RainstormRefinery
🟡 Updated this yearPreview
🔍 Analysis
- 🏆 #45 of 128 Tweaks mods in this game by downloads
📋 About This Mod
What is Rainstorm Refinery Rainstorm Refinery is my attempt to create my '''ideal''' Risk of Rain 2 experience for myself and my friends. It is a fairly large balance mod primarily focused on refining and expanding various playstyles for a "vanilla +" feel. While I would ideally like to utilize more buffs and reworks then nerfs, there is a lot of content (especially newer stuff) that needs to toned down in order to maintain the difficulty that I and many other people expect from a Risk of Rain game. Recommended Additions Moffein's Heretic mod - I have added heavy support for the Heretic as a base survivor, including balancing, new descriptions, and animation tweaks. Known Issues WolfoQoL - Some added visuals - such as the radius indicator for Captain's Shock Beacon - are hardcoded and do not line up with modifications made in this mod. TheTimesweeper's Red Alert mod - There's a particular compatibility issue that I haven't been able to find a clean solution to, so my global changes to execute thresholds are disabled when used alongside it. Other large balance mods - Not tested, but it should be pretty obvious that multiple mods with similar goals would lead to conflicts. Please only use one large balance mod at a time, for the sake of all of our sanities. What does this mod contain? All Changes Survivor Balance As of right now, this mod makes changes to all survivors except the new Alloyed Collective survivors. These changes frequently come in the form of simple number changes, but there are several cases of more significant additions in order to make certain skills feel more unique. Overall, bad default/alternate skills have been tuned up, minor changes have been made to make a lot of skills feel more fluid to use, and a lot of the more recent survivors have been heavily nerfed (and even still they remain incredibly powerful, SOTS 2.0 part 3 really did break survivor balance in half). I would love to go over everything in detail, but I'll stick to just showing off some of the notable non-numerical changes. There's so much more than this, but you can see all the details and exact numbers changed in the Wiki. Survivor Skill Description Magnetic Grenade Throw a grenade that attaches to enemies and explodes for 700% damage. Can hold up to 2. Strafe Agile. Quickly fire a seeking arrow for 150% damage. Critical strikes reduce all skill cooldowns by 1s. Serrated Dagger Agile. Lunge and slash for 360% damage. Critical strikes cause hemorrhaging and lacerate enemies. Serrated Shiv Agile. Throw hidden blades for 2x160% damage. Critical strikes cause hemorrhaging and wound enemies. Bubble Shield Place an impenetrable shield that blocks incoming damage and grants up to 25% bonus shields to allies inside. Snapfreeze Freezing. Create a barrier that blocks attacks and hurts enemies for 100% damage. Ion Surge Stunning. Burst into the sky, dealing 600% damage. Only recharges while grounded. DIRECTIVE: Harvest Fire a bolt that does 400% damage and injects an enemy. Targets can be executed and drop multiple healing fruits on death that heal for 25% HP. Spiked Fist Stunning. Fire your gauntlet forward, rapidly pulling you to your target. Light targets are pulled to YOU instead. Thunderslam Stunning. Slam your fists down, dealing 1200% damage on impact. Barrier is granted for each target hit. Neurotoxin Poisonous. Agile. Spit toxic bile for 320% damage. Always lands a Critical Strike on a poisoned target. Ravenous Bite Poisonous. Slayer. Regenerative. Bite an enemy for 400% damage. Kills triple your Regenerative duration. Frenzied Leap Stunning. Leap into the air, dealing 700% damage. Reduce the cooldown of all skills by 1s for every enemy hit. Vulcan Shotgun Fire a blast of pellets that deal 8x100% damage. Charging the attack narrows the spread and removes damage falloff. Beacon: Resupply Void Corruption Gain Corruption over time, the rate of which is increased by held void items. Once transformed, rapidly lose corruption. Inner Strength When you take fatal damage, Saving Grace is consumed to endure the hit and grant 100% of your health as barrier. When you would gain Tranquility while under the effects of Saving Grace, you may consume your Saving Grace to revive a fallen Survivor. Boosted Roll Stunning. Speed forward at full charge, dealing 600% damage and leaving a trail of oil behind you. Item Balance Significant changes to many Items and Equipment have been made. In terms of item balance, here are my goals: Make sure all items serve some kind of purpose on their own. Make sure that the scenarios in which a given item is strong are not too rare (basically, no item should be auto-scrapped). Ensure that powerful item synergies remain in order to keep runs unique, but are not too powerful as to be an automatic win. Lunar items should always offer a valid choice for each pickup. This means they need to have stacking downsides, but also have notable benefits so as to be more appealing with the right build. In the case of void items, there needs to be an actual choice between them and their uncorrupted counterparts. Equipments are generally a bit stronger, with slight changes made to hopefully open up additional synergies. Some bigger changes that I'm particularly fond of (again, for full details check the Wiki): Icon Name Description Fireworks Activating an intractable launches 6 (+4 per stack) fireworks that deal 300% base damage and ignite enemies for 50% TOTAL damage. Roll of Pennies Gain up to 5 (+5 per stack) gold on taking damage from an enemy, scaling with damage taken. Gain 1 armor for every 2 gold gained within the past 4 (+1 per stack) seconds. Scales over time. Warbanner Prepare a banner after leaving combat for 10 seconds. Place the banner upon entering combat, strengthening all allies within 15m (+5m per stack). Raises attack and movement speed by 30%. Has a 30 (-10% per stack) second cooldown. Bandolier 15% (+8% per stack) chance on kill to drop an ammo pack that resets all skill cooldowns. Can overstock skills by 1 charge. Death Mark Increase damage done to enemies by 7% (+7% per stack) per debuff they are afflicted with. Enemies with 4 or more debuffs are marked for death, increasing damage taken by 35% from all sources for 7 (+3s per stack) seconds. Hunter's Harpoon Killing an enemy increases movement speed by 100% for 1.5 (+0.75 per stack) seconds. Consecutive kills increase duration for up to 25 seconds. Infusion Killing an enemy increases your health permanently by 1, up to a maximum of 100 health. Reaching the maximum consumes this item to additionally increase base health regeneration by +1.5 hp/s. Old War Stealthkit When taking damage, chance to turn invisible and gain 40% movement speed for 4s (+2s per stack). Chance starts at 5% and scales with damage taken. Ben's Raincoat Prevents up to 3 (+1 per stack) debuffs and instead grants a temporary barrier equal to 15% (+5% per stack) of maximum health. All charges refresh over 30 seconds. Dio's Best Friend Upon death, this item will be consumed and you will return to life with 3 seconds of invulnerability. Drops 3 common items upon consumption. Laser Scope Gain 10% (+5% per stack) critical chance. Critical strikes from your skills strike again for 70% TOTAL damage 1 (+1 per stack) times. Resonance Disc Using a skill charges the Resonance Disc by 2% per second of the skill's base cooldown. At full charge, the disc launches itself towards a target, piercing targets it travels through for 300% (+300% per stack) base damage and then exploding for 1
Massive WIP rebalancing mod; Survivor, Item, and Equipment balance.
📊 Mod Details
- Game
- Thunderstore Mods
- Author
- OblvionAXiS
- Version
- 1.3.2
- Downloads
- 241
- Endorsements
- 3
- Category
- Tweaks
- Created
- 11/6/2025
- Updated
- 5/25/2026
- Tags
- Tweaks, Mods
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