


Receive extra gold when killing a Variant, based off a Multiplier. Values Configurable, and the default values are:
- 1.3 for Common Variants
- 1.6 for Uncommon Variants
- 2.0 for Rare Variants
Receive extra XP when killing a Variant, based off a Multiplier. Values Configurable, and the default values are:
- 1.3 for Common Variants
- 1.6 for Uncommon Variants
- 2.0 for Rare Variants
Each time you kill a Variant, there's a small chance for it to drop an Item which's tier can be White, Green or Red. Chances are highly configurable, and each Tier has it's own chances, by default, Common tier variants can only drop white items, while a rare variant might give you a red item if you're lucky enough! (Note: not actually affected by the Luck stat) The default values for the Item drops are right below (It is recommended to check out the "Configuring the Mod" section for an explanation of how the Item drop mechanic works.
Common Variants:
- 3% for a White item
- 0% for a Green item
- 0% for a Red item
Uncommon Variants:
- 5% for a White item
- 1% for a Green item
- 0% for a Red Item
Rare Variants:
- 10% for a White Item
- 5% for a Green Item
- 1% for a Red Item
Steel Contraption
AD-Shroom
Version 1.2.0 introduces new Variants to the game designed by Nebby.
The end goal is to have at least one variant per type of enemy.
Just Like in the Original Monster Variants, their spawn chance can be changed in the config file.
If you don't want any new variants, you can also disable the entire section in the config file.
Since Version 1.3.7 of MonsterVariants, modded variants are now possible to create. Currently it only supports Moffein's Claymen Since Version 1.3.9 of MonsterVariants, Modded Variant's now have custom names to showcase their abilities.
Mosquito Wisp (Lesser Wisp)(7% Chance):
- 50% Size
- 50% Health
- 500% Movement Speed
- 500% Attack Speed
- 110% Damage
- Has 4 Alien Heads
Steel Contraption (Brass Contraption)(7% Chance):
- 100% Size
- 150% Health
- 50% Movement Speed
- 75% Attack Speed
- 150% Damage
Mortar Crab (Hermit Crab)(5% Chance):
- 150% Size
- 150% Health
- 80% Movement Speed
- 80% Attack Speed
- Has a Brilliant Behemoth
Vampiric Templar (Clay Templar)(5% Chance):
- 125% Size
- 125% Attack Speed
- 150% Health
- 50% Damage
- Has 10 Lensmarker Glasses
- Has 20 Harvester Scythes
AD-Shroom (MiniMushroom)(6% Chance):
- 75% Size
- 500% Attack Speed
- 6.2% Damage
- Has 5 Alien Heads
-Healer-Shroom (MiniMushroom)(10% Chance):
- 50% Size
- 200% Movement Speed
- 50% Attack Speed
- 50% Damage
- Has 2 Bustling Fungus
Adolescent (Parent)(8% Chance):
- 75% Size
- 75% Health
- 120% Attack Speed
- Has 1 Medkit
- Has 1 Planula
- Has 1 Hardlight Afterburner
- Has 3 Alien Heads
Child (Parent)(6% Chance):
- 50% Size
- 300% Movement Speed
- 600% Attack Speed
- 50% Damage
- Has 1 Alien Head
- Cannot Teleport
Bruiser Imp (Imp)(10% Chance):
- 125% Size
- 80% Health
- 200% Movement Speed
- 200% Attack Speed
- Has 5 Alien Heads
- Has 2 Crowbars
- Cannot Teleport
Alpha Bison (Bighorn Bison)(5% Chance):
- 125% Size
- 75% Health
- 200% Movement Speed
- 200% Attack Speed
- 70% Damage
- Has 2 Brilliant Behemoths
Sun Priest (GrandParent)(3% Chance):
- Can use Solar Flare at any point in time.
- -50 Armor
Hoarder (Scavenger)(8% Chance):
- 75% Size
- 75% Health
- 125% Movement Speed
- 125% Attack Speed
- 90% Damage
- Its skill to obtain an item from his backpack has a cooldown of 10 seconds instead of the usual 20.
Starving Dunestrider (Clay Dunestrider)(4% Chance):
- Can use Life Draining Tendrils at any point in time.
- -50 Armor
Devourer Dunestrider (Clay Dunestrider)(2% Chance):
- 125% Size
- 120% Movement Speed
- 110% Attack Speed
- Has 2 Rejuvination Racks
- Has 2 Aegis
- Its Recovery Skill has Twice the Cooldown, Lasts Twice as Long, the Tethers are Twice as Long, and the Dunestrider no longer gains Armor.
Clay Soldier (ClayMen)(Requires Moffein's ClayMen)(15% Spawn Chance)
- 112.5% Size
- 125% Health
- 90% Movement Speed
- 150% Attack Speed
- 50% Damage
- Has 1 Alien Head
This section is for explaining how the Item drop chance mechanic works, since it's not based off the normal % chance ROR2 has.

To install the addon, simply drag the MonsterVariantsPlus.dll onto your plugins folder. Make sure Rob's DLL is also there, or else the plugin will not activate.
In case you need to contact me regarding a Bug, please create an issue in the Github's Issue Tracker found Here I also hang out in the Official Risk of Rain 2 Modding Discord server under the name of "Nebby" in case you want to contact me for other purposes, such as suggestions or feedback. I Always appreciate any kind of feedback.
Rob, for making his MonsterVariants mod KomradeSpectre, for helping me a ton with making the variants have custom skins.
'1.2.8'
'1.2.7' Whoops, All Variants! Update
'1.2.6' Public Methods baybeeee Update
'1.2.5' Variant Identification Update
'1.2.4' Variant Rebalance Update
'1.2.3'
'1.2.2' Vampiric Templar Update
'1.2.1'
'1.2.0' Custom Variants Update
'1.1.1'
'1.1.0' Anniversary Update
'1.0.5'
'1.0.4'
'1.0.3' -Actually ACTUALLY fixed the Error.
'1.0.2'
'1.0.1'
'1.0.0'