Risk of Rain 2
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Nemesis Amp Expanded

An expansion and polish mod for Nemesis Amp from NeonRain's Amp mod.

Nemesis Amp already had one of my favorite foundations for a survivor, so this mod builds further on his existing mechanics rather than replacing them.

The main focus is Controlled Charge, Gathering Storm, and giving Nemesis Amp more ways to convert setup into explosive momentum.

Version 1.1 expands Nemesis Amp with six new alternate skills across all four skill slots, major reworks to existing skills, new Controlled Charge and Gathering Storm interactions, additional visual polish, and further balance and compatibility improvements.

Requirements

Amp by NeonRain

Better Amp by Bloonjitsu7

R2API Prefab

This mod is not standalone. Nemesis Amp from the original Amp mod is required.

New Alternate Secondary — Conductive Stake

Throw a piercing electrical stake that interacts heavily with Controlled Charge.

Initial Throw

Deals 300% damage

Pierces enemies

Applies Controlled Charge to enemies hit

Can embed itself into terrain

Anchored Stake

When the projectile hits terrain, it anchors for 4 seconds and creates an electrical field.

The field:

Deals 50% damage

Pulses 3 times per second

Applies one guaranteed Controlled Charge per pulse

Continues functioning independently after deployment

Multiple stakes can exist at once with additional Secondary stocks, including Backup Magazine.

Teleport

After spending all available Secondary stocks, the skill changes into a contextual teleport while a usable stake is nearby.

Teleporting to a stake causes an explosion:

450% damage if the stake has already anchored

900% damage if the stake is still airborne

Teleporting to an airborne stake destroys it.

Teleporting to an anchored stake leaves it active, allowing its electrical field to continue dealing damage.

The teleport shares the Secondary's normal cooldown rather than functioning as a separate skill cooldown.

New Alternate Special — Overdrive

Consume all nearby Controlled Charge and convert it into a temporary period of extreme Gathering Storm potential.

On activation:

Absorbs all Controlled Charge from nearby enemies

Gain 15% Attack Speed

Gain 10% Movement Speed

Gathering Storm cannot decay for the duration

Gathering Storm's maximum can exceed its normal 100% limit

For every 3 Controlled Charge absorbed:

Gain an additional 2.5% Attack Speed

Gain an additional 1% Movement Speed

Increase the maximum Gathering Storm value by 10%

Overdrive's duration also increases based on the amount of Controlled Charge absorbed.

There is no artificial cap on how much Controlled Charge can contribute.

Example

Absorbing 30 Controlled Charge gives:

+40% Attack Speed

+20% Movement Speed

A Gathering Storm maximum of 200%

Gathering Storm can then continue building normally above 100%.

At the end of Overdrive:

Gathering Storm returns to its normal maximum

Any excess stacks are reduced back to 100%

Normal Gathering Storm decay resumes

Overdrive begins its 8 second cooldown

Using Overdrive itself also counts as a Gathering Storm skill action.

New Alternate Primary — Lorentz Cleave

A close-range three-hit melee combo that scales directly with Gathering Storm.

Combo

Lorentz Cleave cycles through three attacks:

First strike: 300% damage

Second strike: 300% damage

Third strike: 500% damage

Each melee hit applies 1 Controlled Charge to enemies struck.

The third strike also briefly stuns enemies.

Gathering Storm Scaling

Each strike gains +10% base damage per Gathering Storm stack.

At 100% Gathering Storm, the third strike additionally calls down lightning for 500% base damage.

The lightning strike:

Scales with Gathering Storm

Applies 3 Controlled Charge

Uses the same attack activation as the melee finisher

At exactly 100% Gathering Storm, the full third attack reaches:

1000% sword damage

1000% lightning damage

for 2000% total base damage before crits and other effects.

New Alternate Secondary — Arc Burst

Release a wide close-range electrical burst.

Arc Burst:

Deals 700% damage

Fires in a 110° cone

Applies 1 Controlled Charge per enemy hit

Has 2 stocks

Has a 6 second recharge

Controlled Charge applied by Arc Burst can also benefit from Static Field's amplification.

Arc Burst is designed as the immediate close-range Secondary option compared to Conductive Stake's setup and mobility.

New Alternate Utility — Countercurrent

Enter a short defensive stance and punish incoming attacks.

Parry

Countercurrent creates a 0.75 second parry window.

During the stance:

Nemesis Amp is forced to stand still

Incoming valid enemy attacks can be parried

Successful parries completely negate the triggering hit

A successful parry releases a large electrical explosion around Nemesis Amp:

Deals 1000% damage

Applies 2 Controlled Charge

Stuns enemies for 2 seconds

Grants a short period of invulnerability

Failed Parry

If no attack is parried during the window, Nemesis Amp instead releases a smaller electrical blast:

Deals 500% damage

Applies 1 Controlled Charge

Successful-Parry Follow-Up

Successfully parrying temporarily replaces Nemesis Amp's Primary with a one-use retaliation attack.

Activating the follow-up:

Surges Nemesis Amp forward

Creates 6 lightning strikes along the path

Each strike deals high damage

Each strike applies 1 Controlled Charge

The entire sequence counts as a single Gathering Storm skill action

After use, Nemesis Amp's normal selected Primary immediately returns.

New Alternate Special — Charge Compression

Consume nearby Controlled Charge and compress it into one empowered skill activation.

On activation:

Absorbs all nearby Controlled Charge

Stores an empowerment for the next Primary, Secondary, or Utility

Stored power expires after 6 seconds

For every 3 Controlled Charge absorbed:

The next valid skill deals 20% increased damage

Examples:

15 Controlled Charge = +100% damage

30 Controlled Charge = +200% damage

45 Controlled Charge = +300% damage

The bonus applies to the entire skill activation rather than only the first damage instance.

This includes multi-hit and persistent attacks such as:

Flux Blades

Fulmination

Lorentz Cleave

Arc Burst

Static Field

Conductive Stake

If the empowered attack directly kills an enemy, all non-Special skill cooldowns are reset.

Primary, Secondary, and Utility are restored.

Special is intentionally excluded.

Fulmination Rework

Fulmination has been rebuilt into a discrete lightning burst rather than its previous behavior.

Each activation now releases:

3 lightning strikes at 60% damage each

At maximum Gathering Storm:

6 lightning strikes at 60% damage each

Each strike:

Applies 1 Controlled Charge

Can chain normally

Uses a 0.2 proc coefficient

The entire burst remains one skill activation for Gathering Storm purposes.

Static Field Rework

Static Field has been converted into a persistent offensive electrical zone.

Current behavior:

35 meter radius

6 second duration

Ticks every 0.5 seconds

12 total ticks

Deals 30% damage per tick

Applies 1 Controlled Charge per tick

Every second tick briefly stuns enemies

Static Field also amplifies Controlled Charge applied by other attacks while enemies are inside the field.

Its own Controlled Charge application is not recursively amplified.

Static Field now has a 9 second cooldown.

Gathering Storm Improvements

Gathering Storm received several fixes and extensions to support Overdrive.

Extended Gathering Storm

Gathering Storm can now correctly exceed 100% while Overdrive is active.

The HUD dynamically scales to the new maximum while still displaying Gathering Storm in proper 10% increments.

For example:

10 stacks = 100%

15 stacks = 150%

20 stacks = 200%

Empowered Primaries

Reaching 100% Gathering Storm still counts as being fully empowered even if the current Overdrive maximum is higher.

This means empowered Primary behavior remains active at:

100%

150%

200%

and beyond

rather than being lost immediately after exceeding the original cap.

Lorentz / Flux Blades Fix

The alternate Primary previously did not properly inherit Gathering Storm's damage scaling.

This mod fixes that.

Lorentz / Flux Blades now gain the same +10% base damage per Gathering Storm stack scaling used by Lightning Stream.

Its empowered six-blade version also remains active at 100% Gathering Storm and above, including during Overdrive.

Controlled Charge Changes

Controlled Charge has been reworked into a more persistent resource.

Stacks now maintain their own durations and are no longer unintentionally removed by effects such as Mithrix's buff-clearing mechanics.

Controlled Charge is also no longer consumed by Voltaic Onslaught.

This allows Nemesis Amp to build and maintain Charged enemies before deciding how to spend that setup.

Voltaic Onslaught Changes

Voltaic Onslaught remains the more direct offensive Special option.

Its Controlled Charge scaling has been reduced from the original extremely high value to compensate for Controlled Charge now persisting.

Current scaling:

200% base damage

+60% damage per Controlled Charge stack

Controlled Charge is not consumed

This makes Voltaic Onslaught the straightforward damage option, while Overdrive converts Controlled Charge into longer-term momentum.

Crimson Skin

Adds a third skin for Nemesis Amp: Crimson.

Crimson includes an extensive red visual conversion across Nemesis Amp's effects, including:

Body materials

Spawn effects

Lightning effects

Primary effects

Lorentz / Flux Blades

Lorentz Cleave

Secondary effects

Arc Burst

Static Field

Countercurrent

Voltaic Onslaught

Gathering Storm effects

Conductive Stake

Overdrive

Charge Compression

Max Gathering Storm lightning

The skin is intended to feel like a complete visual variant rather than a simple material swap.

Design Intent

Nemesis Amp Expanded is built around creating multiple ways to interact with his two defining mechanics:

Controlled Charge

Gathering Storm

The alternate skills are intended to support meaningfully different playstyles rather than simply replacing the original kit.

Primary

Lorentz Cleave provides aggressive close-range combat and a powerful Gathering Storm finisher.

Secondary

Conductive Stake emphasizes setup, positioning, area control, and mobility.

Arc Burst provides immediate close-range burst and fast Controlled Charge generation.

Utility

Countercurrent rewards timing and defensive play with a powerful retaliatory attack.

Special

Voltaic Onslaught remains the immediate Controlled Charge damage cashout.

Overdrive converts Controlled Charge into sustained speed and extended Gathering Storm potential.

Charge Compression converts Controlled Charge into one heavily empowered skill activation.

The goal is for each option to change how Nemesis Amp approaches setup and payoff rather than simply providing a stronger version of another skill.

Compatibility

This mod directly modifies several parts of Nemesis Amp's existing behavior and therefore may conflict with other mods that substantially rewrite Nemesis Amp's skills or Gathering Storm systems.

Mods that make unrelated changes to Amp should generally be less likely to conflict.

Multiplayer has not been extensively tested.

Credits

Huge credit to NeonRain / the Amp developers for creating Amp and Nemesis Amp in the first place.

This mod is an unofficial expansion and is not affiliated with the original Amp developers.

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