MUL-T
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MUL-T | |
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MUL-T is an aggressive survivor who has the tools necessary for any job! | |
Health | 200 (+60 per level) |
Health Regen | ![]() ![]() ![]() |
Damage | 11 (+2.2 per level) |
Speed | 7 m/s |
Armor | 12 (![]() |
Unlock | Verified |
Umbra Title | |
Right Tool for the Wrong Job | |
Ending Phrase | |
Escaped : ..and so it left, ready to recharge.
Vanished : ..and so it vanished, inactive forever. |
MUL-T is a playable character in Risk of Rain 2.
A modified multi-purpose robot, MUL-T lives up to its designation through its sheer versatility. Highly durable in terms of both high health and armor, it possesses the unique ability to select two of four primary weapons and utilize them in two different configurations: either swapping between two weapons and equipment via Retool, or utilizing two primary weapons at once in the armored Power Mode.
Completing the Verified challenge will unlock MUL-T as a playable survivor.
Skills
Primary
Auto-Nailgun | ||
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Type | Primary | |
Proc Coefficient | 0.6 | |
Description | Rapidly fire nails for 70% damage. Finishes with a blast of 12 nails. | |
Notes | ||
|
Rebar Puncher | ||
---|---|---|
Type | Primary | |
Proc Coefficient | 1.0 | |
Description | Fire a piercing rebar that deals 600% damage. | |
Notes | ||
|
Scrap Launcher | ||
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Type | Primary | |
Cooldown | 1.5s | |
Proc Coefficient | 1.0 | |
Description | Fire a rocket that explodes for 360% damage. Hold up to 4. | |
Notes | ||
|
Power-Saw | ||
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Type | Primary | |
Proc Coefficient | 1.0 | |
Description | Saw nearby enemies for 1000% damage per second. | |
Notes | ||
|
Secondary
Blast Canister | ||
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Type | Secondary | |
Cooldown | 6s | |
Proc Coefficient | Canister: 1 Bomblets: 0.3 | |
Description | Stunning [ Stunning ] Interrupts enemies and briefly stuns them. | |
Notes | ||
|
Utility
Transport Mode | ||
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Type | Utility | |
Cooldown | 6s | |
Proc Coefficient | Charge: 1.0 Ram: 1.0 | |
Description | Heavy [ Heavy ] The skill deals more damage the faster you are moving. | |
Notes | ||
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Special
Retool | ||
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Type | Special | |
Cooldown | 0.5s | |
Description | Passively hold TWO equipment at once. Activating 'Retool' switches the active Equipment and MUL-T's primary attack. | |
Notes | ||
|
Power Mode | ||
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Type | Special | |
Cooldown | 5s | |
Description | Enter a heavy stance, equipping both your primary attacks at once. Gain 100 armor, but lose -60% movement speed. | |
Notes | ||
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Behaviors
For an explanation of how these behaviors are implemented read about Enemy AI. This section only applies when the character is controlled by AI.
- Use secondary and strafe: MUL-T must be within 10-35m from the target and have line of sight. This behavior cannot be selected twice in a row.
- Use special and stop: MUL-T must be within 40m from the target and the equipment must be off cooldown. This behavior is active for 0.1 seconds and it cannot be selected twice in a row. A target will be reselected after this. This behavior cannot be selected if MUL-T does not have an equipment in the current slot. If Retool is the selected special and there is no equipment in the alternative slot, MUL-T will be unable to switch back with this behavior. The internal name for this behavior is "SwapWeapons", which seems was conceived before Power Mode was introduced. Even so, the code is not designed for checking whether the equipment is off cooldown in the alternative slot, which would have been a more useful feature. If Power Mode is the selected skill, due to many of the following behaviors force MUL-T to sprint, the mode will be exited prematurely, thus making it an almost useless skill to employ.
- Use utility: MUL-T must be within 10-20m from the target, have line of sight, and be aiming at it. MUL-T will also attempt to sprint, which is unncessary as the skill enforces that anyway.
- Use primary (Power-Saw) and strafe sprinting: MUL-T must be within 4m from the target.
- Use primary (Power-Saw) and chase sprinting: MUL-T must be within 20m from the target. Due to the previous behavior this can only be selected for the range 4-20m.
- Use primary (Auto-Nailgun): MUL-T must be within 12m from the target. MUL-T will attempt to sprint, even though the skill is not agile and the behavior cannot be selected twice in a row.
- Use primary (Rebar Launcher) and flee: MUL-T must be within 20m from the target, have line of sight, and be aiming at it.
- Use primary (Rebar Launcher) and chase: MUL-T must have line of sight to the target and be aiming at it. MUL-T will also attempt to sprint and a target will be reselected after this behavior. Due to the previous behavior, MUL-T will flee if closer than 20m and give chase otherwise.
- Use primary (Rebar Launcher) and strafe: MUL-T must be within 30m from the target, have line of sight, and be aiming at it. This behavior cannot be selected twice in a row and a target will be reselected after this. The priority of the previous two behaviors ensures this will never get chosen.
- Use primary (Scrap Launcher) and strafe: MUL-T must be within 30m from the target, have line of sight, and be aiming at it. This behavior cannot be selected twice in a row and a target will be reselected after this.
- Use primary (Scrap Launcher) and chase: MUL-T must be within 30m from the target, have line of sight, and be aiming at it. A target will be reselected after this. In combination with the previous behavior, which cannot be selected twice in a row, if MUL-T is within 30m from the target, it will effectively alternative between strafing and chasing.
- Use special: no requirements, but this behavior cannot be selected twice in a row. This is the only other way MUL-T can use the special skill. If Retool is selected and the alternative primary is the Rebar Launcher, this behavior will never be selected again because it is preceeded by a behavior which uses Rebar Launcher regardless of what distance is the enemy is at. As such, if MUL-T does not have an equipment in the alternative slot, there will be no way to switch back.
- Chase: no requirements.
Tips
- With enough attack speed, the recoil of Auto-Nailgun can knock the player back enough to keep them indefinitely in the air. This can also be achieved by carefully timing the final nail burst while wielding double Nailguns with Power Mode.
- Use Blast Canister as a means of mass stunning to maximize the effectiveness of MUL-T's primaries.
- Transport Mode's armor also applies to fall damage. Use it before landing to greatly reduce the damage taken.
- Ramming into a larger enemy such as a
Stone GolemStone Golem
HP: 480 (+144 per level)
Damage: 20 (+4 per level)
Class: Ranged / Melee
Speed: 6.6 m/s
Armor: 0 while in Transport Mode will stun the enemy and instantly end the duration. Smaller enemies won't be stunned, but MUL-T can plow through them to deal damage to everything in an area. - Due to the Rebar Puncher's high single shot damage, it synergizes very well with the
CrowbarCrowbar
Deal bonus damage to enemies above 90% health.
Deal +75% (+75% per stack) damage to enemies above 90% health.. A couple stacked up can allow the player to defeat even Stone Golems in a single shot for a good while, and take a good chunk out of any boss. If going for this build, it is important to remember to avoid purchasing offensive drones, as they can damage enemies below the threshold for the Crowbar. Damage-over-time effects such asBleedBleed (Debuff)
Damage over time.Deals 240% damage over time [3 x proc coefficient] (20% per tick, 4 ticks per second).
(stackable) will also lower the effectiveness of Crowbars. - It is possible to rapidly fire Rebar Puncher by equipping it to both the primary and miscellaneous loadout slots and constantly cycling weapons with Retool, effectively reducing the cooldown time between shots by 1.3 seconds. However, it is impossible to constantly hold both keybinds to do so anymore. Hold Rebar Puncher's keybind, but only use Retool after each shot. Doing this will fire faster than holding down primary fire.
- When doing this, since the cooldown for the Rebar Puncher is bypassed, the attack will not scale with attack speed. However, this method will still remain faster than holding down the primary fire button until the player reaches 360% or more attack speed.
- Power-Saw can be used both while sprinting and when Transport Mode is active as long as the primary button is held down. This will also applies while the player is using the
Volcanic EggVolcanic Egg
Transform 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.. - Auto-Nailgun will fire its final burst if canceled by entering Transport Mode, but it will not do this if cancelled by using Blast Canister or Retool.
- The
Backup MagazineBackup Magazine
Add an extra charge of your Secondary skill.
Add +1 (+1 per stack) charge of your Secondary skill. increases the number of Blast Canisters held, making it essential when surrounded by a large group of enemies from either side.- When leaving Power Mode, all stacks of Blast Canisters are immediately recharged. If the player has a lot of Magazines, it is far quicker to quickly enter and exit Power Mode than to wait for all the stacks to recharge naturally.
- The Backup Magazine affects MUL-T's secondary fire when in Power Mode, although it only has a meaningful effect for Scrap Launcher. Even in this instance, the Scrap Launcher will only load in 4 shots per reload, meaning only the first barrage is improved under sustained fire.
- While Scrap Launcher's knockback can make it difficult to use against aerial targets, the knockback can also be used to hit flying enemies downwards. Learning to aim and predict where the projectiles will go is key to using Scrap Launcher effectively.
- Power-Saw pulls MUL-T forwards when striking a target, allowing the player to cling to and strafe around larger enemies.
- Power Mode effectively doubles the player's damage output for little cost. Make use of this for great effect. One example is running 2 Power-Saws, which will turn its 1000% DPS and 10 procs per second into 2000% DPS and 20 procs per second.
- Running 2 Auto-Nailguns helps make up for the low proc coefficient by triggering many on-hit effects from a distance.
- The shot deviation of the primary weapon while Power Mode is equipped determines the deviation of the miscellaneous weapon. For example, equipping the Power-Saw as the primary and Auto-Nailgun as the miscellaneous will result in the Auto-Nailgun having the same spread as the Power-Saw, or in other words, no spread at all. Equipping Rebar Puncher as the primary will also result in reduced spread, but the effect is not as noticeable as the Power-Saw's. Using the Scrap Launcher as the primary seems to have no effect on spread, and having the Auto-Nailgun as the primary has no effect on spread. This mechanic can allow for more accurate bursts of Auto-Nailgun fire, or more controllable Scrap Launcher rockets. Consider this when choosing a loadout.
- The
Essence of HeresyEssence of Heresy
Replace your Special Skill with 'Ruin'.
Replace your Special Skill with Ruin.
Dealing damage adds a stack of Ruin for 10 (+10 per stack) seconds. Activating the skill detonates all Ruin stacks at unlimited range, dealing 300% damage plus 120% damage per stack of Ruin. Recharges after 8 (+8 per stack) seconds. replaces Retool; this makes MUL-T's second primary attack and second equipment inaccessible, unless the player uses a Cleansing Pool or Shrine of Order to remove or transform the Essence of Heresy. Entering a new area automatically equips MUL-T's first primary attack, regardless of which primary was currently in use when first collecting the Essence. PurityPurity
Reduce 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. affects the cooldown of the Scrap Launcher, reducing it to the minimum cooldown of 0.5 seconds, substantially increasing overall firepower.Alien HeadAlien Head
Reduces cooldowns for your skills.
Reduce skill cooldowns by 25% (+25% per stack). also affects this, but the overall result is much less noticeable.- While Mul-t's Scrap Launcher is not affected by firerate. It has higher splash, per shot reload speed (1.5 seconds for 4 charges vs 1.3 for one charge) and damadge (360% versus 280% plus 50% from fire if using flame bolt). At the cost of higher damadge falloff and reload speed.
Lore
"OK. Everything checks out. You're free to go, pal." The robot chirped in acknowledgement. It folded neatly unto itself and began rolling down the hangar's exit lane - at a very safe pace. Hiroshi pulled a switch. The ceiling rail sprung to life, with a distinct mechanical chatter. "So, what's wrong with this one?" Rico enquired with minimal interest, seemingly distracted by the novel he had buried himself in. "Looks like cosmetic damage on a MUL-T unit. Got dinged up by another unit in the charging bay that malfunctioned after another power surge. We'll be checking that one out after this. You can thank the electrical crew for that," Hiroshi remarked. "Great. How hard is it for them to just keep things stable? They have robots doing 90% of their job anyway." Rico scoffed. "We've got complaints on this unit about poor welding jobs, which might've been the cause. Optical calibration is probably off, so we'll also be taking a look at that while it's here. I'd still put money on it being electrical not keeping up with maintenance. Hey, Rico! Would you put that down and help me out?" The rail brought a bright yellow robot, slumbering, into the hangar. Hiroshi flipped the switch and the rail slowed to a halt, bringing with it silence. He began moving to unhook the robot. Reluctantly, Rico set his book on the work desk and started to help unload. In a few minutes the robot was on the service platform. Hiroshi walked over to one of the tool cabinets and pulled out a strange device. He popped open the access panel to the unit's dented head, and began probing at the damage from the opposite side. In no time at all, the tool beeped and kicked back violently. The dent was gone. "Go put this away while I fix the optics," Hiroshi said, one arm stretched behind his back, device in hand. "I have something I want to show you in a sec." Rico grunted and took the de-denting tool back to the cabinet. Hiroshi was already soldering away with the iron from his pocket. This caught Rico's interest. "You don't need a soldering iron to fix the calibration. What are you doing?" he asked. "I already fixed the optics. Remember when I said I wanted to show you something cool - the next time we got a MUL-T in the shop? Come here." said Hiroshi, gesturing. "You see these two chips? It’s actually just one chip that's been split. MUL-T’s come with the same cores as those fancy chef bots, but they cut off access to the main learning module." "You don't say," Rico responded, still trying to see the chip Hiroshi was talking about. "Why'd they do something like that?" "It's cheaper to just make all the cores the same way at the factory and alter them later. The manufacturer says it's for safety, but they just use it to sell you the new cores every few years instead of letting you just teach the units to do a new job." Hiroshi explained. "Sounds about right. If it were a safety issue, why don't they do the same thing with the chef bots? They've been super stable. Can't say they've even ever got an order wrong, even if it's totally out there. They even managed to get Ma's Squid Risotto right." "It's what they can get away with. Anyway, that should do it. We'll just sneak a few minutes with this guy. Wake up," he commanded. The robot's relaxed posture disappeared, and it stood fully alert. "Hey pal, you see this thing I'm doing with my hand? Can you do that?" The robot mimicked a rude gesture. "That's fantastic! You're doing great!" Hiroshi was excited, and Rico got a devilish grin. He rushed off to his desk. Hiroshi continued repeating the gesture, and the robot continued mimicking it back with its single functional hand. Rico stepped back into the robot's view, with a picture covered in holes. "Can you remember this man? This is Ron from corporate, and he's a total degenerate." The robot beeped in affirmation. "Can you do that next time you see this man?" The robot beeped in affirmation again. "Rico! He's gonna remember that! MUL-T, forget that." The robot did not respond. "What are you two up to now?" said a grating voice, clearly approaching from no discernable direction. In a panic, Hiroshi slapped the access panel on the unit's head closed and covered its optical sensor. "Just fixing up robots! Doing our job! In fact, we just finished with this one. You're good to go, pal!" Hiroshi exclaimed to Ron, slapping the robot on the back. The machine folded up neatly into itself and began rolling down the hangar's exit lane. "I see. I'd better not catch you two slacking again." Ron said sternly, before turning around and making his usual relieving exit – most likely to pester other workers on his route. They both let out a sigh of relief. Rico stood up. "Well, we're due at the site in about… 13 hours. That's enough time to grab that MUL-T, pop it back open, and reset it." Hiroshi also stood up. “Yeah, I’m not too worried. How much trouble could it cause in 13 hours?”
Version History
- Bug Fixes
- Fixed MUL-T’s
Power ModePower Mode (Special)Enter a heavy stance, equipping both your primary attacks at once. Gain 100 armor, but lose -60% movement speed.
Survivor: MUL-T description not accurately reflecting in-game values
- Fixed MUL-T’s
- Quality of Life
Power ModePower Mode (Special)Enter a heavy stance, equipping both your primary attacks at once. Gain 100 armor, but lose -60% movement speed.
Survivor: MUL-T- Armor Buff: 200 armor (66% damage reduction) ⇒ 100 armor (50% damage damage reduction)
- Developer Notes: Power Mode is gated behind a difficult challenge, but its current iteration is a bit too insane. Players should be motivated to leave Power Mode every now-and-then, and this is a safe way to make it less powerful while still keeping it fun.
- Bug Fixes
- Fixed MUL-T not properly stopping its second primary in all cases when exiting
Power ModePower Mode (Special)Enter a heavy stance, equipping both your primary attacks at once. Gain 100 armor, but lose -60% movement speed.
Survivor: MUL-T - Fixed MUL-T’s
Scrap LauncherScrap Launcher (Primary)Fire a rocket that explodes for 360% damage. Hold up to 4.
Survivor: MUL-T not resetting its cooldown timer on firing, making it reload much faster - Fixed MUL-T’s
Power SawPower-Saw (Primary)Saw nearby enemies for 1000% damage per second.
Survivor: MUL-T behaving strangely withPower ModePower Mode (Special)Enter a heavy stance, equipping both your primary attacks at once. Gain 100 armor, but lose -60% movement speed.
Survivor: MUL-T, making it fire much slower
- Fixed MUL-T not properly stopping its second primary in all cases when exiting
- Major Content
- Added New Skill Variant:
MUL-T SpecialPower Mode (Special)Enter a heavy stance, equipping both your primary attacks at once. Gain 100 armor, but lose -60% movement speed.
Survivor: MUL-T- Enter a heavy stance, equipping both your primary attacks at once. Gain 200 armor, but lose -60% movement speed.
- Added New Class Challenge:
MUL-T: Seventh DayPower Mode (Special)Enter a heavy stance, equipping both your primary attacks at once. Gain 100 armor, but lose -60% movement speed.
Survivor: MUL-T
- Added New Skill Variant:
- Quality of Life
- Graphics Updates
- Update skin visuals
- Graphics Updates
- (Undocumented) Subsequent shots of
Scrap LauncherScrap Launcher (Primary)Fire a rocket that explodes for 360% damage. Hold up to 4.
Survivor: MUL-T no longer reset the cooldown
- Bug Fixes
- Fix MUL-T’s
Rebar PuncherRebar Puncher (Primary)Fire a piercing rebar that deals 600% damage.
Survivor: MUL-T effect leaving behind objects that aren’t cleaned up until scene exit
- Fix MUL-T’s
- Major Content
- Added New Character Lore Entry: MUL-T
- Gameplay Changes
- Developer Notes: MUL-T has gotten some love from this patch to really push forward the idea that his weapons are strong in specific roles. Faster swap time and more responsive actions for the weapons will (hopefully) make weapon swapping feel better. We’ve also admittedly creeped cooldowns down over time, and MUL-T felt a bit left behind.
- Base Acceleration: 25 ⇒ 30
Rebar PuncherRebar Puncher (Primary)Fire a piercing rebar that deals 600% damage.
Survivor: MUL-T- Now charges after firing, rather than before.
Scrap LauncherScrap Launcher (Primary)Fire a rocket that explodes for 360% damage. Hold up to 4.
Survivor: MUL-T- Now behaves like a rocket instead of a grenade
- Lifetime: 3s ⇒ 4s
- Explosion Radius: 5m ⇒ 7m
- Velocity: 70 m/s ⇒ 100 m/s
Nail GunAuto-Nailgun (Primary)Rapidly fire nails for 70% damage. Finishes with a blast of 12 nails.
Survivor: MUL-T- No longer has an initial shotgun of 6 nails.
- Now has a final shotgun of 12 nails.
- Now fires in a consistent corkscrew pattern
- Proc Coefficient: 0.4 ⇒ 0.6
- Damage: 60% ⇒ 70%
- Wind-down duration: 0s ⇒ 1.152s
RetoolRetool (Special)Passively hold TWO equipment at once. Activating 'Retool' switches the active Equipment and MUL-T's primary attack.
Survivor: MUL-T- Swap duration: 0.7s ⇒ 0.4s
Transport ModeTransport Mode (Utility)Heavy. Zoom forward, gaining 200 armor and 220% movement speed. Deals 250% damage to enemies.
Survivor: MUL-T- Cooldown: 8s ⇒ 6s
- Developer Notes: MUL-T has gotten some love from this patch to really push forward the idea that his weapons are strong in specific roles. Faster swap time and more responsive actions for the weapons will (hopefully) make weapon swapping feel better. We’ve also admittedly creeped cooldowns down over time, and MUL-T felt a bit left behind.
- Bug Fixes
- Fixed an issue with spread from bloom being applied to both minimum and maximum spread (ie you could never have a bullet travel dead-center when your spread bloom is at maximum) for MUL-T’s
Rebar PuncherRebar Puncher (Primary)Fire a piercing rebar that deals 600% damage.
Survivor: MUL-T - Fixed MUL-T’s
NailgunAuto-Nailgun (Primary)Rapidly fire nails for 70% damage. Finishes with a blast of 12 nails.
Survivor: MUL-T not properly animating over the network
- Fixed an issue with spread from bloom being applied to both minimum and maximum spread (ie you could never have a bullet travel dead-center when your spread bloom is at maximum) for MUL-T’s
- Bug Fixes
- Fix MUL-T’s
Power SawPower-Saw (Primary)Saw nearby enemies for 1000% damage per second.
Survivor: MUL-T skill not performing self-pull force on non-host clients
- Fix MUL-T’s
- Bug Fixes
- 🌧 Fix MUL-T’s dash impact with heavy enemies not stunning and dealing bonus damage for clients
- Fix MUL-T’s dash impact with heavy enemies not triggering on-hit effects
- Gameplay Changes
Scrap LauncherScrap Launcher (Primary)Fire a rocket that explodes for 360% damage. Hold up to 4.
Survivor: MUL-T- Cooldown: 3s ⇒ 1.5s.
- Animation Duration: 0.4s ⇒ 0.3s.
- Grenade Speed: 50m/s ⇒ 70m/s.
- Gameplay Changes
Power-SawPower-Saw (Primary)Saw nearby enemies for 1000% damage per second.
Survivor: MUL-T- Improve vacuum effect to pull towards enemies
- Bug Fixes
- Fix MUL-T's buzzsaw caching attack speed and crit chance on starting the attack
- Major Content and Changes
- Added New Skill Variant:
Scrap Launcher (Primary)Fire a rocket that explodes for 360% damage. Hold up to 4.
Survivor: MUL-TMUL-T PrimaryPower-Saw (Primary)Saw nearby enemies for 1000% damage per second.
Survivor: MUL-T- Fire an arcing hunk that explodes for 360% damage. Hold up to 4.
- Saw nearby enemies for 1000% damage per second.
- Added New Skin:
MUL-T
- Added New Class Challenge:
MUL-T: Pest ControlScrap Launcher (Primary)Fire a rocket that explodes for 360% damage. Hold up to 4.
Survivor: MUL-T - Added New Class Challenge:
MUL-T: Gotcha!Power-Saw (Primary)Saw nearby enemies for 1000% damage per second.
Survivor: MUL-T - Added New Class Challenge:
MUL-T: Mastery
- Added New Skill Variant:
- Gameplay Changes
- 🌧︎ Show both primary and alternate fire descriptions in Character Select
- Move “Multifunctional” passive into “
RetoolRetool (Special)Passively hold TWO equipment at once. Activating 'Retool' switches the active Equipment and MUL-T's primary attack.
Survivor: MUL-T”- This change was made to make the UI for MUL-T’s skills easier to read. There is no functional difference.
- Add 2 new skill variants
- Add 1 new skin
- Bug Fixes
- 🌧︎MUL-T’s
Transport ModeTransport Mode (Utility)Heavy. Zoom forward, gaining 200 armor and 220% movement speed. Deals 250% damage to enemies.
Survivor: MUL-T now properly applies crits
- 🌧︎MUL-T’s
- Gameplay Changes
- ☂ Now comes down in a unique pod!
- Music & SFX
- ☂ Add new SFX for MUL-T’s
Rebar PuncherRebar Puncher (Primary)Fire a piercing rebar that deals 600% damage.
Survivor: MUL-T
- ☂ Add new SFX for MUL-T’s
- Bug Fixes
- ☂ Update the rotation of
Soulbound CatalystSoulbound Catalyst
Kills reduce equipment cooldown.
Kills reduce equipment cooldown by 4s (+2s per stack). on MUL-T to no longer be upside down - Alternate equipment slot for MUL-T now counts towards ‘Moon Worshipper’ achievement
- ☂ Update the rotation of
- Bug Fixes
- [Community Found]
MUL-T'sMUL-TMUL-T is an aggressive survivor who has the tools necessary for any job!
Class: Unknown
HP: 200 (+60 per level)
Damage: 11 (+2.2 per level)
Armor: 12
Umbra: Right Tool for the Wrong Job secondary Equipment will no longer inherit the cooldown of the first when picking up Equipment off the floor
- [Community Found]
- Gameplay Changes
- Reduce base movement speed from 9 to 7 to match all other Survivors
- Reduce base damage from 12 to 11
- Increase Transport Mode speed boost from 200% to 220% to compensate for his lost base movement speed.
- We really really don't like to nerf characters in general - these are very light touches, and the movement speed being higher was an oversight. We also want to make sure that MUL-T's big success isn't coming from its ability to abuse Ocular HUD for infinite crits.
- Bug Fixes
- Holding the Primary Skill Button down while activating
Ocular HUDOcular HUD
Gain +100% Critical Strike Chance for 8 seconds. and shooting with Mul-TAuto-NailgunAuto-Nailgun (Primary)Rapidly fire nails for 70% damage. Finishes with a blast of 12 nails.
Survivor: MUL-T no longer deals infinite critical damage.
- Holding the Primary Skill Button down while activating
- Early Access Launch
- Introduced MUL-T
Gallery
Trivia
- MUL-T's "Janitor" skin is a reference to the Risk of Rain Survivor, HAN-D.
- MUL-T has the highest base health of any selectable survivor.
- MUL-T starts the run in a crate instead of a drop pod. The crate breaks on impact with the terrain.
- MUL-T is referred to internally as "Toolbot."
- During the release of the Anniversary Update, the Scrap Launcher briefly had a bug where it would activate its cooldown even while the player was firing it, making it have an effective cooldown of 0.5 seconds. This was quickly patched soon after its discovery.
- MUL-T's primary skills are all homages to various weapons from the Quake series of video games. The Auto-Nailgun, Rebar Puncher, Scrap Launcher and Power-Saw correspond to the Nailgun, Railgun, Rocket Launcher and Gauntlet respectively. The original grenade-launching form of the Scrap Launcher was similarly an homage to Quake's Grenade Launcher.
- Alongside the
Preon AccumulatorPreon Accumulator
Fire 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. itself being a Doom reference, the name of the unlock challenge for the Power-Saw is also a Doom reference. - The MUL-T you play as is the same MUL-T in the lore entry, it probably wasn’t caught before the Safe Travels reached its destination, from there it was most likely deployed but it went rogue and didn’t do its given mission. Or it did cause a lot of chaos in 13 hours and was thrown off UES safe travels due to that.
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Artifacts • Challenges • Chests • Difficulty • Drones • Equipment • Interactables • Items • Item Stacking • Lore • Mechanics • Monsters • Newt Altars • Prismatic Trial • Shrines • Status Effects |
Survivors |
![]() Class: Unknown HP: 110 (+33 per level) Damage: 12 (+2.4 per level) Armor: 0 Umbra: Cornered Gunslinger • ![]() Class: Unknown HP: 90 (+27 per level) Damage: 12 (+2.4 per level) Armor: 0 Umbra: Judge, Jury, Executioner • ![]() Class: Unknown HP: 110 (+33 per level) Damage: 12 (+2.4 per level) Armor: 0 Umbra: Desperate Outlaw • ![]() Class: Unknown HP: 200 (+60 per level) Damage: 11 (+2.2 per level) Armor: 12 Umbra: Right Tool for the Wrong Job • ![]() Class: Unknown HP: 130 (+39 per level) Damage: 14 (+2.8 per level) Armor: 0 Umbra: Fortification Expert • ![]() Class: Unknown HP: 110 (+33 per level) Damage: 12 (+2.4 per level) Armor: 0 Umbra: Herald of the House Beyond • ![]() Class: Unknown HP: 110 (+33 per level) Damage: 12 (+2.4 per level) Armor: 20 Umbra: Hired Blade • ![]() Class: Unknown HP: 130 (+39 per level) Damage: 12 (+2.4 per level) Armor: 20 Umbra: Symbiotes • ![]() Class: Unknown HP: 160 (+48 per level) Damage: 12 (+2.4 per level) Armor: 20 Umbra: Bionic Powerhouse • ![]() Class: Unknown HP: 160 (+48 per level) Damage: 15 (+3 per level) Armor: 20 Umbra: Test Subject • ![]() Class: Unknown HP: 110 (+33 per level) Damage: 12 (+2.4 per level) Armor: 0 Umbra: Tired Veteran • ![]() Railgunner is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run. Click for more info. ![]() ![]() This content is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run. Click for more info.RailgunnerThe Railgunner is a long-range, single target survivor that can instantly kill any high priority target - and from any range. Class: Unknown HP: 110 (+33 per level) Damage: 12 (+2.4 per level) Armor: 0 Umbra: Forgotten Nomad • ![]() Void Fiend is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run. Click for more info. ![]() ![]() This content is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run. Click for more info.Void FiendThe Void Fiend is a corrupted survivor that fluctuates between a controlled and corrupted form, each with different strengths and weaknesses. Managing this curse has become its fate. Class: Unknown HP: 110 (+33 per level) Damage: 12 (+2.4 per level) Armor: 0 Umbra: Corrupted Amnesiac • ![]() Seeker is part of the Seekers of the Storm DLC. It is only available if the DLC is enabled when starting a run. Click for more info. ![]() ![]() This content is part of the Seekers of the Storm DLC. It is only available if the DLC is enabled when starting a run. Click for more info.SeekerAs a meditative mid-range brawler, Seeker utilizes powerful healing to sustain herself and her team. Class: Unknown HP: 115 (+34 per level) Damage: 12 (+2.4 per level) Armor: 20 Umbra: Diviner of House Beyond • ![]() False Son is part of the Seekers of the Storm DLC. It is only available if the DLC is enabled when starting a run. Click for more info. ![]() ![]() This content is part of the Seekers of the Storm DLC. It is only available if the DLC is enabled when starting a run. Click for more info.False SonThe False Son is a slow but stalwart close-range warrior. With extreme health and defense, False Son can weather any storm. Use False Son's durability to stay in the fray and capitalize on his slow but deadly skills. Class: Unknown HP: 180 (+54 per level) Damage: 12 (+2.4 per level) Armor: 20 Umbra: The Shattered Heir • ![]() CHEF is part of the Seekers of the Storm DLC. It is only available if the DLC is enabled when starting a run. Click for more info. ![]() ![]() This content is part of the Seekers of the Storm DLC. It is only available if the DLC is enabled when starting a run. Click for more info.CHEFA survivor of high class, CHEF specialises in only the most exquisite meals and combos. As a culinary master, CHEF uses a variety of practiced skills in tandem for additional benefits. Class: Unknown HP: 110 (+33 per level) Damage: 12 (+2.4 per level) Armor: 0 Umbra: Culinarian Adept • ![]() Class: Unknown HP: 440 (+132 per level) Damage: 18 (+3.6 per level) Armor: 0 Umbra: Unorthodoxy Risen |
Environments |
Abandoned AqueductAbandoned Aqueduct (Stage 2) Origin of Tar You dream of sand beneath your feet. Massive skeletons and pools of tar are littered around, and a towering aqueduct pouring down tar dominates the area. • Abyssal DepthsAbyssal Depths (Stage 4) Tectonic Relics You dream of fire. A hellfire-forged zone of blazing heat, the Abyssal Depths are believed to be a continuation and adaptation of the Magma Barracks from Risk of Rain. • ![]() Aphelian Sanctuary is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run. Click for more info. Aphelian Sanctuary ![]() This content is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run. Click for more info.Aphelian Sanctuary (Stage 2) Cleansing Center You dream of clarity. Tall, complex structures lay surrounding a large forest. • CommencementCommencement (Final) Moon of Petrichor V You dream of glass and dirt. Large domain located above the shattered breach of ![]() ![]() King of NothingHP: 1000 (+300 per level) Damage: 16 (+3.2 per level) Class: Melee / Ranged Speed: 15 m/s Armor: 20 and Providence's tools of creation. • Distant RoostDistant Roost (Stage 1) Ground Zero You dream of waves, crashing on cliffsides. Spires of earth jut through the fog and unknown avian creatures circle far peaks guarding their broods. • ![]() Disturbed Impact is part of the Seekers of the Storm DLC. It is only available if the DLC is enabled when starting a run. Click for more info. Disturbed Impact ![]() This content is part of the Seekers of the Storm DLC. It is only available if the DLC is enabled when starting a run. Click for more info.Disturbed Impact (1 - Loop Only) Meter of the Restless You dream of stabbing shards. A night variant of the Shattered Abodes, exclusive to looping. Some of the houses that are normally closed off may open up. • ![]() Golden Dieback is part of the Seekers of the Storm DLC. It is only available if the DLC is enabled when starting a run. Click for more info. Golden Dieback ![]() This content is part of the Seekers of the Storm DLC. It is only available if the DLC is enabled when starting a run. Click for more info.Golden Dieback (2 - Path of the Colossus - Loop Only) March of the Fallen You dream of golden leaves. A loop-exclusive variant of Treeborn Colony, second stage in the Path of the Colossus. The map is covered in an orange haze and the trees' leaves have turned red, with mushrooms now growing on their trunks and branches. • ![]() Helminth Hatchery is part of the Seekers of the Storm DLC. It is only available if the DLC is enabled when starting a run. Click for more info. Helminth Hatchery ![]() This content is part of the Seekers of the Storm DLC. It is only available if the DLC is enabled when starting a run. Click for more info.Helminth Hatchery (Stage 5) A Brother's Respite You dream of worms. A complex city-like structure built in a volcanic environment. Tunnels and wurms litter the environment and a forge sits near the top. • ![]() Prime Meridian is part of the Seekers of the Storm DLC. It is only available if the DLC is enabled when starting a run. Click for more info. Prime Meridian ![]() This content is part of the Seekers of the Storm DLC. It is only available if the DLC is enabled when starting a run. Click for more info.Prime Meridian (Final - Path of the Colossus) Relic of the False Son You dream of rebirth. The top of a giant statue of Providence, and the final stage in the Path of the Colossus. The ![]() False Son (Boss) is part of the Seekers of the Storm DLC. It is only available if the DLC is enabled when starting a run. Click for more info. ![]() ![]() This content is part of the Seekers of the Storm DLC. It is only available if the DLC is enabled when starting a run. Click for more info.False Son (Boss) HP: 1000 (+300 per level) Damage: 18 (+3.6 per level) Class: Melee Speed: 14 m/s Armor: 23 waits at the highest point of this area. • Rallypoint DeltaRallypoint Delta (Stage 3) 'Contact Light' Survivor Camp You dream of quiet snowfall. Rallypoint Delta is the remains of a makeshift camp constructed by a group of scattered crew members from the UES Contact Light, somewhere in the frigid tundra of Petrichor V. • ![]() Reformed Altar is part of the Seekers of the Storm DLC. It is only available if the DLC is enabled when starting a run. Click for more info. Reformed Altar ![]() This content is part of the Seekers of the Storm DLC. It is only available if the DLC is enabled when starting a run. Click for more info.Reformed Altar (1 - Path of the Colossus) Shadow of the Savior You dream of refuge. A sandy, ruined temple built around the base of a giant statue of Providence. This is the first stage in the Path of the Colossus. • Scorched AcresScorched Acres (Stage 3) Wisp Installation You dream of wind, blowing through trees. Large, circular platforms make up the majority of the stage, and embers float through the air. • ![]() Shattered Abodes is part of the Seekers of the Storm DLC. It is only available if the DLC is enabled when starting a run. Click for more info. Shattered Abodes ![]() This content is part of the Seekers of the Storm DLC. It is only available if the DLC is enabled when starting a run. Click for more info.Shattered Abodes (Stage 1) Ground Zero You dream of lost poetry. The ruins of a Lemurian town, shattered by a giant spike-themed impact. • ![]() Siphoned Forest is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run. Click for more info. Siphoned Forest ![]() This content is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run. Click for more info.Siphoned Forest (Stage 1) Ground Zero You dream of fire and ice. The map is blanketed in a layer of snow, with large trees surrounded by platforms spanning multiple levels. • Siren's CallSiren's Call (Stage 4) Ship Graveyard You dream of wind. • Sky MeadowSky Meadow (Stage 5) Sprite Fields You dream of serenity. A lush, violet meadow located high in the planet's atmosphere. Meteors rush through the terrain and the moon is clearly visible in the sky. • ![]() Sulfur Pools is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run. Click for more info. Sulfur Pools ![]() This content is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run. Click for more info.Sulfur Pools (Stage 3) Pungent Spring You dream of brimstone. Tiered lakes of shallow sulfur pools. Arcing bridges and underground caves connect the map together. • Sundered GroveSundered Grove (Stage 4) Dormant Locus You dream of violent growth. Ancient flora has risen up to reclaim this once sacred refuge. Mazes of roots and overgrown fungus have twisted the landscape, leaving only ruins. • Titanic PlainsTitanic Plains (Stage 1) Ground Zero You dream of rolling hills. Gigantic stone arches bracket the skyline, while the main play-field overlooks a vast fractured tectonic lowland. • ![]() Treeborn Colony is part of the Seekers of the Storm DLC. It is only available if the DLC is enabled when starting a run. Click for more info. Treeborn Colony ![]() This content is part of the Seekers of the Storm DLC. It is only available if the DLC is enabled when starting a run. Click for more info.Treeborn Colony (2 - Path of the Colossus) Path of the Protector You dream of vines, cutting through the sky. A treetop village, located in a canopy directly above the Reformed Altar. This is the second stage in the Path of the Colossus. • Verdant FallsVerdant Falls (Stage 1) Ground Zero You dream of sweet fruits, and bitter promises. A bright, vibrant map with cliffs, caverns, and giant towering plants surrounding some large debris. • ![]() Viscous Falls is part of the Seekers of the Storm DLC. It is only available if the DLC is enabled when starting a run. Click for more info. Viscous Falls ![]() This content is part of the Seekers of the Storm DLC. It is only available if the DLC is enabled when starting a run. Click for more info.Viscous Falls (1 - Loop Only) Seeker's Setback You dream of falls, erupting from the flora. A night variant of Verdant Falls: mostly the same, but with a unique cave opening. Only appears after looping at least once. • Wetland AspectWetland Aspect (Stage 2) Rehabilitation Zone You dream of twisting roots. Full of ruined stone structures and swampy areas filled with water. |
Hidden Realms |
A Moment, FracturedA Moment, Fractured (Hidden Realm) Hidden Realm: A Moment, Fractured Multiple floating islands in a void, with sharp blue crystals embedded in them. The Obelisk can be found on top of the last island. • A Moment, WholeA Moment, Whole (Hidden Realm) Hidden Realm: A Moment, Whole A bleak and desolate realm. The refuge of the ![]() ![]() King of NothingHP: 1000 (+300 per level) Damage: 16 (+3.2 per level) Class: Melee / Ranged Speed: 15 m/s Armor: 20 vengeance and destruction. • Bazaar Between TimeBazaar Between Time (Hidden Realm) Hidden Realm: Bazaar Between Time This stage serves as the shop in Risk of Rain 2. Players can purchase various Items with Lunar Coins or exchange items for higher-rarity ones in two crucibles. • Bulwark's AmbryBulwark's Ambry (Hidden Realm) Hidden Realm: Bulwark's Ambry The area consists of block-shaped platforms, with the Artifact Reliquary in the center. • Gilded CoastGilded Coast (Hidden Realm) Hidden Realm: Gilded Coast You dream of wealth. This area is where the player fights the boss Aurelionite, the Titanic Goldweaver. • ![]() The Planetarium is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run. Click for more info. The Planetarium ![]() This content is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run. Click for more info.The Planetarium (Final) Cell V The Planetarium is an area somewhere within the Void, housing a collection of planets detained by the Void's denizens. It is inhabited primarily by the Voidling, the guard of the Planetarium or potentially the controller of the Void itself. • Void FieldsVoid Fields (Hidden Realm) Cosmic Prison Hidden Realm accessible only through the Bazaar Between Time. Until the cell is stabilized, the Void Fields will constantly "suffocate" the player for a small percentage of their current health. • ![]() Void Locus is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run. Click for more info. Void Locus ![]() This content is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run. Click for more info.Void Locus (Hidden Realm) Cell IIIVIIIIIILVIIIVLVILIVLLLVVVILIVLI You dream of potential. The Void Locus contains many Void Potentials and Cradles in place of chests, and is inhabited by Void monsters. |
Expansions |
![]() This content is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run. Click for more info.Survivors of the Void • ![]() This content is part of the Seekers of the Storm DLC. It is only available if the DLC is enabled when starting a run. Click for more info.Seekers of the Storm |
Alternate Game Modes |
Eclipse • Prismatic Trials • ![]() This content is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run. Click for more info.Simulacrum |
Mechanics |
Armor • Damage • Directors • Enemy AI • Family Events • Gold • Health • Item Stacking • Lunar Coins • Movement Speed • Proc Coefficient • ![]() This content is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run. Click for more info.Void Fog • ![]() This content is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run. Click for more info.Void Seed • Winning |
Other |
Developer Console • Development Team • Languages • Modding • Soundtrack • Unreleased Items • Version History |