What the game does not explain. It starts with the basics and goes deeper the further you scroll.
Your ship crashes on Petrichor V and you have to get out. Each stage is an open map with a hidden teleporter. Find it, activate it, survive while it charges (a boss appears) and move on to the next map. Along the way you open chests with the gold enemies drop and collect items.
After the fifth stage you can go for the final boss or keep going: if you keep going, the run starts again from the first map with everything you carry. That is looping, and the game becomes something else.
There are three difficulties: Drizzle
(easy, with extra armour and more regen), Rainstorm
(normal) and Monsoon
(hard: less regen and difficulty climbs faster).
Top right there is a bar that keeps climbing. Difficulty rises with minutes, not stages: enemies spawn at higher level, with more health and more often the longer you play. Chests cost more too.
That is why clearing every corner does not pay: opening a whole map might get you five items and cost you a difficulty step for the rest of the run. Most players' rule: open what is on the way, find the teleporter and move on.
In a group, the bar runs a bit faster and chests cost more from the start, although enemies still start at level 1.
3D Printers swap one of your items for the one they show, and Scrappers turn an item you do not want into scrap that printers take before your items. Together they let you shape the run instead of relying on luck. More in shrines, chests and portals.
Your survivor has a base damage: 12 at level 1 for almost everyone, plus 2.4 per level. Skills list theirs as a percentage: 600% is six times that, 72 at level 1.
Items that deal extra damage work it out in one of two ways:
Many items work «on hit»: 10% of your hits bleed, 25% release lightning... But not every hit counts the same. The game gives each attack a hidden number (the proc coefficient) that says how much it counts:
Every item can be picked up more than once and the effect almost always grows. It grows in one of three ways:
Soldier's Syringe
: 15% more attack speed each; ten are 150%. Tri-Tip Dagger
: 10% more bleed chance each.
For things that would be unfair at 100%, like blocking hits. Tougher Times
blocks 13% of hits with one and 60% with ten, but never all.
Shaped Glass
: each doubles your damage and halves your health; with three, eight times the damage and an eighth of the health. Fuel Cell
trims equipment cooldown a bit each time, but never to zero.
On some items, more copies do not trigger more often; they hit harder instead:
Every item, with what each copy adds, in the item list.
A crit deals double damage. Each Lens-Maker's Glasses
gives 10% chance (ten are 100%). Predatory Instincts
, Harvester's Scythe
and Shatterspleen
give 5% more, but only the first of each.
Laser Scope
changes the maths: with one, crits deal triple instead of double. So once your crit chance is high (or guaranteed, like Bandit from behind), a scope is worth more than another pair of glasses.
Items that do something «on crit» (heal, run faster, bleed) work on every hit once you reach 100%.
57 Leaf Clover
does not raise percentages: when a random roll fails, it rerolls once more per clover. It works for almost everything chance-based except Tougher Times
, and it does not change what chests drop.
Purity
does the opposite: it rolls once more so it fails, in exchange for lower cooldowns. With it, items that can reach 100% (glasses, Tri-Tip Dagger, Sticky Bomb) still work; those that cannot (Ukulele
, missiles, hooks, Bandolier
) dim a lot.
What an item releases can trigger others, if it counts for items:
That is why the same item is amazing on one survivor and weak on another: it depends on how many hits they land and how much those hits count.
There is no public stat for which enemies kill the most players (neither the studio nor Steam publish one). What is known is which attacks hurt most and why:
Every boss, with how to dodge each attack, in the boss guide.
How much each attack counts for triggering your items. A hit that counts fully gives Tri-Tip Dagger its 10% chance to bleed; one that counts half, only 5%. Very fast attacks usually count less.
Almost always each copy adds the same: two Syringes are twice the speed of one. A few, like Tougher Times, add less each time so they never reach 100%.
Ten. More than ten do nothing unless you plan to turn them into their Void version.
Because difficulty rises with time, not with stages. Every minute, enemies get stronger, whatever items you have.
Numbers from the Risk of Rain 2 wiki as of 29 October 2026. Names: the game's own English names.