower health pools will find the barrier will decay much more slowly, compared to an equal barrier on a high health user.

This item stacks really well, and mid to late game where you can delete waves of enemies, you can keep up a very respectable buffer between damage taken and your own health. Unfortunately, as mentioned, the barrier cannot exceed your current maximum health (but includes shields, so you can get a barrier worth your maximum health+maximum shield). This item is especially useful with shaped glass, since you can delete almost anything you look at with the double damage, and in doing so are provided up to twice your current health in barrier.

And furthermore, the barrier granted by this item does not constitute "healing". This means if you are hit by a malachite debuff which prevents you from receiving any healing, you can still keep a barrier up by killing enemies until the buff expires. This is a very strong common item for survivability, and having just a few of them can greatly increase how much damage you can take while killing.

Focus Crystal
Effect: Deal +15% (+15% per stack) damage from all sources to enemies within 13 meters.
Stacking: Linear (damage), No stacking (range)

Notes: Not very noteworthy for majority of the ranged classes, since this requires you to expose yourself for your damage increase at close range. It can be useful on those classes to deal with enemies that stray too close, but it can be safe to say that it is wasted on most ranged classes.

Now, melee classes, who always have to be within 13 meters to strike properly, will find this is a straight up damage increase. Load your melee classes down with focus crystals for that sweet damage bonus. If you thought that Loader flying around at Mach 10 delivering thousands of damage with a single punch was impressive, with a few focus crystals you can turn on the one punch theme in the background. Strong common item for melee classes.

It should also be noted that it seems all damage increases on the enemy that is close to you, as long as you are the original dealer of the damage. Ex: bleed and burn damage start to benefit from the increase if you approach within 13 meters of the enemy affected.

Fresh Meat
Effect: On enemy kill, increase your base health regeneration by 2 HP/s for 3 (+3 per stack) seconds.
Stacking: Linear (effect duration), No stacking (regeneration amount)

Notes: Extremely underwhelming, even during early stages. A measly two health per second is piddly, and stacking this item only increases its underwhelming duration. Triggering this item multiple times only refreshes the duration, and does not intensify the effect. At this point, if you can get close, even Monster Tooth may be a better pick as it heals more health per orb then this item does in its entire duration, item per item. Cautious slug is much better for healing via regeneration with its only stipulation of needing to be out of combat. Avoid.

Reupulsion Armor Plate
Effect: Reduce all incoming damage by 5 (+5 per stack), to a minimum of 1 damage.
Stacking: Linear

Notes: Surprisingly useful early and mid game, can really take the bite out of smaller attacks since damage is reduced by a flat amount and not a percentage. Stacking isn't bad either. These fall off later game where everything hits like a truck, though, and at that point a percent damage reduction would probably be preferable.

Scrap
(Image Pending)
Effect: No effect. When interacting with a 3D printer or conversion cauldron, scrap of the same item class as required by the printer/cauldron is consumed from your inventory first before any of your other items.

Notes: I am not going to bother listing scrap like 6 times, but essentially, there's scrapper items that randomly spawn around the world. You can choose any of your items to toss into it, but when you choose an item all items of that type are tossed into it. You'll get an equal amount of scrap items back of the same rarity of the item you tossed in.

The scrap items do nothing on their own but when you eventually find a 3D printer of the same rarity (or a conversion vat), the scrap items go first and essentially give you some control over which items you want to get rid of. There are four tiers of scrap: Common, Uncommon, Legendary, and Boss, all which come from their respective item tiers (white, green, red, and yellow).
Uncommon Items - Part 1
AtG Missile Mk. 1
Effect: On hit, 10% chance to fire a missile that seeks an enemy target and deals 300% (+300% per stack) damage.
Stacking: Linear (damage), No stacking (proc chance)

Notes: Disappointing that the missiles no longer stack proc chance as they did in the first game, however they now stack a huge amount of damage. Very useful for characters that do a lot of on-hit effects (i.e Commando, MUL-T). In multiplayer, it may be more useful to ensure each character gets an AtG missile launcher instead of having one character hold them all. This means more missiles flying around which can easily nuke weak enemies on their lonesome.

Will-o'-the-wisp
Effect: On killing an enemy, the enemy explodes in a 12 meter (+2.4 meters per stack) radius for 350% (+280% per stack) base damage.
Stacking: Reduced Linear (radius and damage)

Notes: The sister item to Gasoline. Stacks excellently for huge damage, though the radius does not stack as well. The explosion is sure to, at minimum, modestly damage anything around it. With stacks of gasoline, the burning damage can finish off anything that survived the explosions, then cause those mobs to explode in turn. Combine gasoline and this item for huge chain reaction potential.

Hopoo Feather
Effect: Gain +1 (+1 per stack) maximum jump count.
Stacking: Linear

Notes: Another simple-useful item. Allows your character another mid-air jump before having to touch the ground. For Mercenary, who already has two jumps, it gives him his jump after he has already expended the two he has normally. It should be noted that jumps allowed via Hopoo Feather will not trigger the speed boost from Wax Quail. Mercenary is the exception where he can use Wax Quail twice in the air since he already has two jumps built in.

In later stages, the floor is usually literally lava. Having a large stack of Hopoo Feathers can keep you airborne for a great amount of time and help you escape danger.

Ukulele
Effect: On hit, 25% chance to fire chaining lightning from the hit target for 80% base damage. The lightning seeks out up to 3 (+2 per stack) enemies from its source within 20 meters (+2 meters per stack).
Stacking: Reduced Linear (Enemy count, range), No stacking (proc chance, damage)

Notes: Stacks very well and is very useful against groups, since the lightning can zap weak enemies in a cluster while you focus on a big bad. The stacking is not bad, however it does not stack damage or proc chance, and the range stack is rather small. Works wonderfully on bosses and hard targets, since the lighting just continues to zap surrounding smaller enemies.

Is also actually insanely good with high damage, single shot characters as well, such as loader. The item uses the damage of the attack that proc'ed it, so hitting the boss with your nuke fist will zap all the surrounding enemies with a nuke strength bolt too.

Leeching Seed
Effect: Dealing damage heals you for 1 (+1 per stack) health.
Stacking: Linear

Notes: Useful on any character with a very high rate of fire. Much less useful on characters that deal lots of damage in a few shots, and Engineer since the healing goes to his turrets when they damage something, instead of him. If you can get enough of these, and enough rate of fire, you should be able to out-heal moderates amount of damage just by attacking, however the healing is rather gradual and you can get smacked out of the sky if you're not careful.

Predatory Instincts
Effect: On hitting an enemy with a critical strike, increase attack speed by 12% for approximately a second. Maximum capacity for attack speed increase is 36% (+24% per stack).
Stacking: Linear (speed capacity), No stacking (increase per hit)
Requires: "Rapidfire"; Reach 200% attack speed

Notes: Pretty good on characters with high attack speed and those who already have high critical chance, since that would essentially give you bonus attack speed for attacking. Is not good on characters that cannot maintain a high rate of fire, like Artificer or Engineer (though his turrets benefit from it a lot if they have high critical chance).

The number of stacks allowed increases the potential for speed, but the stack wane very quickly, limiting its usefulness.

Red Whip
Effect: While out of combat, movement speed is increase by 30% (+30% per stack).
Stacking: Linear

Notes: Solid item, sister to Energy Drink and Paul's Goat Hoof, except this item is only useful for getting around the map and not for combat. Attacking or taking damage will stop you from getting this benefit, however the speed boost is very high for a single item, and it stacks well.

Old War Stealthkit
Effect: When taking damage, there is a chance to become invisible and gain 40% movement speed for 3 seconds (+1.5 seconds per stack). Chance of activation is equal to the percentage of your maximum health you were damaged for
Stacking: Reduced Linear (effect duration), No stacking (proc chance, movement speed gain)

Notes: Very useful for squishy characters. The invisibility temporarily stops enemies from targeting you (though area of effect attacks and damage over time can still kill you easy), and the movement speed can help you get out of danger. However, this item cannot be relied upon to activate at any given moment, so you have to monitor when it activates, and then take advantage of it.

It is useful on Engineer to protect him, and his turrets can benefit from the invisibility to get some damage out while not being attacked. Other squishy classes like Huntress and Artificer can also benefit since their relatively small health pool means they take a larger percentage of health for damage than other classes.

Harvester's Scythe
Effect: Gain 5% critical strike chance. On hitting an enemy with a critical strike, heal for 8 (+4 per stack) health.
Stacking: Reduce Linear (health gained), No stacking (critical strike chance increase)
Requires: "Prismatically Aligned"; Complete a Prismatic Trial

Notes: Useful on fast firing characters that already have high critical chance. The healing is rather substantial for an on-hit item (much more healing then leeching seed on its own). However, if you have low critical chance or low rate of fire, this item is much less useful. Best used with MUL-T or Commando.

Fuel Cell
Effect: Gain +1 (+1 per stack) equipment charge. Reduce equipment cooldown by 15% (+15% per stack).
Stacking: Linear (Equipment charges and cooldown)
Requires: "Experimenting"; Pick up 5 different equipment items

Notes: Absolutely incredibly useful. Not only does it reduce your equipment's cooldown, but it also lets you spam your equipment much more in a short time frame if you really really need it. This can allow you to leave equipment on recharge for some time, then only using the whole inventory of it when it is really required. Great for offensive equipment items like Disposable Missile Launcher, Royal Capacitor, or the Prion Accumulator.
Uncommon Items - Part 2
Infusion
Effect: On killing an enemy, increases your maximum health permanently by 1 (+1 per stack), up to a maximum of 100 (+100 per stack) health as long as this item remains in your inventory.
Stacking: Linear (maximum health capacity, health gained per kill)
Requires: "Slaughter"; Defeat 3000 enemies

Notes: Much less broken than it was in the first game, where there was no limit on how much health you could gain. Now its been brought in line to be much more balanced. This is not a good choice to take on Engineer, as any kills made by his turrets will cause the infusion stack to go to the turret, and not the engineer. These stacks are then wasted when the turret is killed or redeployed. If playing engineer, try saving these for Huntress, Artificer, or any other character that can make use of it.

Mechanics for gaining maximum health from infusions were updated, so having more than one infusion increases the speed you can reach the maximum bonus. Having four infusions, for example, gives you four maximum health each kill, even if one infusion is already 'full' so to speak. Essentially, additional infusions can be filled up much faster if your first infusion or so is already full, since the bonus HP per kill never goes away unless you get rid of an infusion.

You will loose whatever bonus health you have if your bonus from infusions goes over how many infusions you're carrying. If you have 150 bonus HP and two infusions and drop one, you'll lose that 50 bonus HP.

Bandolier
Effect: On kill, 18% (+10% per stack) chance to drop an ammo box, which resets all cooldowns when picked up.
Stacking: Reduced Linear

Notes: Very useful on characters with long skill cooldowns like Huntress and Engineer. The boxes can be picked up by anyone, and instantly add one charge to all of that character's skills when picked up (for characters who have multiple charges per skill). Recharging of a particular skill is not interrupted by the ammo box, it continues to charge where it was before the box was picked.

This makes it a solid choice for engineer so he can redeploy turrets and shields faster, or Mercenary so he can stay in the air longer with Eviscerate and Blinding Assault, or for Huntress to continue chaining Arrow Rain.

Berzerker's Pauldron
Effect: Killing 3 enemies within 1 second increases your movement speed by 50% and attack speed by 100% for 6 (+4 per stack) seconds.
Stacking: Reduced Linear (effect duration), No stacking (Movement/attack speed bonuses, effect trigger threshold)
Requires: "Glorious Battle"; Completely charge a teleporter with less than 10% health remaining

Notes: The bonuses provided from this buff are immense and noticeable with any character. The only shame is that they do not stack with additional items, and the window for killing enemies remains 1 second. With a few stacks though, this bonus can easily last for half a minute or more. Good for characters that can benefit from the greatly increased attack speed (Commando and MUL-T, to some extent, Mercenary).

Rose Buckler
Effect: Increases armor by 30 (+30 per stack) while sprinting.
Stacking: Linear

Notes: Misunderstood. Provides some good damage resistance, but only when you sprint. Interestingly, though, it also provides damage resistance to damage over time and I think fall damage. Best to equip on Huntress, who can still attack while sprinting.

Runald's Band
Effect: Hits that deal more than 400% of your base damage also hits the enemy with a runic ice blast. The ice blast slows the hit enemy by 80% for 3 (+3 per stack) seconds and deals 250% (+250% per stack) damage. Effect can be triggered every 10 seconds.
Stacking: Linear (slow duration, damage), No stacking (proc threshold and effect cooldown).
Requires: "Death do us part"; Find the hidden chamber in Abandoned Aqueduct

Notes: It's pretty good, but now after a rework will require you to give an enemy a big slap instead of just hit them a lot to get the proc. This severely reduces its effectiveness for rapid-fire characters, and it becomes more suited to your heavy hitters with those high damage, single shot abilities. Since it has to cool down after 10 seconds, the rapid fire guys will not see much use out of it (even less because of their low damage attacks not benefitting as much).

It should be noted, if this item procs, it will automatically also proc Kjaro's band if it is present.

Kjaro's Band
Effect: Hits that deal more than 400% of your base damage also hits the enemy with a runic flame blast, dealing 300% (+300% per stack) damage. Effect can be triggered every 10 seconds.
Stacking: Linear (Damage), No stacking (proc threshold and effect cooldown).
Requires: "Death do us part"; Find the hidden chamber in Abandoned Aqueduct

Notes: See Runald's band. It's the exact same thing but it does 50% more damage.

Chronobauble
Effect: On hit, slow enemies for -60% movement speed for 2 (+2 per stack) second.
Stacking: Linear (effect duration), No stacking (slowdown amount)

Notes: Awful. Get it outta here. No business being an uncommon item. The slow duration is absolutely tiny and thereby only useful on rapid-fire characters. Furthermore only the duration of the slow stacks, not the amount, so reapplication is useless. It only makes mowing down approaching enemies modestly easier with a fast firing character. Avoid for literally any other green item.

Wax Quail
Effect: When jumping while sprinting, receive a boost forward equivalent to 10 (+10 per stack) meters.
Stacking: Linear
Requires: "Going fast recommended"; Reach 300% movement speed (includes sprinting)

Notes: Very fun, very useful, very good at stacking. Two or three of these already launches you a good distance and speed forward. Six or seven will see you leaping uncomfortable distances. If you jump into an angled surface, you can launch yourself impressive distances into the air, and the game essentially turns into Tribes: Ascend. A very good item for characters with inherently low mobility. This also makes it faster to jump around than it is to sprint to places.

War Horn
Effect: On activating your equipment, gain a +70% attack speed bonus for 8 (+4 per stack) seconds.
Stacking: Reduced linear (buff duration), no stacking (attack speed bonus).
Requires: "Warmonger", Complete three Shrines of Combat in a single stage.

Notes: A good item, but poor at stacking since it only increases buff duration (and not by a huge amount). On the upside, it gives a ludicrous attack speed bonus, and this can synergize well with offense-oriented equipment items, especially Primordial Cube (group all the enemies up, then use the attack speed buff to delete them).
Uncommon Items - Part 3
Old Guillotine
Effect: When dealing damage, instantly kill elite monsters that are below 13% (+13% per stack) health.
Stacking: Logarithmic
Requires: "Cut Down", Defeat 500 elite monsters.

Notes: Now only fairly strong after rework. This essentially makes all elite enemies 13% weaker health-wise (even more with additional stacks). This also works on elite versions of bosses, as well as Malachite and celestine enemies. If you can get a good stack of these going, elites become easier to defeat then normal enemies. The only problem is that this item is only helpful when you deal damage -- allies and other mobs like ghosts, drones, and non-engineer turrets will not benefit from this item.

Lepton Daisy
Effect: During the teleporter event, the teleporter area will release a healing nova, healing all allies in the area for 50% of their maximum health. Novas occur 1 (+1 per stack) times per teleporter event.
Stacking: Linear (frequency), No stacking (healing)

Notes: It's passable. It can absolutely help you, your allies, or any of your recruited minions out of a tight spot during the teleporter event, however it cannot easily be relied upon to activate. Its activation, as far as I can tell, looks to be random, though it could be evenly spread to occur in the middle of the teleporter event. Either way, it does not confer much of an active benefit to you anywhere except during the teleporter. Still, the healing is substantial, so that puts this item as a bit more useful then, say, Chronobauble or Rose Buckler.

Side note, the number of this item held collectively by your entire team determines how many times the nova occurs, not the highest stack. Rest assured if three of you each collect one, you'll get the nova 3 times.

Razorwire
Effect: Upon taking any amount of damage, release a burst of 5 (+2 per stack) razors around you to a distance of up to 25 meters (+10 per stack), each dealing 160% base damage.
Stacking: Reduced Linear

Notes: Pretty strong for a defensive item, it can chunk out some pretty good damage if you're getting constantly tapped. The only shame is the damage does not stack with more items, but the amount of razors and distance they can fly do.

This item can trigger on any damage source, so fall damage and shrine of blood damage can both assist you here. REX can find this item especially useful since his entire character is built around the self-harm and healing of his own abilities (they make hotlines for self-harm and he has a serious problem). Engineers can also find this useful to provide some beefier defense to their turrets, allowing them to kill nearby enemies when taking damage.

Ghor's Tome
Effect: Upon enemy kill, there is a 4% (+4% per stack) chance of spawning a gold nugget, equal to the current purchase price of one small chest.
Stacking: Linear

Notes: Grab it. Grab it grab it grab it unless it is late game. Enough cash to pop a small chest open is a great boon to have while trying to stay ahead of the game's clock. This can greatly cut down on time needed to farm kills in order to open "just one more chest" before you use the teleporter.

Like the description says in-game, the value of the drop starts at 25$ and scales over time, the same amount that all money scales over time. The nuggets spawned do not despawn, but are also not automatically collected. You will have to go grab them yourself.

Squid Polyp
Effect: Activating any interactable spawns a squid turret nearby, which attacks nearby enemies at 100% (+100% per stack) attack speed. The turret bleeds health equal to 1/30th of its maximum health per second.
Stacking: Linear
Requires: Automation Activation: Activate 6 turrets in a single run.

Notes: It's actually pretty strong and can help cover you if you're running chest-to-chest to try and nab some items. The turret doesn't 'last' 30 seconds though, it will last as long as its health does, and it bleeds 1/30th its max health every second. The turret can be healed like a lot of things can by bustling fungus and Shrines of the Woods, so that can actually keep them up indefinitely.

The turrets will get manhandled if they are attacked by any serious opponent though, so don't lean on them too heavily. Stacking gives them insane boosts to rate of fire, and can help them shell out more damage. Unfortunately the turrets are not very good at picking decent places to spawn and may frequently spawn in bad locations. Also, they will seriously fall off later game since they don't trigger any item effects on their own and only do about 100 damage per shot. Don't invest too heavily into these too early.

Death Mark
Effect: Enemies with 4+ defbuffs are marked for death, taking 50% damage from all sources for up to 7 (+7 per stack) seconds after the enemy no longer has 4+ debuffs.
Stacking: Linear (Damage bonus), No stacking (duration and debuff limit)

Notes: Only starts to shine late game where you can apply several debuffs quickly by general attacks. Otherwise, you won't really see any effect since you'll usually be hard pressed to debuff an enemy that much early game.

Stacking was nerfed into the dirt, and now the amount of damage buff provided is constant. Instead, the duration of the debuff applied is now extended the more you have, so stacking this beyond maybe two is completely worthless. Pick up only one and then be done with it.
Legendary Items - Part 1
Brilliant Behemoth
Effect: All of your attacks explode in a 4 (+1.5 per stack) meter radius for 60% damage to nearby enemies.
Stacking: Reduced Linear (Range), No stacking (damage bonus)

Notes: A solid choice, this essentially provides great bonus damage to anything around whatever you hit. This damage also benefits use items and projectiles like Fireworks and AtG missiles. Stacking them is okay, and increases the range, but not the damage. This gives great potential when combined with items like Gasoline, which can finish off the nearby already weakened enemies.

Ceremonial Dagger
Effect: Killing an enemy releases 3 homing daggers that deal 150% (+150% per stack) base damage.
Stacking: Linear (damage increase), No stacking (daggers released).

Notes: Since this item is now properly fleshed out, it is still decent for clearing out trash mobs early and middle game. Early game, the three daggers are almost assuredly enough to deal with most trash enemies like wisps and beetles. Once they die, they'll release their own set of daggers which perpetuates the cycle, allowing you to do actual important things.

In contrast to items like Gasoline and Will-'o'-the-Wisp, these daggers can seek enemies from quite a distance, much like missiles and fireworks. They also now appear to penetrate terrain in an attempt to seek their targets and have improved tracking, so they hit much more frequently now. They can still miss, though, and if they have been alive too long they will eventually stop tracking and despawn.

This item falters heavily when trying to deal with clusters of hard targets. The daggers on their own do not provide much meaningful damage, but if you can kill clusters of enemies at once, the horde of daggers released can deal appreciable damage to harder targets.

Frost Relic
Effect: Killing an enemy surrounds you with an ice storm that deals 600% base damage per second. Each kill before the ice storm wanes increases its radius by 1 meter, up to a maximum of 6 (+6 per stack) meters.
Stacking: Linear (maximum radius), No stacking (damage and radius increase per kill)

Notes: This item can be decent to keep enemies off of you while killing other targets, and does deal appreciable damage. It can also be great for engineer turrets to help keep them from getting swamped by trash mobs. However, the barrier cannot reach its maximum potential without constantly getting kills, and the barrier eventually fades after a few seconds of not killing anything.

The damage also only scales with your base damage, so stacking these is rather weak compared to the benefits conferred by some other items of similar class.

Happiest Mask
Effect: Killing an enemy has a 7% chance to spawn a ghost of the killed enemy, that does 1500% damage. The ghost of the killed enemy bleeds health constantly, and lasts 30 (+30 per stack) seconds if not healed.
Stacking: Linear (Base Lifetime), No stacking (Damage/proc chance)

Notes: Oddly enough, the ghosts merely bleed health over their lifetime, equal to their maximum health over their ideal lifetime every second (an enemy with 500 health that lasts 30 seconds is going to bleed 500/30 health/second). These ghosts can also be healed by any healing ability that heals allies as well - bustling fungus and the Gnarled Woodsprite, among a few things possible.

The ghosts also have a hidden effect -- each ghost counts as a spawned mob in the game's logic, and the game can only spawn a maximum number of mobs before it is forced to stop. Having ghosts out essentially reduces the number of hostiles the game can throw at your passively.

It is also hilarious that this item works on boss-type enemies, unlike in the first game. Bosses bleed huge chunks of health, but they still have naturally destructive abilities (combined with 1500% damage increase, hello Vagrant Dying EMP).

This item's spawn chance was slightly reduced (10% to 7%) but the damage of the new ally was tripled (from 500% to 1500%). Have a blast.

H3AD-5T v2
Effect: Increases jump height. Ignore fall damage. Holding space while airborne slows your vertical momentum upwards, then greatly increases your character's downward velocity, angling towards the nearest enemy below you. On hitting the ground, create a 5 to 100 meter kinetic explosion, dealing 1,000% to 10,000% base damage that scales up with speed. The effects of this item are on cooldown after an explosion is generated, and will recharge in 10 (-50% per stack) seconds.
Stacking: Logarithmic (Recharge speed), No stacking (Damage, jump height, radius)

Notes: Very fun when combined with movement items like Wax Quail and Hopoo feathers. Easily capable of dealing absurd amounts of damage, and the damage dealt can also proc on-hit effects such as sticky bomb (which will use the damage from the impact, so it increases the already absurd damage).

The only complaint people have of this item is that additional jumps granted by Hopoo feather do not benefit from the increased jump height, and normal jumps become rather 'floaty', giving you a lot of air time with no control over how high you jump. The negation of fall damage appears to last even if the item is on cooldown, however.

N'kuhana's Opinion
Effect: Whenever your character receives healing, store 100% (+100% per stack) of the healing received as soul energy. Once soul energy reaches at least 10% of your maximum health, fire a skull that deals 250% of your soul energy (25% of your maximum health) as damage.
Stacking: Linear (Healing -> Soul Energy conversion), No Stacking (Max HP Threshold, Damage)
Requires: "Her Concepts"; Find the Altar to N'kuhana

Notes: It's pretty terrible on most characters, unless you are already kitted out with obscene amounts of healing, at which point this probably becomes irrelevant. But the secret is that the healing doesn't have to have any effect on your character in order to get soul energy. Any healing received, even if you already have full health, will still count for soul energy.

This means that engineer turrets, who are always sitting in huge nests of busting fungus, will start shooting heat seeking skulls every single second at any nearby enemy. This item becomes a must for any engineer.

Also, a single skull is fired for each 10% of soul energy you have. So if you suddenly receive 50% of your maximum health (i.e Lepton Daisy), you fire 5 skulls at nearby targets.
Legendary Items - Part 2
Unstable Tesla Coil
Effect: While active, the Tesla coil fires lightning that hits up to 3 (+3 per stack) enemies for 200% base damage every 0.5 seconds. Every 10 seconds, the tesla coil toggles between being active and inactive.
Stacking: Linear (enemy count), No Stacking (damage, attack speed, duration)
Requires: "Macho"; Deal 5000 damage with one attack

Notes: Great item that kills things without you even having to touch it. The range is pretty good, and the lightning can bounce out even further between enemy targets, and more or less nukes weak targets out of a crowd for you (which, in turn, can cause nasty on-kill effects for anything bigger that survives).

Engineer turrets especially get great use out of this to nuke approaching enemies.

57-Leaf Clover
Effect: All random effects are rolled +1 (+1 per stack) additional time. The most favorable outcome of the rolls is chosen.
Stacking: Linear
Requires: "The Long Road"; Complete 20 stages in a single run

Notes: Any random event or effect (such as on-hit procs or critical strikes) are rolled an additional time, and the game will choose the better outcome of any rolls. This essentially gives many things a chance to proc a second time if they don't the first, and can improve things such as on hit effects, lunar coin drops, and more. Invaluable, however given the nature of probability, stacking these begins to become less effective after you get five or so.

It would appear however that not all random events are effected: item drops and Shrines of Chance do not appear to benefit from increased rolls, though this is currently an unknown for sure without checking the code or being addressed by developers.

The chance of succeeding your roll is calculated thus: 1 - (chance of failing roll)^(number of clovers+1).
Example: Say your critical strike chance is 20%, and you are carrying one 57-Leaf Clover. There is an 80% chance to not get a critical strike. Because of your clover, you have to hit that 80% chance twice in succession in order to not get your critical chance. This means your chance of not getting a critical hit is .8*.8, which is .64, or 64%. By inverting this (100-64), you get your actual critical chance, which is 36%, on average (16% increase to critical chance, effectively).
Using the same hypothetical scenario, but with 2 clovers, you have a 48.8% (100-[(.8*.8*.8)*100]) chance (28.8% over base, 12.8% increase over the last clover). And with 3, 59.04% chance. This hits diminishing returns quickly, but even one or two clovers is immensely helpful on low chances. Some items like Runald's and Kjaro's band are incapable of increasing proc chance with additional items (those particular items are locked to 8%), so the Clover immensely helps in bringing out more effectiveness from those items.

Side note: Tougher Times procs are not re-rolled by 57-Leaf Clover.

Still sorely missed will be the 56-Leaf clover from the first game. Rest in peace.

Sentient Meat Hook
Effect: On hit, 20% chance (+20% per stack) to fire homing hooks at up to 10 (+5 per stack) enemies for 100% damage. Enemies hooked by this item are pulled towards the hit enemy.
Stacking: Linear (Proc chance), Reduced Linear (Enemies targeted), No stacking (damage)
Requires: "Deja Vu?"; Loop back to the first stage in a single run

Notes: At first glance the item itself just seems to be a small amount of extra damage to other nearby enemies. But once you actually use it, you find out it's actually fantastic for anything that has an on-kill or on-hit effect with a limited radius. The logbook neglects to add that enemies hooked by this effect are pulled towards the enemy that originally proc'ed the hit.

This makes it incredible for drawing loose clusters of enemies together to kill with on-kill effects like Gasoline and Will-o'-the-Wisp. It also hooks a very large number of enemies even with one item, so this can make low stacks of gasoline and other such items easier to work with.

Alien Head
Effect: Reduces cooldowns on all skills by 25% (+25% per stack).
Stacking: Logarithmic

Notes: Great for any character with long cooldowns, but especially for Artificer, since she has no skills without a cooldown. Engineer and Huntress benefit well since a lot of their skills have relatively long (15-30 seconds) cooldowns. Pretty straightforward.

Soulbound Catalyst
Effect: On kill, reduce your current equipment's cooldown by 4 (+2 per stack) seconds.
Stacking: Reduced linear
Requires: "Newtist"; Interact with 8 unique Newt Altars

Notes: Straightforward and good on any class except for engineer. Engineer relies mostly on his turrets to get his kills, and when turrets kill things, on kill credits for items such as this go to the turrets, not the owner of the turrets (I.e, the engineer). Anyone else kills things by their own hand, so any kill benefits from this.

It's also good to note that the equipment cooldown is done by a flat value of seconds, not percentage. This means it makes equipment with short cooldowns get back to ready status even faster, such as Royal Capacitor. Use items like the Preon Accumulator still benefit, but they still suffer from extremely long cooldown.
Legendary Items - Part 3
Dio's Best Friend
Effect: Upon your character's death, this item is consumed from your inventory after a short delay. Your character is revived with three seconds of invulnerability and full health.
Stacking: None
Requires: "The Lone Survivor"; Survive for 30 consecutive minutes

Notes: Everyone wants this because it gives you a second chance when you inevitably screw up and die. You can revive as many times as you have non-consumed Dio's in your inventory. Unlike in the first game, Dio's do not regenerate after a certain amount of time. Once they are consumed, they are gone forever (though a greyed out version of the item will still remain in your inventory to remind you of your sin).

Engineers especially can benefit from Dio's, since his turrets will revive upon death as many times as you have active Dio's. This does not consume Dio's from you inventory, and the turrets get new Dio's whenever they are redeployed. This allows them to absorb some hits that instantly kill them and continue to provide damage and distraction.

As a side note, consumed Dio's still count as a legendary item for the purpose of the Shine of Order, and I think the 3D printer as well.

Hardlight Afterburner
Effect: Add +2 (+2 per stack) charges to your character's utility skill, and reduce utility skill cooldown by 33%.
Stacking: Linear (Skill Charges), No stacking (cooldown reduction)

Notes: A great item on any character with a good utility skill, which is about everyone but Artificer. Commando gets increased horizontal mobility with dodges, MUL-T can travel further distances or do more damage with transport mode, Huntress can blink further distances or correct a poor reposition, Engineer can continually place shields for uninterrupted cover, and Mercenary can use his Blinding Assault with much more flexibility while waiting for other skills to cooldown.

Artificer does not benefit as well simply because her utility skill is not related to mobility, it's just an ice wall that is questionably effective. The wall was made a bit better with a recent update, but this still does not help her with mobility.

Wake of Vultures
Effect: On kill of an elite monster, gain the power of the slain elite monster for 8 (+5 per stack) seconds.
Stacking: Reduced Linear (Effect duration)

Notes: Okay, a hotfix for this has made this item passable, to a degree. It is no longer as much of a liability to take with you, at the least. Killing an elite gives you the buff that belongs to that elite enemy for the duration.

Overloaded (shock) enemies: Half of your health is converted to shield for the duration. This health is automatically restored when the shock buff wears off. In addition, the location that any of your attacks land at will spawn a shock bomb, which explodes after about a second for some additional damage. Can put you in a bad spot because healing items won't heal you past half of your health while the buff is up, potentially endangering you.

Blazing (fire) enemies: All of your attacks have a 100% on-hit chance to ignite the target for additional burn damage. This burn damage stacks with repeated application to the forehead, so this can quickly toast tanky enemies with a rapid-fire character. You also leave a trail of fire behind you which ignites and damages enemies that walk into it (including airborne enemies, since it kind of lingers in the air), however the trail is rather short-lived.

Glacial (ice) enemies: All of your attacks have a 100% on-hit chance to slow the target. When dying, spawn an ice bomb that freezes enemies for about two seconds.

Malachite enemies: Periodically, your character spawns three malachite clusters which land nearby. Any enemy that touches a malachite cluster receives damage and the malachite debuff, which stops them from benefiting from any healing they would have received. Additionally, attacking an enemy will also apply a malachite debuff. This is scarcely actually useful against any enemy except the Clay Dunestrider.

Celestine enemies: You make nearby allies invisible, which can help stop enemies from directly targeting them for the duration. Apply a massive slowdown to enemies on hit.

Brainstalks
Effect: On kill of an elite monster, gain a buff for 4 (+4 per stack) seconds where all character skills have no cooldown.
Stacking: Linear
Requires: "Decide"; Defeat an Elite boss on Monsoon difficulty

Notes: A great item for characters with long cooldowns. The text is misleading, as the character skills still need at least one second or tick to fully cooldown and charge. For characters with a high number of charges to a skill (like engineer's mines), this being active will give you a few more free charges to that skill.

The downfall of this item is that the buff provided is an extremely short window. You'll have to take note of when you're about to defeat an elite to get the most use out of it. It is also very character-to-character specific and you will have to find what works best for your character when using it.

A recent update has given a pink overlay to your screen when this buff is active, which can help you take advantage of it without having to focus on your buffs bar to see when it is active.

Rejuvination Rack
Effect: All healing received is +100% (+100% per stack) more effective.
Stacking: Linear
Requires: "Naurtopath"; Without healing, reach and complete the third teleporter event

Notes: As useful as it is straightforward. All healing received is twice as effective. This makes anything that heals you heal twice as much. There's not really any strategy here. Kind of makes Medkits somewhat useful if you happened to collect ten of them, but 200 damage can be a drop in the bucket late game. Most useful when combined with other similar items that take advantage of healing, like Aegis and Nhukana's Opinion.

As a note for the prerequisite achievement: Naurtopath simply must be achieved without the use of any healing items. This would be anything that shows a green number over your character when it heals you (Leeching seed, Medkit, healing drones, Foreign Fruit, to name just the surface). Natural healing and healing provided by regeneration (including cautious slug) do NOT invalidate this achievement. Just be careful of what you pick up.

Aegis
Effect: Healing past your maximum health turns the healing received into a temporary barrier, equal to 50% (+50% per stack) of the amount healed. The barrier cannot exceed your current maximum health+maximum shields.
Stacking: Linear

Notes: Since this item has gotten a much needed rework, it is now fairly competitive as a legendary item. Healing is no longer capped to a maximum amount of your health, you can accrue as much barrier as your health bar can hold. The only blockage now is having a lot of healing items that generate healing while you are already full health. For classes with obscene hit rates and using on-hit healing like Leeching Seed or Harvester's Scythe, attacking can keep up a very respectable barrier between you and the enemy.

This item is not very good if you aren't kitted with healing, though, since you will rarely heal enough to create any meaningful barrier. Stacking can help offset this, but you still need a good amount of healing to have any decent barrier.
Legendary Items - Part 4
Shattering Justice
Effect: After hitting an enemy five times, reduce the enemy's armor by 60 for 8 (+8 per stack) seconds.

Notes: Fairly strong as a teamplay item, and better on characters with fast attack speed (especially Commando). Since just hits and not damage are required for the debuff to be applied, you can easily tap each enemy for a massive reduction in armor and allow your allies to deal additional damage, especially helpful on bosses.

The only downside is it is not exactly clear how armor functions in the game, so the true benefit of the item is rather case-by-case. A 60 reduction in armor might not be a flat 60 increase in damage, but you never know. The item also stacks rather poorly since it just increases the length of the debuff, which is mostly pointless since you probably intend to kill what you're shooting at.

This item is terrible for slowly-attacking characters as they can rarely muster enough consecutive attacks to get the debuff applied. Give it to a suppression character, like Huntress, Commando, or MUL-T.

Resonance Disc
Effect: On enemy kill, increase this item's spin. Spin increases this item's charge. Once 100% charged, this item is launched to a nearby target, hitting the target and all enemies between it for 300% (+300% per stack) base damage. On contact with the targeted enemy, this item explodes for 1000% (+1000% per stack) base damage. The item then returns to the user, again piercing all enemies for 300% (+300% per stack) damage.
Stacking: Linear

Notes: The way it appears to work is rather convoluted, but mostly what you need to know is the more kills you can rack up in a short time, the faster this item charges. The 'spin' generated slowly decays the longer you go without killing something, and the rate of decay increases the longer you wait between kills. Spin, however, generates 'charge' which does not decay. Once charge reaches 100%, the item will fire. Given that the item will use base damage, it may not reliably kill things on its own later game, though you should have 100 other items for that.

Targeting is also a little unusual, and there's no way to really independently verify this, but according to the wiki: The disc will check all enemies within the blast radius of the nearest target and see if it can hit more enemies by targeting one of the enemies in the blast radius instead. Once a target is select, the disc will fly out as described.

It does pretty solid damage on its own, however its is usually rare for it to actually pierce enemies while flying out as described. The explosion once it does hit someone does do pretty sizable damage, and this item functions on its own without much input from the user. This is good and bad, though. Good: you don't have to do anything extra to reap the benefits of the item, just kill things and it does its thing. Bad: you can't really focus this item on anyone in particular. It will pick and choose at its own discretion.

Interstellar Desk Plant
Effect: On enemy kill, a seed is dropped which then sprouts into a plant after 5 seconds. The plant heals all allies within 3 (+1.5 per stack) meters for 5% of their maximum health every second. Plant expires after 10 seconds.
Stacking: Reduced Linear (healing radius), no stacking (healing amount, durations)

Notes: It's not very good. The healing is unreliable at best due to it being delayed after a kill. Even then, it doesn't last very long so it is hard to get a lot of benefit from it. This does make healing rather abundant shortly after kills, but it won't do you as much good as something that would just heal you directly instead.

If possible, it is probably worth it to trade this item out for another item of the same tier.
Boss Items - Part 1
Boss items currently only drop as a result of teleporter loot. If the boss(es) summoned are related to one of the below items, each piece of teleporter loot has an individual chance of turning into the respective boss item.

Titanic Knurl
Effect: Increase maximum health by 40 (+40 per stack) points, and increase health regeneration by 1.6 (+1.6 per stack) health per second.
Stacking: Linear
Associated Boss: Stone Titan

Notes: It's not terrible. It does provide a decent amount of protection to a squishy character instantly, and the health regeneration is welcome. Other items like Infusion and Personal Shield Generator may outclass this item in availability, but this item is still a fair chunk of health and some bonus regeneration. It may be better saved for classes that need the health (Huntress, Artificer, Etc). This is also (I believe) the only item that directly increases your health regeneration, instead of increasing it by a percentage. This could make it an extremely effective increase in health regeneration when paired with like items.

In Risk of Rain 1, this item also gave you a small amount of armor, but it is not for certain if this is so in the sequel (at least, if it does, it is not explicitly mentioned anywhere). Overall, it's a fair increase to your survivability.

Queen's Gland
Effect: Summon an allied Beetle Guard with 100% health and 300% damage. Can have up to 1 (+1 per stack) Guards active at one time. If you are currently under your maximum count of guards, a new guard is summoned every 30 seconds.
Stacking: Linear (Guard count), No stacking (Guard Damage/Health/Respawn Speed)
Associated Boss: Beetle Queen

Notes: It's also not terrible. The guards are rather tanky and provide a great distraction. They can also deal good damage to groups on account of their attacks, and respawn fairly quickly if put out of action. The damage is pretty decent, at least early and middle game. Since it scales with level and also by 300% for free, they can usually smash trash enemies like beetles into the dirt without a fight, earning you some cash. The downside is that enemies killed this way do not trigger on-kill effects or similar from your character. By far the most important aspect is that these guards usually distract the enemy from engaging you, at least for a short time.

There are a few downsides; the guards have high health pools and abysmal health regeneration. Healing the guards is a fool's errand and takes way too long, you're usually better off just letting it respawn. Healing drones will also try to heal them if they're not otherwise busy, but the guards have a very large health pool later in the game which is difficult for even a small group of drones to keep up with. They also annoyingly try to attack flying enemies, usually unsuccessfully.

While the respawn time is short, it is not done on a per-beast basis. No matter how many glands you have, you only get one new beast every 30 seconds. Late game, these things will get dumpstered by everything, so if an opportunity arises to trade this item out, its not a bad idea to take it. Otherwise they're only a good distraction.

Halcyon Seed
Effect: Summons an instance of Aurelionite during the duration of the teleporter charging event. Aurelionite has 100% (+50% per stack) damage at 100% (+100% per stack) health.
Stacking: No stacking (Aurelionite Instances), Reduced Linear (Aurelionite damage), Linear (Aurelionite Health).
Associated Boss: Aurelionite

Notes: This giga-chad gets to fight on your side during any teleporter charging event. He is huge, imposing, and has a huge health pool. Unfortunately, that's really all he's good for. He can soak an absolutely massive amount of damage and provides a suitable distraction for most enemies, but his attacks do rather lackluster damage, and he can't really reliably kill anything, on account of his AI having the attention span of a schizophrenic. Since the AI is so completely random, he will usually flick between targets and has no sense of priority or focus, leading him to just dealing tiny amounts of damage to everything. Some of his attacks can actually nuke small areas, but most of the time he just nearly kills something instead of killing it six times over. Truly his best strength is just soaking damage and distracting the enemy for you during the teleporter.

I have not had Aurelionite ever fall below around 80% health, even when letting him duke it out with other Stone Titans, but I think it is safe to say stacking this item is a waste since it just increases his already absurd health pool and only modestly increases his abysmal damage. Even his lock on eye beam attack couldn't nuke an elite wisp out of the sky on my playthroughs.

It should be noted, he disappears as soon as the teleporter finishes charging (bosses defeated and charged 100%). And it should also be noted, that Aurelionite benefits from any buffs or healing that he wanders into much like ghosts and engineer turrets - warbanners especially.

Little Disciple
Effect: While sprinting, fire a tracking wisp every 1.6 seconds for 300% (+300% per stack) of your base damage.
Stacking: Linear (damage), no stacking (rate of fire).
Associated Boss: Grove Tender

Notes: Damage was buffed but rate of fire was greatly reduced, so this item became less effective at dealing with trash enemies, however it is still fairly decent and can help nuke things around you while you sprint somewhere else. Huntress especially can get good use out of this to hurt nearby enemies while she focuses on something else.

The only two complaints here is that the range is rather short, so it's only very good for escaping close pursuers or kiting at close range, and that stacking it just increases damage, and not rate of fire. Obviously, this item works much better on classes that can attack while sprinting, like Huntress and Mercenary. This item is also decent at smacking low flying targets that you aren't looking at.

Genesis Loop
Effect: When below 25% health, slowly charge a shockwave which deals 6000% base damage upon release. This item can be triggered every 30 (-50% per stack) seconds.
Stacking: Logarithmic (cooldown), no stacking (damage and health threshold).
Associated Boss: Wandering Vagrant

Notes: It is not good. Trade it out for something else if you get the chance. As a general rule, any item requiring you to be very low on health is not going to serve you well. Majority of the time, you will either get splattered like a fly by a swatter, instantly vaporizing all your health before this item can even trigger, or you will be continually above 25% health and this item will rarely, if ever, trigger.

The shockwave is identical to that of the Wandering Vagrants, so it is confusing to your teammates if they are in danger. It also has a substantial chargeup period which can be interrupted on death, so again, if you get vaporized, this item is no help. Engineer turrets can trigger this item, but they're usually killed before it fully charges, wasting it.

The only good thing about this item is once it is off cooldown, it will immediately trigger again if under 25% HP.
Boss Items - Part 2
Molten Perferator
(Image Pending)
Effect: On hit, 10% chance to spawn 3 magma balls from the stuck enemy. Each ball explodes on contact, dealing 300% (+300% per stack) damage and igniting the enemy stuck.
Stacking: Linear (damage), no stacking (proc chance and magma balls spawned)
Associated Boss: Magma Worm

Notes: It's a fairly competitive on-hit item for suppressive classes like Huntress or Commando. The magma balls do decent damage and can cause havoc when deployed against groups of enemies, but the usefulness of this item outside crowd control falters. The balls will spawn from the enemy much like they spawn from the worm you yoinked it from, in that they'll arc away from the target and land somewhere nearby. Therefore, this won't really help you get any damage out on isolated tanky targets.

Pearl
(Image Pending)
Effect: Increases maximum health by 10% (+10% per stack)
Stacking: Linear

Notes: Only obtained by sacrificing a lunar item to a cleansing pool. It is rather underwhelming, but 10% maximum health is huge and can be much more useful then some of the junk lunar items you may pick up throughout your journey. Most players are actually after the following item under this one when picking these up.

Irradiant Pearl
(Image Pending)
Effect: Increases the following stats by +10% (+10% per stack): Health, Health Regeneration, Movement Speed, Base Damage, Attack Speed, Critical Strike Chance, Armor.
Stacking: Linear

Notes: It goes without saying that these things are bonkers strong with no downsides. The difficulty is actually amassing more than one of them at a time. These are only spawned from cleansing pools on a 4% chance each time you drop a lunar item in there. 96% of the time you'll just get a regular pearl. This can encourage dangerous plays of amassing disgusting amounts of lunar items, so power to you if you can get more than a handful of these in a run.

Artifact Key
Effect: None. Required to damage artifact bosses, which unlock specific artifacts.

Notes: Only shows up in artifact challenges. You need one in your inventory to use on the artifact to whittle it down, and these items are randomly dropped from enemies while in the artifact challenge.

Using one of these consumes all extra artifact keys currently on the map and in your inventory, so amassing four of them to try and cheese the artifact challenge is not possible. Once you get one, use it immediately to avoid wasting your own time.
Lunar Items - Part 1
Lunar items are tricky beasts, the whole gimmick is they require a special currency to purchase, and every item has some form of potential drawback or downside. In this logic, lunar items are not automatically picked up if walked over, and they must be manually picked up by interacting with them while in range of it. There are also lunar use items, which occupy an equipment slot instead of your normal inventory.

Shaped Glass
Effect: Increase your character's base damage by 100% (+100% per stack). Reduce your character's maximum health by 50% (+50% per stack).
Stacking: Linear (Base damage), Logarithmic (Health reduction)

Notes: Absolutely great on any class and player that can avoid taking hits. This increases your base damage, so it increases almost all damage you do, even damage over time effects. The obvious drawback is you die twice as fast, but this is not a big problem if you can focus items that increase your maximum health. Stacking these further halves your health each time but continues to make your damage insane. Solid item if you can avoid getting blasted.

Brittle Crown
Effect: On hit, 30% chance to gain 2 (+2 per stack) gold. When your character is damaged, lose a percentage of your current gold equal to 100% (+100% per stack) of the maximum health you lost.
Stacking: Linear (gold per hit, gold loss), no stacking (gold gain chance)

Notes: Avoid at all costs unless very early game, and even then nuke this thing in the cleansing pool immediately. The gold is barely anything even on high hit characters, and you only have a small chance to get it anyways. When you take damage, you loose a percent of your gold based on how much of your maximum health you lost. If you use a Shrine of Blood and loose 50% health, you also loose 50% of your current gold (making those shrines a liability entirely). This thing will eat your gold on getting hit, fall damage, blood shrines, whatever, it doesn't care. DESTROY IT. TOSS IT IN THE FIRE.

Transcendence
Effect: Gain 50% (+25% per stack) maximum health. Convert all but 1 health into regenerating shields.
Stacking: Reduced linear

Notes: Very situational. There are a few unique things you need to know about having a large amount of shield; Shields rapidly regenerate when not taking damage for a few seconds (on the order of a few hundred points a second). Having ONLY shields means you have no health to speak of. Since you have no health, you do not benefit from any healing items. Healing items will not restore your shields. This also means shrines of blood become useless to you, since you cannot burn your one HP and you won't get any gold if you don't lose any health.

This item is good to take if you do not have a lot of healing items and need maximum health. You should also be able to avoid damage if needed, since your shields will only recharge without being hit for about 4-5 seconds. Chip damage will kill you much more easily since you cannot heal it off without not taking damage for some time. Avoid if you have already invested into a lot of healing items, as those will shortly become useless if you take this. Effects that increase your maximum health still work to increase your maximum shield with this item equipped.

Avoid on Engineer if you've already invested into the Bustling Fungus stock market (so, pretty much always). This will make your big bungus almost useless to you and your turrets, since they only heal 1 health every second maximum. I haven't tested it, but it might also make your bungus useless to your teammates since I think it bases the amount healed on the holder's max health, and not the person's being healed.

Corpsebloom
Effect: All healing is 100% (+100% per stack) more effective, however all healing is applied over time. The amount you can heal per second is capped to 10% (-50% per stack) of your current maximum health per second.
Stacking: Linear (Healing effectiveness), Logarithmic (Healing capacity per second)

Notes: Something to be avoided on builds that already have very good amounts of healing, since this throttles that healing down to 10% per second or less. Engineers in particular should avoid this, since their bustling fungus can easily heal 50% or more of maximum health in a second with a few solid stacks. Grabbing this as engineer severely throttles the amount of damage his turrets can take.

This item may be good to take on a tanky character (MUL-T for instance) who does not already have a lot of healing. Since MUL-T can take a solid hit or two without dying, he can afford to get hit and go on the defensive while healing from healing items over time. This only works if his healing items aren't already very strong, since otherwise you would mostly be throttling his healing (though 20% healing over two seconds is better than only 10% healing over one second, one can argue).

This item is workable if only taking one and not facetanking damage; Foreign Fruit will heal you for full health over the course of ten or so seconds, which can be a substantial amount of health each second. This lets you take light and moderate damage much more often while engaging instead of needing to hide, eat, and pop back out, only to get damaged to near death again. Taking two or more is asking to get destroyed since your rate of healing would be mostly non-existent.

Oddly enough, Rejuvenation Rack does the exact same thing as this item without the horrendous downside.
Lunar Items - Part 2
Gesture of the Drowned
Effect: Reduce equipment cooldown by 50% (+15% per stack), but equipment is forced to activate whenever it is off cooldown.
Stacking: Logarithmic
Requires: "The Demons and the Crabs"; Kill 20 Hermit Crabs by chasing them off the edge of the map

Notes: The downside to this item can actually easily be an upside for offensive items that automatically target, like Royal Capacitor and Disposable Missile Launcher, since these are activated without any user input, letting you focus on the fight at hand. This means these items are always doing consistent damage as long as you are in the general vicinity of a target. The cooldown reduction also synergizes well with Fuel Cell's reduced cooldown, however you will no longer benefit from additional charges presented by Fuel Cells (unless using the Royal Capacitor, which cannot fire without a target).

For situational items that you would rather save to use, you'll have to get rid of them or not pick this item in the first place. MUL-T has a unique role in that he can swap to a different use item slot, allowing the off-hand item to recharge without causing it to be activated by Gesture of the Drowned until he switches back to it. This can make great use of a high number of fuel cells.

Stacking was nerfed into the dirt, from +50% per item to +15. You can probably save your lunar coins and just grab fuel cells instead. Picking up a lunar use item while you have this is asking to die. You'll melt yourself with hellfire tincture and blast yourself with glowering meteorite. If you don't have enough cooldown reduction and grab spinel tonic, you'll die from methamphetamine withdraw.

Strides of Heresy
Effect: Replaces your utility skill (shift skill) with Shadowfade. During Shadowfade, become intangible and gain +30% movement speed. Heal for 25% (+25% per stack) of your maximum health for the duration of Shadowfade. Shadowfade lasts 3 (+3 per stack) seconds.
Stacking: Linear (Duration and Heal amount), No Stacking (Movement Speed Buff)
Requires: "Blockade Breaker"; Kill 15 boss monsters in a single run

Notes: It's a good take if your utility skill is particularly awful or not enough to protect you. It would be bad to take it on Engineer, where his bubble shield is a great defense against almost everything, Loader, where your charged gauntlet is literally the best move in the game, and Mercenary, where your blinding assault is a great utility to travel and stay airborne while dealing with enemies.

Shadowfade also has quite a slow movement speed, even with the buff. The only advantage is you are able to move in three dimensions during shadowfade, so it can be used to an extent to travel. The healing and invulnerability can also get you out of a tight spot quite easily.

Unfortunately you cannot attack for the duration of the ability, which severely limits your ability to actually lessen the threat around you outside of just escaping it. You can, however, use your equipment item during the duration, which may or may not help.

Visions of Heresy
Effect: Replaces your primary (M1) skill with "Hungering Gaze". This attack fires a burst of 12 (+12 per stack) charges that track targets and stick inside terrain and enemies on hit. After a short delay, each shard explodes for 120% base damage. Cooldown of 2 (+2 per stack) seconds. All charges refilled on cooldown.
Stacking: Linear (cooldown, burst count), no stacking (damage).

Notes: Ew, avoid. Majority of characters have very good primary attacks already, and this one is kind of lackluster. The shards have to explode after a delay and have fairly terrible spread, so they're not very good at dealing damage in an urgent manner. Its a slight damage increase over normal but overall I do not feel it is worth taking on any character except maybe Engineer.

Engineer's turrets technically only have one attack which is the primary attack, so this item replaces the turret's primary fire with this attack. They can sling the bolts very quickly for good burst damage and don't really need to kill things quickly, so it's a pretty good take. Engineer's primary grenade attack also takes a while to charge up and has difficulty hitting small and mobile targets, so this is a good take on Engineer to help his direct combat ability.

Beads of Fealty
Effect: Sweet F.A. (that's ♥♥♥♥ all to the unfamiliar)
Stacking: Whispers sweet nothings to you.

Notes: It literally does nothing on its own. It counts as a lunar item for purposes of the Shrine of Order and the Cleansing Pool though.

Otherwise, when you go to obliterate yourself at the Obelisk, you'll go to "A Moment, Whole" (from "A Moment, Fractured"). Getting through this area will still end the game. In this zone, there are one of four randomly selected Scavenger Bosses known as the Twisted Scavengers. Killing them earns you 10 lunar coins, then the game ends. If you want to know more about them, check another guide CAUSE THIS IS THE ITEMS GUIDE BRO.

Focused Convergence
Effect: Teleporter charging speed increased by +30% (+30% per stack). Reduce size of the teleporter zone by -50% (-50% per stack).
Stacking: Linear (charging speed), Logarithmic (Zone size)
Requires: Never Back Down: Never leave the teleporter radius until it is fully charged for four consecutive stages.

Notes: It seems like a steal, but the -50% teleporter radius with just one of these can really put the squeeze on you in later stages since you have to stay mobile to avoid getting swatted. I haven't even considered more than one of these at once but it sounds like a terrible time. If you are confident in your ability to avoid damage (Mercenary, for instance, can practically just stay invulnerable the whole time), this can be a boon to stack. Otherwise one may be your limit.

Update: I had three of these on a run with Huntress. The teleporter area was only slightly larger than the podium and didn't charge near fast enough to be comfortable. If I weren't able to delete everything by looking at it I would have been in trouble.

Defiant Gouge
(Image Pending)
Effect: Using a shrine summons enemies nearby. Difficulty of enemies summoned scales over time.
Stacking: Unique (Increases the difficulty of spawned enemies).

Notes: It's like using a shrine of combat every time you use ANY shrine (chance, blood, woods, or whatever). This can be problematic because shrine of combat enemies typically require a bit of attention to beat, and late game can cause some serious headaches. If you are saving this for a cleansing pool you may wish to avoid shrines.

Mercurial Rachis
(Image Pending)
Effect: A ward of power with a radius of 16 (+50% per stack) meters is created in a random nearby location to the item holder, which buffs all characters within the ward for +50% damage. The ward expires and is spawned in a new location at random.
Stacking: Reduced Linear (ward size), No stacking (buff strength and ward spawning properties)

Notes: It's like a more useful but even less predictable warbanner pre-patch. Most of the time this can be helpful to clear out trash around you as most enemies are not obscenely dangerous, even with 5000% damage (see: beetles and jellyfish). There are plenty of enemies, however, that you would not want anywhere near this godforsaken thing, like Clay Templars, Wisps, and bosses.
Lunar Equipment/Use Items
These Lunar items all occupy an equipment slot, instead of going into your normal inventory.

Glowing Meteorite
Effect: On use, rain meteors from the sky, saturating the area near all characters. Meteor impacts damage all characters for 600% damage per blast, regardless of if they are an ally or not. Meteor shower lasts 20 seconds. Meteor impacts are marked with blue circles for two seconds before impact.
Cooldown: 120 Seconds
Requires: "Moon Worshipper"; Carry five lunar items in one run

Notes: The item of ultra goobers in Risk of Rain 1 returns to slay you with friendly fire. It does great damage, but the risk of hitting you or your teammates is usually too great to warrant using it, since there is absolutely no control over where the stupid space rocks fall. Even if you guys are good at dodging, the thing lasts 20 seconds each use. That's a huge amount of time to be dodging stupid circles and explosions from your own team.

There's much better use items that don't endanger your team. Avoid, or combine with Gesture of the Drowned to become the ultimate chad.

Hellfire Tincture
Effect: On use, create an area of influence around yourself with a radius of 9 meters. Deal 5% of your maximum health per second as damage to yourself. Deal 2.5% of your maximum health per second as damage to all allies within the area of influence, and deal 120% of your maximum health per second as damage to enemies within the area of influence. Effect lasts approximately 15 seconds.
Cooldown: 45 seconds
Requires: "Multikill"; Kill 15 enemies simultaneously

Notes: Does more damage when used by characters with higher maximum health. Unfortunately, the range on the effect is dangerously short. As for damage, example with 1000 health, you loose 50 health every second. You deal 1.2x your maximum health (1200 damage) to enemies and 0.025x your maximum health (25 damage) to allies. This 1200 damage is good, however you have to be in very close proximity to consistently do the damage. Not only does this put you in danger of being hit, but you're also taking constant damage.

This item is very useful early and mid game to melt bosses or groups of short-range enemies, as long as you have some healing items on hand. Since most bosses are not much of a threat point blank with some know-how, you can have some semblance of safely engaging them with the Tincture and your normal attacks. Again, works best if you are playing someone with a very high health pool, like MUL-T.

The self-damage from this item is actually somewhat easy to mitigate since it's usually low burn damage over time. Repulsion Plates can easily bring the low damage down to 1, making it nearly irrelevant. Busting fungus from the Engineer's turrets can outheal this item's damage on its own usually. Mercenary can just be invulnerable during most of his combos to avoid the damage. The damage done to allies is not usually relevant since it is even less than that done to yourself.

Yes, fuel cells let you stack this item's effect multiple times, for increased enemy melting and well as self-melting. If you can handle the heat, it can work.

The usefulness of this item falls off sharply in the later game, where your health pool does not increase as much as the enemy health pool does. Once the enemy is rolling in millions of health, your piddly 5000 damage doesn't do anything but endanger you (but you should be able to deal several hundred thousand damage with just a tap of one of your abilities at that point).

Effigy of Grief
Effect: On use, place a permanent debuff area on the ground where you aim which causes all characters within it to be slowed by 50% and have armor reduced by 20. Can place up to 5 at a time.
Cooldown: 45 seconds

Notes: This no longer has a pick up/put down mechanic, so fuel cells and the like can benefit this item making it a bit more useful than normal. However, the debuff is still really not that much and is seldom extremely useful. The only upside is you can place multiple zones and cover a decent area with this, and since they're more or less permanent (until you place a sixth) you can simply avoid those areas and kite mobs into them.

Still, it may not be totally worth the trouble.

Spinel Tonic
Effect: On use, gain a buff for the following effects for 20 seconds: Damage +100%, Attack Speed +70%, Armor +20, Maximum Health +50%, Passive Health Regeneration +300%, Movespeed +30%. When the buff expires, there is a 20% chance of gaining a permanent debuff, which stacks and modifies all stats by -5% while not currently buffed by this item.
Cooldown: 60 seconds

Notes: Makes you insanely strong for 20 seconds, and can be used with just about any class to melt anything (including bosses) in a very short time. The debuff portion of this item makes it extremely unsafe to use all of the time. The debuff is debilitating and noticeable even with only one or two stacks, sapping your move speed, damage, maximum health, regeneration, everything. This can be partially offset by items, but the debuff lasts forever. Using the tonic again temporarily stops this debuff, which can make it tempting to use it all the time (much like many hard drugs, i.e heroin).

An interesting note, the debuff's chance of applying is only rolled whenever the effect wears off. This means if you were able to keep the buff up all the time (equipment cooldown of less than 20 seconds), you can keep the buff forever and never suffer any side effects. Combine with glass to delete anything. This item is pretty much what being addicted to meth is like: you are practically invincible while on meth, but once it wears off you are a sorry and decrepit individual.
Equipment/Use Items - Part 1
Use items are specific in that you can only carry one at a time (MUL-T can carry two though). They also have specific cooldowns (some longer than others) after being used, which usually means they are used tactically instead of all the time like regular items. Some focus on healing, others on offense, and some in utility or flexibility. Most of them can be weaponized in some way.

MUL-T is unique that he can carry two use items, and swaps them by using his special ability, "Retool". This segregates your two use items: the active one, and the not-active one (or inactive, if you prefer). This behavior is unique in that non-active equipment items cannot be activated and do not benefit you, but they still recharge and can still stack charges (with fuel cells) while not being used. This allows MUL-T much more flexibility, and thus he can keep a combat-oriented use item, AND a utility use item with him, instead of needing to decide on one or the other.

Disposable Missile Launcher
Effect: On use, launch 12 missiles that seek out nearby targets and deal 300% damage each.
Cooldown: 45 seconds

Notes: Old reliable. Great for clearing out flying trash mobs, and has relatively short cooldown. The missiles can also do a good chunk of damage against harder targets, so this item is never a bad pick unless fighting in very confined spaces for some reason. Despite the moniker of 'disposable', this item doesn't actually get consumed when you use it. Works especially well with Gesture of the Drowned, Soulbound Catalyst, and Fuel Cells.

Foreign Fruit
Effect: On use, instantly heal for 50% of your maximum health.
Cooldown: 45 seconds

Notes: Perhaps the simplest and most straightforward use item. If you can remember to use it, or you have time to use it and don't get insta-killed by something, it is very flexible for staying alive or getting a burst of health you need to keep in the fight. Also works well with Soulbound Catalyst and Fuel Cells.

Rejuvenation Rack makes this heal 100% of your health every time as well. Corpsebloom arguably does the same thing, but over time, which can be a boon or a curse, depending on how optimistic you are.

Primordial Cube
Effect: On use, create a black hole that slowly moves in the direction it was fired. The black hole draws enemies within 30 meters towards it with great force. Lasts 10 seconds.
Cooldown: 45 seconds

Notes: God-tier with on-kill items like Gasoline and Will-o'-the-wisp, this item is great for clumping loose groups of enemies together into a single mass for easy burning. The black hole also stops moving when it hits the ground or a wall, so it can be used to pin enemies to surfaces temporarily, or can be used to drag them off of the edge of the map or into hazards. Getting more creative, you could also fire it straight up into the air and drag ground-dwelling beasts into the sky for massive fall damage.

Is also great for dragging large clusters of enemies into a boss, where each one of them turns into a bomb to shove into his face. Since the black hole moves, it can also be fired in a line to drag all enemies along a path into its center, and can be used to make breathing room. It should also be mentioned that the black hole also attracts explosive barrels to itself for added fun. This item is truly robust and never really a bad pick unless you lack area of effect damage.

Stacks fantastically with Fuel Cells and Soulbound Catalyst for more creative shenanigans.

Ocular HUD
Effect: On use, gain +100% critical strike chance for 8 seconds.
Cooldown: 60 seconds

Notes: It's alright on most characters, except for Engineer since his turrets do not benefit from it. Once your base critical chance gets sufficiently high, this item essentially becomes obsolete. More or less doubles your damage per second for a short time, but the cooldown is a little high. It's good to take early game while you still have no critical chance.

The Back-up
Effect: On use, summon four Strike Drones that fall under your command. Each strike drone lasts 25 seconds before self-destructing.
Cooldown: 100 seconds
Requires: "Mechanic"; Repair 30 drones or turrets

Notes: Not only do the drones kick some ass and come in a decent number, they also distract a lot of targets. This item works great with Fuel Cells since you can call in 8, 12, 16, 32, 64 or more drones depending on how many cells you have handy and how much your CPU can stand being on fire.

The only shame about this item is the very high cooldown and the fact that the drones last only 25 seconds. They also do not do hardly any damage later game, but spawning them en-masse is great, and the force of the bullet hose hitting enemies can actually shove them around, which is extremely entertaining. Otherwise they are okay to buy a distraction and deal supplemental damage while doing it. They're fairly strong and nimble too, so it's rare for them to be put out of action before self-destructing.

Preon Accumulator
Effect: On use, this item has a charge-up time of approximately 3 seconds. After charge-up, the weapon fires a slow moving Preon charge, which shocks enemies within 35 meters for up to 600% damage per second. On contact with an enemy or surface, the Preon charge detonates in a 20 meter explosion for 4000% damage.
Cooldown: 140 seconds
Requires: "[REDACTED]"; Open the timed security chest on Rally Point Delta

Notes: If you played DOOM 2016, you know that this is essentially the BFG from the game. This gun does absurd damage and is great for softening bosses and large clusters of enemies. Somewhat counter-intuitive, however, is the fact that it is sometimes better to miss your intended target and fire over them so the Preon charge can zap the enemies for more damage than simply a contact explosion. Late game, the contact explosion easily can chunk a large portion of health, however sometimes it can be more effective (in the case of weak targets) to allow the charge to zap enemies as opposed to simply smacking them with it.

The charge travels a fair distance before despawning, but it doesn't travel forever. Expect an air time of around 10-15 seconds. This item has a very long cooldown, so it is best saved and used tactically. Fuel cells can make it much more flexible, on top of having a lower cool down. Having a higher attack speed reduces charge time of this weapon before firing.

Milky Chrysalis
Effect: On use, gain temporary flight for 15 seconds by holding the jump key. Gain 20% movement speed for the duration of flight.
Cooldown: 60 seconds

Notes: About as boring a utility item as you can get. The flight is actually quite slow, even with the movement speed increase. Can be useful to reach hard-to-get areas early game, but beyond that should be ditched for something else, unless you really dislike staying on the ground.
Equipment/Use Items - Part 2
Royal Capacitor
Effect: On use with a targeted enemy, a lightning strike hits the target, dealing 3000% damage and stunning nearby enemies.
Cooldown: 20 seconds
Requires:: "Ascendant"; Defeat the teleporter bosses after activating two Shrines of the Mountain

Notes: The best use item for offensive damage in the game. It has an absurdly short cooldown for something that does so much damage, so you can use it almost all the time to knock out priority or simply bothersome targets from almost any range. With Fuel Cells, the multiple charges usually allow you to knock a boss into the dirt with a few taps of your equipment use key. With Gesture of the Drowned, all you have to do is look in an enemy's general direction and they are deleted.

The only complaint for this item is the targeting is very particular sometimes. It is easy to accidentally target something that is at a different depth (behind or in front of) what you intend to blast. Annoyingly, the game will also try to target explosive barrels (even through walls), so those can also be bothersome on Abandoned Aqueduct and Rally Point Delta.

The Crowdfunder
Effect: No cooldown. Equipment use toggles this equipment on or off. When activated, fires a continuous barrage that deals 100% damage per bullet. Rate of fire and damage slowly ramps up while active. Each bullet fired costs 1$, and cost increases over time.
Requires: "Funded!"; Collect $30,480 total gold

Notes: Tied for worst use item in the game next to Milky Chrysalis. Costs cash to fire, so it is useless unless you have already opened everything and are fighting teleporter bosses. The damage is okay, but the cost ramps up too quickly to be useful. May be viable late game for supplemental damage where each kill rakes in literally thousands of dollars, but at that point you probably have way better use items. Avoid at all costs. Does not benefit from reduced equipment cooldown or fuel cells.

Gnarled Woodsprite
Effect: While being held as the active use item, passively heals your character for 1.5% of your maximum health per second. On use, can be sent to the targeted ally (or yourself if no target) to heal them for 10% of the target's maximum health. Once sent to an ally, passively heals that ally. Can be recalled by using the item on yourself once charged.
Cooldown: 15 seconds
Requires: "One with the Woods"; Fully upgrade a Shrine of the Woods

Notes: It's very underwhelming. The item has short cooldown, but can rarely be activated fast enough to send to someone in need, and its somewhat unlikely that the small amount it heals would be life or death for whoever you send it to. With multiple charges it may come in more handy, but Foreign Fruit is much better at healing yourself. Can fill the gap if you want to heal your drones, allies, or ghosts or something, since it can heal any ally at all. As mentioned, if you don't target anyone with it, it targets you instead. It's flexible, but just not as effective as other options.

It should also be noted that having multiple charges with a fuel cell just changes how many times you can activate the item (send it to another ally) before it cools down. It does not give you more than one active woodsprite. Multiple activations does however allow you to heal multiple (or the same) targets for 10% of their maximum HP though.

Radar Scanner
Effect: On use, reveals all interactable objects within 500 meters for 10 seconds. Marks interactable objects with a yellow question mark that all players can see.
Cooldown: 60 seconds

Notes: A great utility item for finding chests. Allegedly it is capable of finding the legendary cloaked chest, but it can also pick up the lockbox for you if you are having difficulty finding it. The oversight where the item was unable to pick up capsules and the teleporter was fixed, so now this item can also be used to quickly locate (or relocate) the teleporter. Besides that, it picks up shrines, drones, chests, newt altars, and many more things.

This is a decent item on MUL-T since he has speed to get around and has a spare equipment slot he can reserve for something for combat. Other characters would have to sacrifice a survivability related use item to carry around the scanner.

Eccentric Vase
Effect: On use, create a quantum tunnel up to 1000 meters in length to the location at your crosshair. The tunnel lasts 30 seconds.
Cooldown: 45 seconds
Requires: "Blackout", Defeat Aurelionite without any beacons deactivating

Notes: Its okay, and with good coordination in multiplayer, can be used to ferry a large number of players a good distance around the map early game. Usefulness drops off sharply as you get more move items.

The biggest hinderance of the item is thus: the tunnel requires line-of-sight to your destination, which is useless in boxed in areas and will usually require that you have a good vantage point; the location the game thinks you are aiming at is finnicky, and you can easily end up with a 5 meter tunnel; the tunnel lasts only 30 seconds, too short to be useful more than once or twice.

The tunnel is interesting and can be entered at either endpoint. Once you enter the tunnel, your speed along the tunnel slowly increases until you get to the exit. Players retain their momentum on exiting the tunnel, so it is possible to make a ramp and shoot players good distances with a long tunnel. Furthermore, you can exit the tunnel at any point along its length before reaching the end.

Blast Shower
Effect: On use, remove all negative status effects from the player. Includes debuffs, damage over time effects, and removes nearby hostile projectiles.
Cooldown: 20 seconds
Requires: "Warm for Life"; Die three fiery deaths

Notes: Highly situational, but may find a niche late game since it can cleanse a malachite debuff which prevents you from receiving healing. It has quite a short cooldown, which means it can also be used freely with Warhorn for its speed buff.

The only cautionary thing I have found: It does seem to reset the player's skills if they are actively being used or held, I.E holding Loader's gauntlet charged and using it consumes the gauntlet skill without using it, forcing you to wait until it cools down. This can be really inconvenient if you have Gesture of the Drowned since it will constantly interrupt your skills.
Equipment/Use Items - Part 3
Volcanic Egg
Effect: On use, turn into a draconic fireball for 5 seconds. For the duration, freely move in all three dimensions and deal 500% damage on contact with any enemy. At the end of duration, or when pressing "E" during it, detonate for 800% damage.

Notes: It sounds pretty metal, but it's really not that great except as a utility item to let you fly short distances quickly (faster than Milky Chrysalis, anyways). Enemies can still target and damage you during the duration, so trying to run into them actually puts you in pretty sufficient danger, especially later in the game. The damage is not amazing, either. Avoid if possible.

Jade Elephant
Effect: On use, gain 500 armor for 5 seconds.
Cooldown: 45 seconds

Notes: It is actually really good, and perhaps even a better alternative to Foreign Fruit as you can use it proactively instead of reactively if you want to. 500 armor is apparently approximately equal to 83.33% damage reduction (according to a sourceless claim on the wiki, anyhow), so this is a great item to trigger if you think you're about to take huge damage, or to survive while hurt.

Its cooldown is also extremely low compared to some other items, and can be made even lower and more flexible with fuel cells and warhorn. Unlike Foreign Fruit which can't help you if you die to a 10,000 damage smack, Jade Elephant, if used before the strike hits you, can make that strike survivable.

Jade Elephant can be used in a very aggressive manner, since it provides almost near-invulnerability (within reason) for its duration, provided you have enough healing handy or you don't take too much fire. It can be used to push or focus fire at particular targets without needing to also focus on evading enemy attack for a short time, or as insurance in case your push gets you smacked.

In this line of thinking, this item has two notable downsides: a five second duration is pretty short, so its not enough to do anything too intense for too long without multiple uses. Also: it won't stop you from being smited before you can activate it, which can lead to a false sense of security. Just remember to always trigger this bad boy if you think you're about to zip into the fray, it can greatly help you survive some hefty smacks.

Sawmerang
Effect: Deploy three saw blades in a spread in front of you that pierce targets for 400% damage for each blade hit. Enemies hit by the blades are inflicted with a stack of bleed for each blade hit. Blades follow a path back to the user after reaching maximum distance or striking terrain, and can strike enemies while returning.
Cooldown: 45 seconds

Notes: Australian military-grade boomerangs.

Due to the wide coverage and piercing aspect of the blades, it's actually a very solid use item. Lots of bosses are also too big to really miss, so the blades can also chew up larger and boss enemies easily, all the while inflicting multiple bleed stacks and hitting bystanders.

The cooldown is fairly low and you can shell out serious damage using fuel cells as well.

Recycler
Effect: Convert a dropped item or equipment item into a different one. Conversion results in an item of the same tier. All items can only be converted once.
Cooldown: 45 seconds
Requires: Cleanup Duty: Destroy 20 flying rocks in Sky Meadow

Notes: Quite useful to turn a trash item you get from a chest into something potentially more useful (like godforsaken warbanners or wake of vultures). You just won't be able to keep rerolling items though, so once you convert it you might as well grab it. This item does benefit from fuel cells and the like, so it can be useful if you're doing some fast shopping.

Overall, it can occasionally turn an item useless to you into something much more beneficial. You can convert items that pop out of 3D printers and the like too, so you don't really require new items to recycle, just items on the ground that haven't already been recycled.

Super Massive Leech
(Image Pending)
Effect: On activation, heal for 20% of the damage you deal for 8 seconds.
Cooldown: 60 seconds

Notes: Can help you out of a tight spot and help you weather modest damage focused at you, as long as you are putting out five times that damage in return. More notably, it can be used to momentarily get some more effect out of items like Aegis and N'kuhana's Opinion, temporarily boosting the health they use for their effects. Otherwise, by itself, it doesn't confer any active benefit.

If you can keep up extremely high damage during activation, this can be more helpful to you than Foreign Fruit or similar healing items. Otherwise it may be better to choose another item when it comes along.

Gorag's Opus
(image Pending)
Effect: On activation, you and all of your allies receive a buff of +50% movement speed and +100% attack speed for 7 seconds.
Cooldown: 45 seconds

Notes: It's really good, and the buff provided is identical to that of Bezerker's Pauldron. Naturally this item can really be a force multiplier if working with a lot of allies, be it drones, turrets, or other players, or even ghosts from Happiest Mask. On its own though, its nothing extremely special.

This is a really good item to give to an Equipment Drone, since it will not just affect the drone, but all allies on the map. This leads to a regular buff from this item at an interval for free, so as long as the drone stays up.

Forgive Me Please
(Image Pending)
Effect: On activation, throw a cursed doll which triggers any on-kill effects you have every 1 second fro 8 seconds.
Cooldown: 45 seconds
Requires: I Love Dying, Die 20 times

Notes: Pretty unusual of an effect, and its usefulness directly scales with what kind and how powerful your on-kill effects are. The most common effects you'll see are Monster Tooth, Gasoline, Topaz Brooch, Will-'o'-the-Wisp, Bandolier, and Ghor's Tome. If you have any of those, the effect will regularly be triggered when tossed.

Obviously for Gasoline and the Wisp, this can be a useful weapon to repeatedly explode and ignite a tough enemy. Meanwhile, for Brooch and Monster Tooth, it can be a useful source of healing temporarily. Otherwise, the usage of this item is rather questionable, as it depends pretty much entirely on your current inventory.
Aspect Items
Aspect items are most technically an equipment item, however they do not have any active "use" effect when you toggle the equipment, thus they do not benefit from anything that reduces equipment cooldown or increases its stack.

Each aspect item has a very small chance to drop from its associated elite monster when that monster is slain (rumored to be around 0.25%, or something similar). The aspect item can be picked up and held as an equipment item. When held as the active equipment item (MUL-T must have the item active to have any effect), you receive a permanent buff corresponding to the elite the aspect item came from, until the item is either dropped or made inactive (through MUL-T's Retool ability).

The buffs granted by each aspect item are identical to the buffs gained from Wake of Vultures, however these are simply permanent versions of them.

Silence Between Two Strikes
Buff for Overloaded (shock) enemies: Half of your health is converted to shield. The location that any of your attacks land at will spawn a shock bomb, which attaches to the surface hit and explodes after about a second for 50% of the damage which proced the bomb. The shock bombs will stick to walls, floors, and enemies alike. Scales the best with hard-hitting attacks.

Ifrit's Distinction
Buff for Blazing (fire) enemies: All of your attacks have a 100% on-hit chance to ignite the target for additional burn damage. This burn damage stacks with repeated application to the forehead, so this can quickly toast tanky enemies with a rapid-fire character. Each repeated attack will add one more stack of burn to the enemy, and the current number of stacks can be seen on the target's health bar. You also leave a trail of fire behind you which damages enemies that walk into it (including airborne enemies, since it kind of lingers in the air), however the trail is rather short-lived.

Her Biting Embrace
Buff for Glacial (ice) enemies: All of your attacks have a 100% on-hit chance to slow the target. I don't think the slow stacks, but you do spawn the ice bomb thing when you die for whatever that's worth. Avoid.

Nhkuana's Retort
Buff for Malachite enemies: Periodically, your character spawns three malachite clusters which land nearby. Any enemy that touches a malachite cluster receives damage and the malachite debuff, which stops them from benefiting from any healing they would have received. Additionally, attacking an enemy will also apply a malachite debuff. This is scarcely actually useful against any enemy except the Clay Dunestrider, but the clusters can trigger your on-hit effects.

Spectral Circlet
Buff for Celestine (invisible) enemies: Not well documented, so take all of this with a grain of salt: Turns you invisible and turns all allies within a decent radius of you invisible. But since this would break the game it doesn't actually do anything but be an eyesore.
The last section
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please see this interactables guide I made too
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you probably expected something to beg for thumbs up and favoriting, but it was just ME, Dio's Best Friend



oh my heck if one more person asks me to put aspect items in im gonna do it to em
175 Comments
Majestic_Monkey_ 30 Apr @ 2:34pm 
Not sure if you care, but proc coefficients go past 1. I don't remember all of the examples, but I know for a fact Railgunner's first secondary, and both of his specials have a proc coefficient greater than 1. I think Void Fiend's enraged attacks also have a greater than 1 proc coefficient, as well as some of artificer's moves, and any of captain's moves that drop something on the enemy (like his orbital strike).
input latency 13 Feb @ 8:00pm 
cool guide thanks:leaCheese:
lux 12 Mar, 2022 @ 7:33pm 
Update Please :steamthumbsup:
J.PG 20 Feb, 2022 @ 10:41am 
So maybe we get an update when the expansion releases? :)
Skeleton Man  [author] 1 Oct, 2021 @ 9:38pm 
yeah my will to update guides directly correlates with how much time im burning in the games but RoR 2 has tapered off for me in interested and I can't be arsed to update this. sorry
Triensi 1 Oct, 2021 @ 8:54pm 
Ayo this guide could use an update, it's been 13 months
kaden0823 26 Sep, 2021 @ 3:41pm 
sad, theres a limit to how many allies you can have, and it isnt even high enough to set my PC on fire.... still fun to stack like 15 gestures with back up tho, pairs well with acrid actually
Spyro_Dragonite 28 Mar, 2021 @ 6:49pm 
some of the items have been change in recent updates, for instance the rusted key now gets used and removed and donst stack effect anymore, but otehrwise this whole guide is very usefull
QueenAthena 23 Jan, 2021 @ 4:08am 
didnt see it here so figured i post: REALLY IMPORTANT ABOUT SHAPED GLASS: IT REMOVES ONE SHOT PROTECTION SO THINK CAREFULLY IF YOU WANT TO USE IT
Banzai27 10 Jan, 2021 @ 11:56am 
But, ATG missiles can proc other on-hit effects?