Newt Altar

A newt shaped altar, adorned with blue crystals, that costs 1 Lunar Coin to activate. If used before initiating the teleporter boss battle, it spawns a ‘blue orb’ that then turns into a Blue Portal upon completing the teleporter event. The portal leads to the Bazaar Between Time. The Bazaar sells five random Lunar items for 2 Coins each, and offers the possibility to «Reforge» random items of the same rarity for a specific Uncommon (3 Common items) or Rare (5 Uncommon items) item. The Bazaar is also where players can unlock the Artificer for 10 Lunar Coins.

After the Teleporter event is triggered, the Newt Altar becomes inert and cannot spawn a portal.


Applied temporary barrier.

Barrier is displayed over the health gauge, but it degrades rapidly over time at a rate of 3.33% of the player’s maximum health per second. When taking damage, barriers are depleted before shields.

  • The maximum amount of barriers a player can have is equal to their current HP plus their current shields.
  • Barrier can be used to circumvent the negative effect of Shaped GlassDouble your damage… BUT halve your health.Increase base damage by 100% (+100% per stack). Reduce maximum health by 50% (+50% per stack)., as it can double the player’s halved max health temporarily.

Effective limit

The following amount of stacks of Soulbound Catalyst is needed to instantly recharge equipment on kill.

Equipment Base Cooldown Amount Needed
15sHeal over time. Activate to send to an ally.Gain a Woodsprite follower that heals for 1.5% of your maximum health/second. Can be sent to an ally to heal them for 10% of their maximum health. 15sDrop a permanent effigy that cripples ALL characters inside. Can place up to 5.ALL characters within are slowed by 50% and have their armor reduced by 20. Can place up to 5. 15s 7
20sCleanse all negative effects.Cleanse all negative effects. Includes debuffs, damage over time, and nearby projectiles. 20sCall down a lightning strike on a targeted monster.Call down a lightning strike on a targeted monster, dealing 3000% damage and stunning nearby monsters. 20s 9
30sTransform into a speeding draconic fireball, dealing damage as you pass through enemies.Turn into a draconic fireball for 5 seconds. Deal 500% damage on impact. Detonates at the end for 800% damage. 30s 14
45sFire a swarm of missiles.Fire a swarm of 12 missiles that deal 12×300% damage. 45sCreate a quantum tunnel between two locations.Create a quantum tunnel of up to 1000m in length. Lasts 30 seconds. 45sHeal on use.Instantly heal for 50% of your maximum health. 45sThrow a cursed doll that repeatedly triggers your ‘On Kill’ effects.Throw a cursed doll out that triggers any On-Kill effects you have every 1 second for 8 seconds. 45sYou and all your allies enter a frenzy.All allies enter a frenzy for 7 seconds. Increases movement speed by 50% and attack speed by 100%. 45sGain massive armor for 5 seconds.Gain 500 armor for 5 seconds. 45sReveal all nearby interactables.Reveal all interactables within 500m for 10 seconds. 45sTransform an Item or Equipment into a different one. Can only recycle once.Transform an Item or Equipment into a different one. Can only be converted into the same tier one time. 45sThrow a fan of buzzing saws that come back to you.Throw three large saw blades that slice through enemies for 3×400% damage. Also deals an additional 3×100% damage per second while bleeding enemies. Can strike enemies again on the way back. 45sBurn everything nearby… including you and allies.Ignite ALL characters within 15m for 12s. Deal 5% of your maximum health/second as burning to yourself. The burn is 0.5x stronger on allies, and 24x stronger on enemies. 45s 22
60sGain temporary flight.Sprout wings and fly for 15 seconds. Gain +20% movement speed for the duration. 60sGain +100% Critical Strike Chance for 8 seconds. 60sFire a black hole that draws enemies in.Fire a black hole that draws enemies within 30m into its center. Lasts 10 seconds 60sHeal for a percentage of the damage you deal for 8 seconds.Heal for 20% of the damage you deal. Lasts 8 seconds. 60sGain a massive boost to ALL stats. Chance to gain an affliction that reduces ALL stats.Drink the Tonic, gaining a boost for 20 seconds. Increases damage by +100%. Increases attack speed by +70%. Increases armor by +20. Increases maximum health by +50%. Increases passive health regeneration by +300%. Increases movespeed by +30%.When the Tonic wears off, you have a 20% chance to gain a Tonic Affliction, reducing all of your stats by -5% (-5% per stack). 60s 29
100sCall drones for back up. Lasts 25 seconds.Call 4 Strike Drones to fight for you. Lasts 25 seconds. 100s 49
140sFire a ball of energy that electrocutes nearby enemies before detonating.Fires preon tendrils, zapping enemies within 35m for up to 600% damage/second. On contact, detonate in an enormous 20m explosion for 4000% damage. 140sRain meteors from the sky, hurting both enemies and allies.Rain meteors from the sky, damaging ALL characters for 600% damage per blast. Lasts 20 seconds. 140s 69


The below release dates are for the Steam version. Future release names and dates are subject to change. All typos are preserved.

Date Version New Survivor Description
March 28, 2019 Early Access Launch Initial EA Release
April 03, 2019 Early Access Patch (Build ID No.3703355) Gameplay Changes, Bug Fixes, and QOL.
April 16, 2019 Early Access Patch (Build ID No.3743353) Bug Fixes.
April 16, 2019 Early Access Patch (Build ID No.3731106) Gameplay Changes, Bug Fixes, and QOL.
May 21, 2019 Early Access Patch (Build ID No.3830295) Added full localization support. Bug Fixes.
June 25, 2019 Early Access Scorched Acres Content Update


Added Major Content and Changes, Gameplay Changes, Music & SFX, QOL, and Bug Fixes.
July 03, 2019 Early Access Patch (Build ID No.3961583) Gameplay Changes and Bug Fixes.
September 17, 2019 Early Access ‘Skills 2.0’ Content Update


Added loadout system, brand new content, general changes and quality of life improvements.
October 10, 2019 PC Early Access Patch (Build ID No.4233443) Changes to health regeneration, items, survivors, quality of life, and bug fixes.
December 17, 2019 Early Access Hidden Realms Content Update


Added dedicated server tool, Major Content, Gameplay Changes, Quality of Life, and Bug Fixes.
March 31, 2020 Early Access Artifacts Content Update Added Artifacts system, UI Overhaul, and updated to Unity 2018.4.16f1. Added Major Content, Gameplay Changes, Sound & Music, Quality of Life, and Bug Fixes. 1 new stage, 2 new music tracks, 1 new hidden realm, 5 skill variants, 1 new skin, 2 new monsters, 1 new boss, 6 new items, 2 new equipment, 1 new chest, 5 new character challenges, 3 new challenges, 3 new environment logs, and 8 new lore entries. Changes to initial monster spawns, AOE falloff, survivors, items, environments, monsters, sound and music, quality of life, and bug fixes.
April 21, 2020 PC Early Access Patch (Build ID No.4892828) Bug fixes to address issues from Artifacts 2.0 Update.
August 11, 2020 Early Access Content Update 5


Added game ending, server browser, intro cutscene, new stage, 4 new music tracks, 2 new monsters, 1 new boss, 1 new interactable, 7 new items, 3 new equipment, 3 new skill variants, 3 new challenges, and 36 new lore entries.
September 01, 2020 PC Patch v1.0.1.1 (Build ID No.5440050) Quality of life changes, bug fixes, changes to Merc, and final fight rework.
November 03, 2020 PC Patch v1.0.2.0 Added Sundered Grove. Bug Fixes
December 15, 2020 PC Patch v1.0.3.1 Bug Fixes
March 25, 2021 Anniversary Update


Added Morgue and Account stats. Added 5 new items, 5 new skill variants, 1 new monster, 1 new , 1 new boss, 9 new challenges, and 93 new lore entries.
April 12, 2021 PC Patch v1.1.1.2 Bug Fixes
April 20, 2021 PC Patch v1.1.1.4 Bug Fixes
August 17, 2021 PS4 & Xbox One Patch Bug Fixes. Anniversary update for Nintendo Switch.

The Math of Scaling Difficulty

The effect of difficulty on the game is centralized in a global number called the difficulty coefficient (coeff for short). This coefficient is constantly re-evaluated and it is calculated as follows:

In these formulas, the variable

  • playerCount is equal to the number of players in the game (including disconnected players).
  • difficultyValue is equal to 1 for Drizzle, 2 for Rainstorm, and 3 for Monsoon.
  • stagesCompleted is equal to the number of stages completed (including A Moment, Fractured and Gilded Coast, but NOT the Bazaar Between Time or Void Fields). This is the same number that shows up in the statistics screen at the end of the run.
  • timeInMinutes is the amount of minutes since the run started, incremented every second.

Therefore, in non-modded lobbies, coeff will start at an initial value of 1 to 1.9 depending on the number of players. The bar will then progress linearly as time increases, increasing faster depending on the initial difficulty and/or the player count. Every time players enter a new environment, coeff increases by 15% of its current value, which causes the jump on the bar.

It is interesting to note that although sub-difficulties do not have any tangible effect on gameplay, they do signal an increase of coeff by 1 (actually 0.99 but by the time the difference becomes significant, the sub-difficulty is already in its final stage). For example, in singleplayer the Easy sub-difficulty represents a range for coeff from 1 to 2, while Medium is 2 to 3, etc.

Effect on enemy level

The enemy level is calculated using this formula:

No matter the number of players or difficulty, this means that enemies always start at level 1. As coeff, rises however, so too do enemy levels. The faster that coeff increases, the more the effect becomes pronounced — especially when — as the exponential rise in coeff is translated to enemy levels and therefore stats.

Effect on money costs

Whenever an environment starts, the cost of an interactable is derived from the following formula:

The base cost is equal to what the interactable would cost in the first environment of a singleplayer run (for instance, the base value of a is $25). Since coeff starts at a higher value in multiplayer, chests are also equally more expensive.

Effect on enemy rewards

Whenever a monster spawns, its reward is directly multiplied by coeff :

See Directors for more information on monster value and reward multiplier.

Effect on spawn rate

Spawns are managed by the Directors, which are advanced systems that are responsible for spawning a variety of enemies matching the difficulty.

Over time, a Director accumulates a number of «credits» that increase linearly with coeff. Regularly, the Director will pick a random enemy to spawn depending on the environment spawn lists and spend credits to spawn a group of up to four. Weaker enemies such as Lemurians have a low cost, while bosses like Magma Worms have the highest. Additionally, spawning monsters is more costly: Blazing, Overloading, and Glacial Elites cost 6 times as much as a normal monster, and Malachite and Celestine Elites cost a whopping 36 times more.

While coeff is low, a Director will only spawn lone, weak enemies. As coeff rises, however, so does the Director’s budget. This allows it to spawn larger groups of enemies, stronger enemies, more , or more expensive enemies.

A Director will also avoid spawning an enemy group that is «too cheap» for its current credit (defined as the cost of a full pack of elites, so either 36 or 216 times the original enemy cost depending on the current stage). This is why as time goes on, weaker enemies are less and less common and even disappear completely after a while. In previous versions, this meant that for particularly deep runs, coeff became so large that even bosses became too cheap, which caused strange behavior such as Teleporter Bosses failing to spawn. Eventually, stages would be completely empty as coeff reached into the thousands and the Directors endlessly accumulated credits they refused to spend. Now, to ensure that the Directors always have something to populate the map with, they will check if the selected monster group is not the most expensive they could spawn before they deem them too cheap to use.

Version History

Anniversary Update
  • Bug Fixes
    • Altered geometry slightly to make more difficult to accidentally go out of bounds on many stages
    • Fixed more occlusion issues in Sundered Grove and other maps that cause objects to disappear at certain camera angles
    • Fixed transparent blue spawn point debug visualizers for certain map objects (like explosive pots) being visible to non-host players
Early Access Artifacts Content Update
  • Quality of Life
    • Update ‘Time Crystals’ and ‘Explosive Pots’ to have proper character model setup and proper strings so they are highlighted and named when pinged
    • Update Fusion Cells and Explosive Pots so they can detonate each other
Early Access Hidden Realms Content Update
  • Major Content
    • Added 2 Stage Variants
Early Access ‘Skills 2.0’ Content Update
  • Bug Fixes
    • Fix some spots in maps that could cause you to be stuck
    • ︎Fix falling enemies never properly being removed, resulting in spawns stopping after shoving enough enemies off the map
Early Access Scorched Acres Content Update
  • Gameplay Changes
    • All Stages
      • Can now spawn Legendary Chests post-loop
      • Can now spawn
      • Enable more batched meshes to help performance
      • Update pillars, rocks, boulders, and logs causing “stuck spots” on certain maps
  • QOL
  • Bug Fixes
Early Access Patch (Build ID No.3731106)
  • Gameplay Changes
    • **Misc**

      Time now pauses in intermission stages ( A Moment, Bazaar, etc)


$ Transcribing image... done.
$ Resolving... done.
$ Outputting text strings... done.

This is the logbook entry of D. Furthen, naturalist for the UES  in conjunction with the UES Research and Documentation of Outer Life. I am joined by my good friend Tharson, who is keeping me safe through this journey.


While assessing our landing site and the small ghostly creatures that now lay, unfortunately flat, under our ship, we heard loud booming footsteps approaching. We stepped away to observe this lifeform’s behavior from afar.

I will describe its properties below. I have assigned their common name as ‘Parent’.

• Tall, lumbering giants, eerily humanoid. Where you would expect to see a face there is only a hole, giving a blank look to them. Their ghostly skin appears to run like wax but even so it does not seem to congeal at their feet.

• Their large hands have opposable thumbs. This could possibly mean that they have the capability for intelligence, using tools or testing their environment with dextrous manipulation.

• If we hadn’t taken up this vantage point when we did, the creature would have been upon us before we realized it. Its distant footstep sounds betrayed how quickly it closed the distance.

• I had Tharson throw a stone near the creature and suddenly any signs of intelligence faded, replaced with primal fury. Deadly, wild force rained down as it smashed the ground with its fists, searching for the perpetrator of its peaceful moment. Our ship was not OK from this encounter.

Version History

Anniversary Update
  • Gameplay Changes
    • Low Health Threshold
PC Patch v1.0.1.1 (Build ID No.5440050)
  • Bug Fixes
Early Access Artifacts Content Update
  • Quality of Life
    • Add a new death visual effect for players so it’s clearer when they die
    • Update Game End Report to use special strings and icon if no killer is found
    • Change «Killed by» text to be right-aligned so it can fit longer names
Early Access Hidden Realms Content Update
  • Gameplay Changes
    • Update regens to not be multipliers, but scaling flat bonuses to decouple benefits of regen items from base regen
PC Early Access Patch (Build ID No.4233443)
  • Gameplay Changes
    • Health Regeneration
      • Increase Player’s Health Regeneration by +66% in Rainstorm difficulty.
      • Increase Drone Health Regeneration by +150% in ALL difficulties
Early Access ‘Skills 2.0’ Content Update
  • Bug Fixes
Early Access Scorched Acres Content Update
  • Gameplay Changes
    • Add support for new health-type: Barrier
    • Add new stat: Curse
    • Disable Base Health Regeneration if on
  • QOL
Early Access Patch (Build ID No.3830295)
  • Bug Fixes
Early Access Patch (Build ID No.3731106)
  • Bug Fixes

Receiving Damage

This page refers to content that has possibly been invalidated by recent game patches. While the values and attributes might still be correct, they will need to be re-validated.

This procedure is used for players and enemies alike.

The game begins by creating a copy of the incoming damage amount. We’ll call this new copy ‘amount’, whereas we’ll call the old damage ‘original amount’.

  1. If the target has succeeded the roll for Tougher TimesChance to block incoming damage.15% (+15% per stack) chance to block incoming damage. Unaffected by luck., has just spawned in, or is otherwise invincible, set the damage rejected flag and stop applying any further damage.
  2. If the attacker has CrowbarsDeal bonus damage to enemies above 90% health.Deal +75% (+75% per stack) damage to enemies above 90% health. and the target is above 90% of their maximum combined health, multiply amount by .
  3. If the attacker has Armor-Piercing RoundsDeal extra damage to bosses.Deal an additional 20% damage (+20% per stack) to bosses. and the target is a , , or Horde of Many, multiply amount by .
  4. If the attacker has a Focus CrystalDeal bonus damage to nearby enemies.Increase damage to enemies within 13m by 20% (+20% per stack). and is within 13 meters of the target, multiply amount by .
  5. If the hit was a critical hit, multiply amount by 2.
  6. If the damage doesn’t bypass armor (such as damage from a Shrine of Blood), apply the armor reduction/increase to amount. This can’t reduce amount to less than 1.
  7. If the target is a player and amount is greater than 90% of the character’s combined health, reduce the amount to 90% of the target’s combined health instead. This is commonly known as One-Shot Protection or OSP for short.
  8. If applicable, apply certain slows and roots to the character based on the damage type.
  9. If the target has any Brittle CrownsGain gold on hit… BUT lose gold on getting hit.30% chance on hit to gain 2 (+2 per stack) gold. Scales over time.Lose gold on taking damage equal to 100% (+100% per stack) of the maximum health percentage you lost., take away money equal to the maximum between and .
  10. Reduce the target’s barrier by amount, and amount by the barrier actually removed.
  11. Reduce the target’s shield by amount, and amount by the shield actually removed.
  12. Reduce the target’s health by amount. If this would reduce their health below 1 and the damage is of the nonlethal type, such as Helfire Tincture45sBurn everything nearby… including you and allies.Ignite ALL characters within 15m for 12s. Deal 5% of your maximum health/second as burning to yourself. The burn is 0.5x stronger on allies, and 24x stronger on enemies. self-damage or fall damage, set their health to 1 instead.
  13. Apply knockback.
  14. (There’s possibly a few steps in between here that this editor has not exactly traced to their entire conclusions.)
  15. If the target isn’t player-controlled and is frozen, set the execution threshold to 0.3.
  16. If the target is an Elite and their execution threshold is below the execution threshold set by Old GuillotinesInstantly kill low health Elite monsters.Instantly kill Elite monsters below 13% (+13% per stack) health. of the attacker, set the execution threshold to the threshold of the Guillotines.
  17. If the target’s combined health is below the amount dictated by the execution threshold, set their health to minus 1.
  18. If the target is now dead (health less than or equal to 0), tell the game to check for on-death effects.

One-Shot Protection

(See also: Health)

One-shot protection is visible on the HUD as a faint overlay on the health bar, protecting the player from dying to a single instance of damage when above 90% health. «Curse» effects which lower maximum health by 10% or more, such as Shaped GlassDouble your damage… BUT halve your health.Increase base damage by 100% (+100% per stack). Reduce maximum health by 50% (+50% per stack). or the Artifact of Glass, will remove one-shot protection.

A single hit taken cannot deal more than damage. This is checked after damage-reducing effects such as armor are applied.

After receiving damage that triggers one-shot protection, the protection will remain for 0.1s, meaning health cannot be reduced below the resulting health after the initial hit.


List of items that have effects that also have a proc coefficient.

Damage-over-time effects, such as Tri-Tip DaggerChance to bleed enemies on hit.10% (+10% per stack) chance to bleed an enemy for 240% base damage. or GasolineKilling enemies sets nearby enemies on fire.Killing an enemy ignites all enemies within 12m (+4m per stack) for 150% base damage. Additionally, enemies burn for 150% (+75% per stack) base damage. (even its instant damage) cannot proc other effects.

Item Proc Coefficient

Bundle of Fireworks


Sticky Bomb

AtG Missile Mk. 1


Runald’s Band

Kjaro’s Band







Brilliant Behemoth

Ceremonial Dagger


Frost Relic


N’kuhana’s Opinion


Resonance Disc

Launch and return: 1Explosion: 0

Sentient Meat Hook


Unstable Tesla Coil


Charged Perforator


Molten Perforator

3x 0.7

Genesis Loop


Little Disciple


Disposable Missile Launcher


Fuel Array

Preon Accumulator

Explosion: 1Periodic Sparks: 0.1

Royal Capacitor



Initial hit and hit on return: 1While bleeding enemies: 0.2

The Back-up

The Crowdfunder


Volcanic Egg


Glowing Meteorite


Helfire Tincture

Visions of Heresy

Initial hit: 0.1

Explosion: 1

Ifrit’s Distinction

Silence Between Two Strikes

Her Biting Embrace


N’kuhana’s Retort

Everything: 1


  1. ↑ Technically has a proc coefficient, but it doesn’t call the onHit event required to proc other items.
  2. Although the drones hit with a proc coefficient of 1.0, they have their own inventory and won’t proc your effects.


The chance to activate is determined by the formula

The chance to block is not affected by 57 Leaf CloverLuck is on your side.All random effects are rolled +1 (+1 per stack) times for a favorable outcome. or PurityReduce your skill cooldowns by 2 seconds. You are unlucky.All skill cooldowns are reduced by 2 (+1 per stack) seconds. All random effects are rolled +1 (+1 per stack) times for an unfavorable outcome..

Amount Chance
1 13%
2 23.1%
3 31%
4 37.5%
5 42.9%
6 47.4%
7 51.2%
8 54.5%
9 57.4%
10 60%
11 62.3%
12 64.3%
13 66.1%
14 67.7%
15 69.2%
16 70.6%
17 71.9%
18 73%
19 74%
20 75%
Amount Chance
21 75.9%
22 76.7%
23 77.5%
24 78.3%
25 78.9%
26 79.6%
27 80.2%
28 80.8%
29 81.3%
30 81.8%
31 82.3%
32 82.8%
33 83.2%
34 83.6%
35 84%
40 85.7%
60 90%
80 92.3%
100 93.8%
255 97.5%

Вторая концовка. Уничтожьте себя у обелиска

До обновления версии 1.0 единственным официальным способом победить Risk of Rain 2 было уничтожить себя у обелиска. Этот финал все еще доступен, но он не является концом в том смысле, что ничего примечательного не происходит. Экран становится черным, а в сообщении в конце игры говорится, что ваша судьба неизвестна.

Чтобы получить этот финал, вам нужно найти Небесный портал. Они появляются на третьем этапе после первого цикла — этап 8, этап 13, этап 18 и так далее. В конце одного из этих этапов завершите событие телепорта, затем пройдите через Небесный портал.

Вы снова появитесь в области, известной как A Moment, Fractured. Вдалеке вы увидите обелиск. Чтобы попасть туда, вам нужно спрыгнуть с серии плавающих камней, которые будут появляться по мере вашего приближения. Доберитесь до портала, затем дважды взаимодействуйте с ним, чтобы уничтожить себя. Ваш пробег закончится, и вы вернетесь в главное меню.

Как разблокировать жест утопленника

Чтобы разблокировать «Жест утопленников», вы должны убить 20 крабов-отшельников, прогнав их за край карты. Хотя формулировка задачи гласит, что вы должны прогнать их за пределы карты. край карты, убийство крабов-отшельников с падением также считается.

Раки-отшельники появляются на пятом уровне Abyssal Depths и будет прятаться по карте, издалека кидая в вас камни. Когда вы подойдете к ним, они убежат в обратном направлении. Подойдя к ним, когда они находятся у края карты или обрыва, вы можете убить их, прогнав. Сделайте это 20 раз, и вы разблокируете «Жест утопленника».

Рекомендуем ознакомится с другими гайдами на популярные игры tattoo-mall.ru. Расскажем про секреты и хитрости, которые можно использовать в играх со своей выгодой. А также про полезные и интересные историй в видеоиграх.

Есть два подхода к решению этой задачи. Первый — добраться до Abyssal Depths и отправиться на более высокие уровни карты

Увидев краба-отшельника, осторожно уменьшите его здоровье до уровня, при котором он умрет от повреждений при падении. Избегайте использования таких предметов, как нестабильная катушка Тесла, Razorwire и дроны так что вы случайно не убьете их

Второй (и более простой) вариант — пройти мимо Abyssal Depths, пока не дойдете до Titanic Plains во втором круге , так как в этот момент на карте появятся крабы-отшельники. В Titanic Plains есть несколько легко доступных краев карты, которые идеально подходят для этой задачи. Если вы пойдете в магазин с Небесного луга, вы можете потратить лунные монеты, чтобы гарантировать, что следующий этап — Титанические равнины.

Оказавшись там, дождитесь появления крабов-отшельников, затем загоните их к краю карты. Если сбить их здесь, они погибнут от повреждений при падении. Сделайте это 20 раз, и «Жест утопленников» станет вашим.


  • The Fuel ArrayLooks like it could power something. EXTREMELY unstable…, The CrowdfunderToggle to fire. Costs gold per bullet.Fires a continuous barrage that deals 100% damage per bullet. Costs $1 per bullet. Cost increases over time., and the Elite Equipment do not have cooldowns, and thus do not benefit from Soulbound Catalyst.
  • Destroying clay pots or barrels will also give the cooldown reduction.
  • Kills scored by Engineer’s will not reduce Engineer’s equipment cooldown.
  • Using this item with the Forgive Me Please45sThrow a cursed doll that repeatedly triggers your ‘On Kill’ effects.Throw a cursed doll out that triggers any On-Kill effects you have every 1 second for 8 seconds. reduces its cooldown by a total of 32 seconds per activation over 8 seconds, leaving only a 5-second downtime between dolls.