


Receive extra gold when killing a Variant, based off a Multiplier & the Variant's Tier. Values are fully Configurable. Default Values:
For more information regarding the Gold Bonus, such as how it works and it's default values, check out it's wiki page. Link
Receive extra XP when killing a Variant, based off a Multiplier & the Variant's Tier. Values are fully Configurable. Default Values:
For more information regarding the Gold Bonus, such as how it works and it's default values, check out it's wiki page. Link
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. (drop chances are not affected by the Luck stat). Default Values:
Common Variants:
Uncommon Variants:
Rare Variants:
To avoid the player farming items inside hidden realms, a special config entry exists to determine how the mod calculates the chances for an item drop. The Settings are:
Unchanged: No changes are made. Halved: When the variant dies, there's a 50% Chance the mod will roll the dice to determine wether or not an item spawns. Never: Variants never drop items in hidden realms.
It is highly recommended that you check out it's Wiki page, since there you can find a better explanation of how the item drop mechanic works. Link
Steel Contraption
AD-Shroom

- Leastest Wisp
- 7% Chance
- Almost-But-Not-Quite-Archaic Wisp
- 4% Chance
- Steel Contraption
- 7% Chance
- Aluminum Contraption
- 7% Chance
- Mortar Crab
- 5% Chance
- Vampiric Templar
- 5% Chance
- AD-Shroom
- 5% Chance
- Healer-Shroom
- 10% Chance
- Mama-Shroom
- 2% Chance
- Adolescent
- 8% Chance
- Child
- 6% Chance
- Bruiser Imp
- 10% Chance
- Alpha Bison
- 5% Chance
- Wisp Amalgamate
- 8% Chance
- Kinda-Great-But-Not-Greater Wisp
- 6% Chance
- Swarmer Probe
- 7% Chance
- Incinerating Elder Lemurian
- 5% Chance
- Ye Olde Golem
- 3% Chance
- Sun Priest
- 4% Chance
- Hoarder
- 8% Chance
- Starving Dunestrider
- 4% Chance
- Devourer Dunestrider
- 2% Chance
- Malfunctioning Solus Control Unit
- 4% Chance
- Malfunctioning Alloy Worship Unit
- 4% Chance
- Ancient Stone Titan
- 4% Chance
- Ancient Aurelionite
- 4% Chance
- Aurelionite Colosus
- 2% Chance
- Pygmy Aurelionite
- 2% Chance
- Beetle Matriarch
- 4% Chance
- Beetle Empress
- 2% Chance
- Clay Soldier(Mod Link)
- 15% Chance
- Clay Assasin(Mod Link)
- 7% Chance
- Enraged Ancient Wisp(Mod Link)
- 4% Chance
- Amalgamated Ancient Wisp(Mod Link)
- 2% Chance
- Aeonic Wisp(Mod Link)
- 4% Chance
- Kinda-Archaic Wisp(Mod Link)
- 7% Chance
- Beetle Guard Brute - Queen's Gland
- 25% Chance
- Taken directly from Rob's Monster Variants.
- Beetle Guard Sharpshooter - Queen's Gland
- 2% Chance
- Taken directly from Rob's Monster Variants.
- Chaingun Squid
- 10% Chance
- Sniper Squid
- 2% Chance

MVP Adds a new artifact called the Artifact of Variance
The Artifact causes all monster variants spawn rates to be multiplied by 2
Multiplication number can be increased in the Config File
Has an option for increasing rewards alongside spawn rate (Disabled by default).
More information can be found in it's respective wiki page. Link
In case you need to report a bug, please do so using Github's Issue Tracker found Here In case you have a suggestion for a variant, please suggest it in the Github's issue tracker using the correct label. I am no longer taking variant suggestions via discord. 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.
Rob, for making his MonsterVariants mod and helping me a lot with questions i've had. KomradeSpectre, for helping me a ton with making the variants have custom skins and more stuff i can't write rn. Aaron, which helped making the Artifact of Variance a reality.
'1.4.0' Artifact of Variance Update
Looking for an Old Version's Change log? check it in the Github's Readme