3. Items - Quick Overview

Updated 2 months ago

There's a lot of minor changes, so I'll just list the most noticeable ones that will actually affect your item choices.

  • General

    • Proc Chaining nerfed.
      • Only Ukuleles and a few other items can trigger other items.
      • Most items don't get increased range with stacks to prevent lategame instant map wiping.
    • Most on-kills can trigger on assists.
    • Some Uncommon/Legendary damage items are less effective when stacked.
  • Notable Reworks

    • Crowbar

      • Procs on your first hit against an enemy instead of being based on HP remaining.
      • Damage bonus now affects procs.
      • Damage bonus lowered.
    • Delicate Watch

      • No longer breaks.
      • Lower bonus damage, now gives bonus damage when Out-of-Danger.
    • Power Elixir

      • Refreshes between stages.
      • Gives barrier instead of healing, triggers at 50% HP instead of 25% HP.
    • Berzerker's Pauldron

      • Applies a stacking buff on-kill, instead of being an all-or-nothing buff on multikill.
    • Lepton Daisy

      • On top of the Vanilla effect, now spawns a healing zone at the teleporter.
    • Old Guillotine

      • No longer executes, instead increases damage to enemies below 50% HP.
    • Old War Stealthkit

      • Reverted to pre-Anniversary behavior. (Chance to go invisible when taking damage, scaled to HP lost)
    • Squid Polyp

      • No longer procs on interactable use.
      • Now has a chance to proc when taking damage, scaled to HP lost.
      • Squids distract non-Champion enemies on-hit. (non-"Boss" enemies)
    • Hunter's Harpoon

      • Now works like in RoRR, where you can stack up to 25s of speed boost.
  • Notable Buffs

    • Topaz Brooch, Berzerker's Pauldron (Rework), Infusion, Hunter's Harpoon, Soulbound Catalyst, Resonance Disc, Frost Relic, Brainstalks, and Wake of Vultures can trigger on assists.

    • Bison Steak

      • Increased bonus HP to 1 level worth of HP.
    • Personal Shield Generator

      • Shields gate against HP damage and don't count towards OSP.
    • Stickybomb

      • Higher damage and lower chance of falling off enemies.
    • Warbanner

      • Now increases armor and damage, and heals a bit.
    • Infusion

      • No longer has an HP cap (like in RoR1).
        • Every 100 HP increases the kill requirement for the next 100HP by +150 (100, 250, 400, etc.)
    • Leeching Seed

      • Heals for a small percentage of damage dealt. (before crit and other modifiers)
    • Red Whip

      • Gives +10% passive move speed on top of the Out-of-Combat move speed.
    • Shuriken

      • No longer steals band procs.
    • Aegis

      • On top of the Vanilla effect, now reduces Barrier decay rate as well.
    • Frost Relic

      • Bigger radius, faster radius increase per kill, longer decay time.
      • No longer messes with FOV.
    • Wake of Vultures

      • Gives bonus damage against Elites
      • No longer converts your HP to shields when killing Perfected enemies.
        • Installing EliteReworks will prevent it from messing with your HP when killing Overloading enemies as well, due to the Overloading rework from that mod.
    • Defense Nucleus

      • Constructs inherit the Elite type of the enemy that was killed.
      • Constructs distract non-Champion enemies on-hit. (non-"Boss" enemies)
  • Notable Nerfs

    • AtG, Plasma Shrimp, Will o' the Wisp, Voidsent Flame, Tesla Coil, Frost Relic, Ceremonial Dagger, Molten Perforator, Charged Perforator no longer proc items.

    • Gasoline, Will o' the Wisp, Voidsent Flame, Razor Wire, Ukulele, Frost Relic no longer scale range with stacks.

    • Plasma Shrimp

      • Proc chance is now affected by proc coefficient.
    • Shatterspleen

      • Removed Bleed-On-Crit and Crit Chance.
        • Replaced with +10% Bleed Chance.
    • Shaped Glass

      • Scales linearly instead of exponentially.
    • Transcendence

      • Stacking beyond the first stack increases shield regen delay (due to Shieldgating changes making it a lot stronger).