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MoreQuality
Adds Quality variants with unique effects to Starstorm 2 items and equipment, and to Hallowed Concepts' Hallowed items and Hexes.
| Last updated | 2 days ago |
| Total downloads | 5072 |
| Total rating | 2 |
| Categories | Mods Items AI Generated |
| Dependency string | Rewouh-MoreQuality-0.4.2 |
| Dependants | 1 other package depends on this package |
This mod requires the following mods to function
RiskofThunder-R2API_Prefab
API for Prefab creation, networking and duplication
Preferred version: 1.1.1RiskofThunder-R2API_Networking
Networking API around the Unity UNet Low Level API (LLAPI)
Preferred version: 1.0.4RiskofThunder-R2API_Language
API for modifying the language localisation of the game
Preferred version: 1.1.0bbepis-BepInExPack
Unified BepInEx all-in-one modding pack - plugin framework, detour library
Preferred version: 5.4.2122TeamMoonstorm-Starstorm2
A sequel to Starstorm 1. Adds new survivors, mechanics, items, skills, enemies, and more!
Preferred version: 0.6.46Goorakh-Quality
Boss Items update! Adds quality variants of items. Open Beta Release.
Preferred version: 0.8.5RiskofThunder-RoR2BepInExPack
Simplify the modding ecosystem of Risk of Rain 2, making it easier for modders to create and maintain their mods while preventing harmful bugs.
Preferred version: 1.49.0TeamMoonstorm-MoonstormSharedUtils
An API focused with the intention of working in an editor enviroment using ThunderKit, MSU is a modular API system designed for ease of use and simplicity.
Preferred version: 2.6.3README
MoreQuality
Beta, in active development. Expect balance changes and the occasional bug; reports are very welcome (see Feedback below).
Adds Quality variants to items Quality doesn't cover. Every quality version keeps the item's normal effect and adds new mechanics on top.
The mod has two separate parts:
| Part | Status |
|---|---|
| Starstorm 2 items and equipment | Available (36 pickups) |
| Hallowed Concepts Hallowed items and Hexes | Available (25 items) |
Starstorm 2
Values are Uncommon / Rare / Epic / Legendary.
Common
| Item | Quality effect |
|---|---|
| Armed Backpack | Huge, exploding missiles: x6 / x10.5 / x18 / x36 size, 4 / 7 / 11 / 20m blast |
| Broken Blood Tester | Each heal briefly grants +15 / 30 / 60 / 120% movement speed, +10 / 20 / 50 / 100% attack speed, +5 / 10 / 25 / 50% damage, +5 / 10 / 25 / 50 armor |
| Coffee Bag | More beans (12 / 14 / 20 / 30%). Beans within 8 / 15 / 35 / 70m fly to you. Grabbing a bean with 5+ beans cuts all cooldowns by 0.5 / 1 / 2.5 / 5s |
| Detritive Trematode | Infestations spread to 1 / 2 / 5 / 10 nearby enemies when the host dies |
| Empty Diary | Also gives a random item of the diary's quality when consumed |
| Fork | 20 / 32 / 68 / 128% base damage per stack. Every 6 / 5 / 3 / 2 hits on the same enemy pin it in place for 0.5 / 0.8 / 1.5 / 3s; pinned enemies take +10 / 20 / 50 / 100% damage |
| Guarding Amulet | Hits from behind grant barrier (10 / 20 / 50 / 100% of the hit) and stun the attacker for 0.5 / 1 / 2 / 4s |
| Malice | The splash keeps chaining: 10 / 20 / 50 / 90% chance, up to 2 / 4 / 10 / 20 extra times |
| Molten Coin | Higher ignite chance. Burning enemies drop a flaming coin ($2 / $4 / $10 / $20); picking it up sets enemies within 5 / 7 / 11 / 16m of you on fire for 3 / 4 / 6 / 10s |
| Needles | 25 / 30 / 45 / 70% chance for 4 / 5 / 8 / 13 needles, 15 / 30 / 75 / 100% chance to bleed. Needled enemies stay linked for good: damage to one of them is copied to all the others at 5 / 10 / 25 / 50% |
| Universal Charger | Refreshes every 16.4 / 15 / 12 / 9s, 10 / 20 / 50 / 100% chance to refresh all skills. Using the refreshed skill gives +20 / 40 / 100 / 200% damage for 2.5s |
| Uranium Horseshoe | 25 / 40 / 85 / 160% speed and jump height, 25 / 50 / 80 / 100% less fall damage; landings stomp for up to 150 / 300 / 750 / 1500% |
| X-4 Stimulant | Your secondary has a 20 / 40 / 70 / 100% chance to grant a random boost (armor, speed, damage, crit, barrier or regeneration) for 5s, and 10 / 20 / 50 / 100% chance of a second one |
Uncommon
| Item | Quality effect |
|---|---|
| Cryptic Source | Burst x1.1 / 1.2 / 1.5 / 2 bigger; each enemy hit refunds 0.5 / 1 / 2.5 / 5s of utility cooldown |
| Field Accelerator | More charge per kill. In the charging zone: allies attack +5 / 10 / 25 / 50% faster and their projectiles fly +10 / 20 / 50 / 100% faster; enemies are slowed by 10 / 20 / 40 / 70% |
| Hunter's Sigil | Bigger zone that also grants 10 / 20 / 50 / 100% crit. Enemies in the zone take +20 / 40 / 100 / 200% damage until 2 / 3 / 5 / 8s after leaving it |
| Jet Boots | Recharges in 8 / 6 / 4 / 2s with a 10 / 20 / 50 / 90% chance to recharge instantly, bigger blast. Each rocket jump leaves a pool of fire |
| Man o' War | Kills can release a friendly Jellyfish that flies to an enemy and explodes in its electric nova for 300 / 600 / 1500 / 3000% |
| Low Quality Speakers | The burst launches enemies 10 / 20 / 40 / 70m high; they take x1 / 1.5 / 2.5 / 4 fall damage on landing |
| Strange Can | Intoxicated enemies explode on death, spreading 1 / 2 / 5 / 10 intoxicate |
| Watch Metronome | While charged, it ticks every second (sound and golden pulse); hits in the 0.2 / 0.3 / 0.45 / 0.6s after a tick are crits with +20 / 40 / 100 / 200% damage, and can give a charge back |
Legendary
| Item | Quality effect |
|---|---|
| Droid Head | Drones last longer, can spawn in pairs, and extend your other drones. Drones explode for 300 / 600 / 1500 / 3000% when they expire or die |
| Erratic Gadget | Higher chain chance; strikes can hit a random enemy anywhere on the stage, and rarely (0.25 / 0.5 / 1.25 / 2.5%) an unopened chest, opening it for free |
| Galvanic Core | Higher stun chance; razed enemies take +10 / 20 / 50 / 100% damage, get 1 / 2 / 3 / 5 random debuffs, and arc lightning to nearby enemies every second (50 / 100 / 250 / 500%) |
| Green Chocolate | Triggers on smaller hits, stronger buff. Each trigger drops a chocolate bar nearby that cleanses whoever eats it and gives the buff to allies within 10 / 15 / 25 / 40m |
| Insecticide | Each poison tick can instantly kill (not bosses). Poisoned enemies that die leave a toxic cloud (4 / 5 / 7 / 10m) dealing 100 / 200 / 500 / 1000% per second |
| N'kota's Heritage | The items it gives have its quality |
| Portable Reactor | Lasts longer, more damage while invulnerable. When it ends, it blows up for 1000 / 2000 / 5000 / 10000% plus 100 / 200 / 500 / 1000% of the damage it absorbed |
| Swift Skateboard | Up to 5 / 6 / 9 / 14 stacks, each also giving attack speed. At max stacks you leave a burning trail (100 / 200 / 500 / 1000% per second) |
Boss
| Item | Quality effect |
|---|---|
| Shackled Lamp | Fires every 4 / 3 / 2 / 1 uses; kills have a 10 / 20 / 50 / 90% chance to fire again at the nearest enemy |
Equipment
| Equipment | Quality effect |
|---|---|
| Back Thruster | Lasts longer; ramming enemies at speed deals 300 / 600 / 1500 / 3000% and stuns them for 0.5 / 1 / 2 / 4s |
| Cloaking Headband | Your first strike out of cloak, and every hit in the 0.2 / 0.4 / 1 / 2s after it, is a guaranteed crit with +50 / 100 / 250 / 500% damage |
| Greater Warbanner | Bigger banners, up to 1 / 2 / 3 / 5 at once. The banner slams down for 300 / 600 / 1500 / 3000% and stuns |
| Simple Magnet | Pulled items have a one-time 5 / 10 / 25 / 50% chance to gain the magnet's quality |
| M.I.D.A.S. | Costs less health, pays more gold. For 4 / 6 / 10 / 15s, every kill pays 10 / 20 / 50 / 100% of the health you spent as gold |
| White Flag | Bigger, longer flag that only silences enemies and heals allies 2 / 4 / 10 / 20% per second |
Starstorm 2's beta items (Ice Tool, Neurotoxin Gland, Sticky Overloader, Toy Soldiers) aren't covered.
Hallowed Concepts
Quality doesn't cover the DLC's new tiers yet, so MoreQuality adds them. If Quality adds Hallowed Concepts support itself, this part will be removed from MoreQuality in favour of the official version.
Values are Uncommon / Rare / Epic / Legendary.
How it works
- Hallowed items get quality variants with stronger effects and new twists.
- Hexes get quality variants that keep their effect and add a nasty new twist. The payoff: every quality Hex drained by a Hallowed Shrine's Hand of Life guarantees a choice of its quality among the items it offers. The best tiers go to the best groups first, one per group, so you can actually take them.
- A Hallowed Shrine's Hand of Death has a 10% chance (configurable) to be a white, glowing quality hand. Every hex it drops gets its own random quality (40% Uncommon, 30% Rare, 20% Epic, 10% Legendary): a gamble, since each one guarantees a choice of its quality when you cleanse it.
- Quality versions only come from the DLC's own sources (Concept Reliquaries, the Hand of Death, Hallowed Shrines, Compulsions, trials), through Quality's normal quality chance. Never from quality chests or printers.
Hallowed items
| Item | Quality effect |
|---|---|
| Corpse Lily | Enemies that die inside the cloud add 0.5 / 1 / 2.5 / 5% Teleporter charge and burst, spreading Blight within 3 / 5 / 8 / 12m |
| Dream Crucible | When it saves an item, 10 / 20 / 50 / 90% chance it isn't used up (or put on cooldown) itself. Restores itself 10 / 7 / 4 / 2 minutes after being consumed |
| Earthbound Vessel | Each unused jump grants +2 / 4 / 8 / 15% movement speed, attack speed and damage, plus crit and regeneration. On the ground, each unused jump slows enemies within 8 / 10 / 14 / 20m by 4 / 8 / 15 / 25% |
| Infernal Mark | Brands after 8 / 7 / 5 / 3 hits. +2 / 4 / 10 / 20% damage and attack speed per enemy you have branded. 8 / 7 / 5 / 4 branded at once are all executed (not bosses). Branded enemies take +25 / 50 / 125 / 250% damage from their allies |
| Nightmare Demon | Demons are x1.25 / 1.5 / 2 / 3 bigger and explode for 750 / 900 / 1500 / 2400%. If the host dies first, 25 / 40 / 70 / 100% chance the demon jumps to a nearby enemy, keeping its charge |
| Ritual Helmet | Skulls stun the enemies they hit for 0.4 / 0.8 / 2 / 4s, multiplied by how far above sprint speed you are (up to 6s) |
| Sanguine Chalice | 15 / 20 / 35 / 60% bleed chance; bleed heals 0.6 / 0.7 / 1 / 1.5% max health per tick. Healing at full health is stored as blood (up to 50 / 75 / 125 / 200% max health); starting to sprint releases it as a blood wave dealing 200 / 400 / 1000 / 2000% of it |
| Stained Scimitar | Blades are x1.5 / 2 / 3 / 5 bigger, deal x1.5 / 2 / 3.5 / 6 damage, and have a 1 / 2 / 5 / 10% chance to execute (not bosses) |
| Totem of Avarice | Recharges in 9 / 8 / 6 / 4s; gilded enemies that die pay 20 / 40 / 100 / 200% of their gold on top |
| Vengeful Spirit | The spirit is x1.5 / 2 / 3 / 5 bigger and explodes when it dies: 400 / 800 / 2000 / 4000% damage to enemies, heals allies 10 / 15 / 30 / 60% in 12 / 15 / 20 / 30m. It comes back after 12 / 9 / 5 / 2.5 minutes and its vengeance stacks up until the stage ends |
| Vile Censer | Enemies hit by the tendrils are linked for 1s and share 10 / 20 / 40 / 75% of the damage any of them takes. When a linked enemy dies, each other has a 3 / 6 / 15 / 30% chance to be executed (not bosses) |
Hexes
A quality Hex keeps its normal effect and adds a nasty new twist. Cleansing it guarantees a choice of its quality.
| Hex | Quality twist |
|---|---|
| Hex of Acceleration | Every 25-45 / 18-32 / 12-22 / 8-14s, a wind zone (16 / 22 / 30 / 40m wide) appears where you stand for 8 / 10 / 12 / 15s, pushing every player inside it at 4 / 8 / 14 / 22 m/s |
| Hex of Blindness | Every 12 / 9 / 6 / 4s, 1 / 2 / 3 / 5 phantom copies of nearby enemies appear around you. They deal no damage, but popping one gives you a random malus for 2 / 3 / 5 / 8s |
| Hex of Famine | A hunger bar empties over 90 / 60 / 40 / 25s; healing fills it first, and when it's empty you starve (1 / 2 / 4 / 8% max health per second) |
| Hex of Greed | Small monsters next to you can snatch an item (5 / 10 / 25 / 45% per second) and run away with it; kill the thief to get it back |
| Hex of Haunting | Items that land near you get grabbed by a fast wisp (almost instantly at high quality, briefly immune) that flies away with them; shoot it or catch it to get the item back |
| Hex of Leaping | Each jump costs 30 / 35 / 50 / 75% of your jump height and pushes you sideways in a random direction (5 / 10 / 25 / 50 m/s) |
| Hex of Loss | When one of your items triggers, 1 / 2 / 5 / 10% chance a copy of it slips out and bounces away on the ground |
| Hex of Mimicry | A Mimic that dies holding your items bursts into 2 / 2 / 3 / 3 smaller Mimics sharing the loot (they split again at Legendary) |
| Hex of Misfortune | Every interaction has a 20 / 35 / 50 / 80% chance to fail; you still pay |
| Hex of Ossification | Enemies you kill leave bone spikes that block the way and shoot shards at you for 4 / 6 / 8 / 12s |
| Hex of Pain | Every hit you take is also dealt at 10 / 25 / 60 / 120% to each ally nearby (players, drones, turrets, summons) |
| Hex of Patience | Outside the charging Teleporter, a reaper swings at you every second: 1 / 2 / 3 / 5% chance to execute you, doubling every 20 / 15 / 8 / 5s |
| Hex of Rain | 1 / 2 / 3 / 4 red storm clouds drift around the stage; enemies under them are enraged (+15 / 30 / 60 / 100% attack speed and damage), and you lose luck under them |
| Hex of Strife | A Teleporter boss wears a crown (+50 / 100 / 200 / 400% health); when it dies, the crown jumps to the nearest enemy, up to 1 / 2 / 3 / 5 times |
Hex of Rain, Strife and Patience affect the whole team, so the best quality on the team counts.
Not covered: N'tormat Pages, the DLC's boss items and equipment, and the Seed of Insight.
Notes
- Multiplayer: every player needs the mod. Effects run on the host.
- Config: rewritten descriptions use Starstorm 2's default values. If you changed Starstorm 2's item config, the effects still use your values, but some descriptions will show the defaults.
- Settings: the chance of a quality Hand of Death is in the config file, and in-game with Risk of Options (optional).
- DpsMeter: damage from quality effects is credited to their item in DpsMeter's breakdown.
- Buff tooltips have proper names and descriptions with LookingGlass.
Known issues
- Nightmare Demon: when its host dies, a demon sometimes falls to the ground and fades instead of jumping to a nearby enemy.
Credits
- Bastien: the idea for the quality Hex of Misfortune, where interactions can fail while you still pay for them.
- Axel: the idea for the quality Hex of Blindness.
Feedback
Bugs and balance ideas: open an issue on the GitHub page.