Void Fields

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Void Fields
Void Fields.png
Cosmic Prison
Stage Hidden Realm
Soundtrack A Glacier Eventually Farts (And Don't You Listen to the Song of Life)
Interactable Credits 220

Description
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.


The Void Fields are a Hidden Realm accessible only through the Bazaar Between Time.png Bazaar Between TimeBazaar Between Time.pngBazaar 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.
. It is a necessary location for the challenge ...To Be Left Alone, which unlocks the Survivor Acrid.png AcridAcrid.pngAcridAcrid is a melee-range hybrid who uses powerful poisons to melt tanky enemies.
Class: Melee / Ranged
HP: 160 (+48 per level)
Damage: 15 (+3 per level)
Armor: 20
Umbra: Test Subject
.

The Void Fields can only be accessed via the Null Portal, which is located in a hidden cave in the shaft beneath the Blue Portal in the Bazaar. The Null Portal is only accessible once per run.

Until the cell is stabilized, the Void Fields will constantly "suffocate" the player for a small percentage of their current health. This suffocation effect can kill the player.

Null Portal

The Void Fields can only be accessed once per run via the Null Portal located at the end of a path under the player in the Bazaar Between Time.

Breaching the Cell

To complete this Hidden Realm, players must activate and survive nine separate cell events. Each cell must be charged in a similar fashion to a Teleporter Event, and players are further incentivized to stand inside the cell since doing so protects them from the constant damage of the Void Fields. Cells have a radius of 20m, take one minute to charge, and only charge while players remain inside the cell.

Additionally, each consecutive cell event will result in either a new type of enemy appearing or a new item's effects being given to the current enemies, and each cell event alternates between introducing either an enemy or an item. The first two items given to the enemies are stacks of 5 Common items, the next two are stacks of 3 Uncommon items, and the last is 1 Legendary item. In total, by the ninth wave, there will be four different enemy types with five items.

Upon each cell event's completion, the players will each be granted a Void Potential orb and all enemies currently in the area will be killed. The first four events grant Common items, the subsequent four grant Uncommon items, and the final grants a Legendary item. The rewards are not tied to the items given to the enemies.

There is no obligation to complete every single cell event in order to exit the stage; the exit Null Portal is always available, allowing players to leave as soon as they want. Depending on the enemies that appear and the items they obtain, leaving early may be necessary to avoid losing a run. However, upon leaving, the Void Fields cannot be reentered for the remainder of the run.

Whether all cells have been cleared or not, exiting the Void Fields counts as finishing a stage in the underlying logic of the game. Since some Interactables, Monsters, and Family Events have a minimum stage restriction before they can spawn, it is possible to encounter something earlier than expected. For example, a Scavenger.png ScavengerScavenger.pngScavenger
Item HoarderHP: 3800 (+1140 per level)
Damage: 4 (+0.8 per level)
Class: Ranged
Speed: 3 m/s
Armor: 20
can only spawn after clearing 5 stages, or what one could consider as looping, but by doing the Void Fields before Sky Meadow.png Sky MeadowSky Meadow.pngSky 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.
makes it possible to encounter them there.

Interactables

Enemies

On every other consecutive stage, a new type of enemy will appear. The selection of enemies is based on the difficulty coefficient upon entering the level. The higher the difficulty coefficient, the more likely chance that a boss enemy will be selected instead of regular enemies. Every enemy can be selected to be an enemy in the Void Fields, with the exception of:

  • Hermit Crab.png Hermit CrabsHermit Crab.pngHermit Crab
    HP: 100 (+30 per level)
    Damage: 12 (+2.4 per level)
    Class: Ranged
    Speed: 10 m/s
    Armor: 0
  • Lunar Chimera (Exploder).png Lunar Chimera (Exploder).pngLunar Chimera (Exploder)
    Zenith DesignsHP: 180 (+54 per level)
    Damage: 11 (+2.2 per level)
    Class: Ranged / Self-Destruct
    Speed: 8 m/s
    Armor: 0
    Lunar Chimera (Golem).png Lunar Chimera (Golem).pngLunar Chimera (Golem)
    Zenith DesignsHP: 1615 (+485 per level)
    Damage: 35 (+7 per level)
    Class: Ranged
    Speed: 8 m/s
    Armor: 0
    Lunar Chimera (Wisp).png Lunar Chimera (Wisp).pngLunar Chimera (Wisp)
    Zenith DesignsHP: 850 (+255 per level)
    Damage: 15 (+3 per level)
    Class: Ranged
    Speed: 18 m/s
    Armor: 0
    Lunar enemies
  • Void Barnacle.png Void Barnacle.pngSotV Icon.pngSotV Icon.pngSurvivors of the Void - DLC Content
    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 Barnacle
    HP: 225 (+68 per level)
    Damage: 6 (+1.2 per level)
    Class: Ranged
    Speed: 0 m/s
    Armor: 0
    Void Devastator.png Void Devastator.pngSotV Icon.pngSotV Icon.pngSurvivors of the Void - DLC Content
    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 Devastator
    Destroyer of WorldsHP: 2800 (+840 per level)
    Damage: 12 (+2.4 per level)
    Class: Ranged / Self-Destruct
    Speed: 8 m/s
    Armor: 20
    Void Jailer.png Void Jailer.pngSotV Icon.pngSotV Icon.pngSurvivors of the Void - DLC Content
    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 Jailer
    HP: 2200 (+660 per level)
    Damage: 14 (+2.8 per level)
    Class: Ranged / Self-Destruct
    Speed: 7 m/s
    Armor: 0
    Void Reaver.png Void Reaver.pngVoid Reaver
    HP: 1900 (+570 per level)
    Damage: 12 (+2.4 per level)
    Class: Ranged / Self-Destruct
    Speed: 6 m/s
    Armor: 0
    Void enemies
  • All special bosses
  • If the Survivors of the Void DLC is disabled, the Clay Dunestrider.png Clay DunestriderClay Dunestrider.pngClay Dunestrider
    Ravenous SymbiontHP: 2100 (+630 per level)
    Damage: 25 (+5 per level)
    Class: Ranged
    Speed: 9 m/s
    Armor: 20
    , Magma Worm.png Magma WormMagma Worm.pngMagma Worm
    Ancient Lava SwimmerHP: 2400 (+720 per level)
    Damage: 10 (+2 per level)
    Class: Melee
    Speed: 20 m/s
    Armor: 15
    , and Overloading Worm.png Overloading WormOverloading Worm.pngOverloading Worm
    The ReminderHP: 12000 (+3600 per level)
    Damage: 50 (+10 per level)
    Class: Melee
    Speed: 20 m/s
    Armor: 15
    will also be excluded.

On higher difficulties, Scavenger.png ScavengersScavenger.pngScavenger
Item HoarderHP: 3800 (+1140 per level)
Damage: 4 (+0.8 per level)
Class: Ranged
Speed: 3 m/s
Armor: 20
can spawn. Like the EvolutionArtifact of Evolution, Scavengers will receive the monster items on top of the items pre-equipped on their spawn.

SotV Icon.png Void Portal

This portal is only available if the Survivors of the Void DLC is installed.

Upon breaching all 9 cells in the Void Fields, a Void Portal will open next to the Null Portal, giving the player two choices. Entering the Void Portal will take the player to the Hidden Realm: SotV Icon.pngSotV Icon.pngSurvivors of the Void - DLC Content
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.png Void LocusVoid Locus.pngSotV Icon.pngSotV Icon.pngSurvivors of the Void - DLC Content
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.
, which leads to SotV Icon.pngSotV Icon.pngSurvivors of the Void - DLC Content
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.png The PlanetariumThe Planetarium.pngSotV Icon.pngSotV Icon.pngSurvivors of the Void - DLC Content
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.
.

Logbook Entry

The Environment Log can be found beneath the stage, on a ledge with part of a large ring slightly protruding from it. The ledge is located roughly on the opposite side of the map from the long curved ramp that leads to the exit portal. For an easier time, try getting the log on Drizzle.png Drizzle difficulty to mitigate the suffocating effect. Using Loader.png LoaderLoader.pngLoaderThe Loader is a slow but powerful bruiser that can use her grappling hook to uniquely navigate the environment.
Class: Melee
HP: 160 (+48 per level)
Damage: 12 (+2.4 per level)
Armor: 20
Umbra: Bionic Powerhouse
or Artificer.png ArtificerArtificer.pngArtificerThe Artificer is a high burst damage survivor who excels in fighting large groups and bosses alike.
Class: Ranged
HP: 110 (+33 per level)
Damage: 12 (+2.4 per level)
Armor: 0
Umbra: Herald of the House Beyond
, and/or mobility items like Hopoo Feather.png Hopoo FeatherBgUncommon.pngHopoo Feather.pngHopoo Feather
Gain an extra jump.

Gain +1 (+1 per stack) maximum jump count.
and Milky Chrysalis.png Milky ChrysalisBgEquipment.pngMilky Chrysalis.png60sMilky Chrysalis
Gain temporary flight.

Sprout wings and fly for 15 seconds. Gain +20% movement speed for the duration.
, can also help getting to the ledge easier.

The log will disappear 5 minutes after entering the level, which means that it needs to be retrieved while the map is under the cover of darkness.

Tips

  • The Strides of Heresy.png Strides of HeresyBgLunar.pngStrides of Heresy.pngStrides of Heresy
    Replace your Utility Skill with 'Shadowfade'.

    Replace your Utility Skill with Shadowfade.

    Fade away, becoming intangible and gaining +30% movement speed. Heal for 18.2% (+18.2% per stack) of your maximum health. Lasts 3 (+3 per stack) seconds.
    and, to a lesser extent, both Bustling Fungus.png Bustling FungusBgCommon.pngBustling Fungus.pngBustling Fungus
    Heal all nearby allies after standing still for 1 second.

    After standing still for 1 second, create a zone that heals for 4.5% (+2.25% per stack) of your health every second to all allies within 3m (+1.5m per stack).
    and the Gnarled Woodsprite.png Gnarled WoodspriteBgEquipment.pngGnarled Woodsprite.png15sGnarled Woodsprite
    Heal 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.
    can be used to entirely negate the suffocation effect.
    • As of Survivors of the Void, Tougher Times.png Tougher TimesBgCommon.pngTougher Times.pngTougher Times
      Chance to block incoming damage.

      15% (+15% per stack) chance to block incoming damage. Unaffected by luck.
      no longer blocks the suffocation effect and Planula.png PlanulaBgBoss.pngPlanula.pngPlanula
      Receive flat healing when attacked.

      Heal from incoming damage for 15 (+15 per stack).
      no longer heals damage from it.
    • On-damage items such as Razorwire.png RazorwireBgUncommon.pngRazorwire.pngRazorwire
      Retaliate in a burst of razors on taking damage.

      Getting hit causes you to explode in a burst of razors, dealing 160% damage. Hits up to 5 (+2 per stack) targets in a 25m (+10m per stack) radius
      are triggered by the suffocation effect as well.
  • The damage dealt per tick of suffocation damage is roughly equal to 1% of the player's current effective health, including Shields and Barrier.
  • As of the Survivors of the Void Update, Repulsion Armor Plate.png Repulsion Armor PlateBgCommon.pngRepulsion Armor Plate.pngRepulsion Armor Plate
    Receive flat damage reduction from all attacks.

    Reduce all incoming damage by 5 (+5 per stack). Cannot be reduced below 1.
    can no longer reduce suffocation damage. However, Bustling Fungus.png Bustling FungusBgCommon.pngBustling Fungus.pngBustling Fungus
    Heal all nearby allies after standing still for 1 second.

    After standing still for 1 second, create a zone that heals for 4.5% (+2.25% per stack) of your health every second to all allies within 3m (+1.5m per stack).
    and SotV Icon.pngSotV Icon.pngSurvivors of the Void - DLC Content
    Weeping Fungus 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.
    Weeping Fungus.png Weeping FungusBgVoid.pngWeeping Fungus.pngSotV Icon.pngSotV Icon.pngSurvivors of the Void - DLC Content
    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.
    Weeping Fungus
    Heal while sprinting. Corrupts all Bustling Fungi.

    Heals for 2% (+2% per stack) of your health every second while sprinting. Corrupts all Bustling Fungi.
    can be used as regeneration sources between Vent openings.
    • Weeping Fungus in particular is extremely useful. Unlike Bustling Fungus, it can provide healing while moving, giving more time to move to the next Vent if movement speed is lacking, or if a player has some difficulty navigating the Void Fields.
  • After a cell is charged, the next cell's location can be found by following the beacon of light it emits.
  • If the KinArtifact of Kin is active, no additional monster types are added past the first cell event. This can greatly reduce or increase the Void Fields' difficulty, depending on what that monster type is.
    • While the Artifact of Kin is active, it is possible that no monster will be added for the first cell event. This results in no monsters spawning at all throughout the cell events.
  • If the SacrificeArtifact of Sacrifice is active, with enough skill or a strong enough build, items can be farmed here indefinitely, due to the high volume of enemies. This comes at some risk however, due to the monsters having items, and the suffocation effect slowly ticking health down if not mitigated.
    • If the player has a Razorwire.png RazorwireBgUncommon.pngRazorwire.pngRazorwire
      Retaliate in a burst of razors on taking damage.

      Getting hit causes you to explode in a burst of razors, dealing 160% damage. Hits up to 5 (+2 per stack) targets in a 25m (+10m per stack) radius
      and a few copies of Bustling Fungus.png Bustling FungusBgCommon.pngBustling Fungus.pngBustling Fungus
      Heal all nearby allies after standing still for 1 second.

      After standing still for 1 second, create a zone that heals for 4.5% (+2.25% per stack) of your health every second to all allies within 3m (+1.5m per stack).
      /Cautious Slug.png Cautious SlugBgCommon.pngCautious Slug.pngCautious Slug
      Rapidly heal outside of danger.

      Increases base health regeneration by +3 hp/s (+3 hp/s per stack) while outside of combat.
      /other forms of passive healing and a little bit of luck, it is possible to turn Void Fields into an automatic farm. The rapid suffocation damage will trigger Razorwire for high amounts of damage, meaning standing on one of the central pillar islands by the edge will kill any ground creatures very rapidly and most likely before the enemy can even attack. Having multiple Razorwire stacks makes this viable for virtually all monsters.
  • While many items aren't particularly threatening, monsters gaining certain items are made particularly dangerous:
    • Focus Crystal.png Focus CrystalsBgCommon.pngFocus Crystal.pngFocus Crystal
      Deal bonus damage to nearby enemies.

      Increase damage to enemies within 13m by 20% (+20% per stack).
      will double the monsters' damage if they are sufficiently close to the player, making melee enemies considerably more threatening.
      • Similarly, Lens-Maker's Glasses.png Lens-Maker's GlassesBgCommon.pngLens-Maker's Glasses.pngLens-Maker's Glasses
        Gain 10% chance for hits to 'Critically Strike', dealing double damage.

        Your attacks have a 10% (+10% per stack) chance to 'Critically Strike', dealing double damage.
        effectively increase all monsters' damage by 50%, on average.
    • Crowbar.png CrowbarsBgCommon.pngCrowbar.pngCrowbar
      Deal bonus damage to enemies above 90% health.

      Deal +75% (+75% per stack) damage to enemies above 90% health.
      are highly threatening, since attacks getting the bonus damage will be 4.75 times as strong: given how each cell necessitates the player to stay within their protective radii to stabilize them in the first place, this will make staying within them for any prolonged length of time a risky prospect (as their constants regenerative properties actually end up becoming more a liability than anything, bringing players back up to that 90% threshold for said bonus to constantly proc). Unless players happen to come in with some form of one-shot protection, they might find themselves in danger extremely quickly.
      • Should they happen to receive them while the GlassArtifact of Glass is enabled, it is strongly advised to exit immediately.
    • Repulsion Armor Plate.png Repulsion Armor PlatesBgCommon.pngRepulsion Armor Plate.pngRepulsion Armor Plate
      Receive flat damage reduction from all attacks.

      Reduce all incoming damage by 5 (+5 per stack). Cannot be reduced below 1.
      will be a minor annoyance to heavy-hitting Survivors like Loader.png LoaderLoader.pngLoaderThe Loader is a slow but powerful bruiser that can use her grappling hook to uniquely navigate the environment.
      Class: Melee
      HP: 160 (+48 per level)
      Damage: 12 (+2.4 per level)
      Armor: 20
      Umbra: Bionic Powerhouse
      , but ones that deal rapid low damage like MUL-T.png MUL-TMUL-T.pngMUL-TMUL-T is an aggressive survivor who has the tools necessary for any job!
      Class: Melee / Ranged
      HP: 200 (+60 per level)
      Damage: 11 (+2.2 per level)
      Armor: 12
      Umbra: Right Tool for the Wrong Job
      with Auto-Nailgun.png Auto-NailgunAuto-Nailgun.pngAuto-Nailgun (Primary)Rapidly fire nails for 70% damage. Finishes with a blast of 12 nails.
      Survivor: MUL-T
      will be crippled.
    • Tougher Times.png Tougher TimesBgCommon.pngTougher Times.pngTougher Times
      Chance to block incoming damage.

      15% (+15% per stack) chance to block incoming damage. Unaffected by luck.
      will give monsters a whopping 42.9% chance to avoid any and all damage.
    • Monsters use the same concept of secondary skills that players do if they have more than one attack, so Backup Magazine.png Backup MagazinesBgCommon.pngBackup Magazine.pngBackup Magazine
      Add an extra charge of your Secondary skill.

      Add +1 (+1 per stack) charge of your Secondary skill.
      affect these skills. For instance, a Beetle Guard.png Beetle Guard'sBeetle Guard.pngBeetle Guard
      HP: 480 (+144 per level)
      Damage: 12 (+2.4 per level)
      Class: Melee / Ranged
      Speed: 17 m/s
      Armor: 0
      shockwave attack will be used six times rapidly once they get in range, rather than simply firing once and then running closer while the attack cools down.
    • Kjaro's Band.png Kjaro's BandBgUncommon.pngKjaro's Band.pngKjaro's Band
      High damage hits also blasts enemies with a runic flame tornado. Recharges over time.

      Hits that deal more than 400% damage also blasts enemies with a runic flame tornado, dealing 300% (+300% per stack) TOTAL damage over time. Recharges every 10 seconds.
      and Runald's Band.png Runald's BandBgUncommon.pngRunald's Band.pngRunald's Band
      High damage hits also blasts enemies with runic ice. Recharges over time.

      Hits that deal more than 400% damage also blasts enemies with a runic ice blast, slowing them by 80% for 3s (+3s per stack) and dealing 250% (+250% per stack) TOTAL damage. Recharges every 10 seconds.
      can decimate players with ruthless efficiency. Since the monsters receive 3 copies of a given Band, an attack that activates Kjaro's Band will deal 10 times the normal amount, and Runald's, 8.5 times.
      • Kjaro's Band is particularly worrisome since its flame tornado deals damage over time, separate from the initial hit. If the main attack breaks the player's one-shot protection and activates Kjaro's Band, its follow-up attack is almost sure to finish them off. Runald's Band does not have this danger since its bonus attack happens simultaneously with the activating hit.
    • Should the monsters receive both Medkit.png MedkitsBgCommon.pngMedkit.pngMedkit
      Receive a delayed heal after taking damage.

      2 seconds after getting hurt, heal for 20 plus an additional 5% (+5% per stack) of maximum health.
      and N'kuhana's Opinion.png N'kuhana's OpinionBgLegendary.pngN'kuhana's Opinion.pngN'kuhana's Opinion
      Fire haunting skulls when healed.

      Store 100% (+100% per stack) of healing as Soul Energy. After your Soul Energy reaches 10% of your maximum health, fire a skull that deals 250% of your Soul Energy as damage.
      , it is advised to exit immediately. Any monster that is not repeatedly damaged or quickly killed will heal itself and trigger N'kuhana's Opinion multiple times. This is especially dangerous early in the game, when the Survivor usually hasn't snowballed into big, consistent DPS, but may have enough crowd control to damage monsters they can't get to or kill fast enough.
    • If monsters gain Unstable Tesla Coil.png Unstable Tesla CoilBgLegendary.pngUnstable Tesla Coil.pngUnstable Tesla Coil
      Shock all nearby enemies every 10 seconds.

      Fire out lightning that hits 3 (+2 per stack) enemies for 200% base damage every 0.5s. The Tesla Coil switches off every 10 seconds.
      on the final cell, it is highly advised to leave via the exit portal as soon as possible.
    • Enemies killed after stabilizing the cell can still be revived afterwards if they have Dio's Best Friend.png Dio's Best FriendBgLegendary.pngDio's Best Friend.pngDio's Best Friend
      Cheat death. Consumed on use.

      Upon death, this item will be consumed and you will return to life with 3 seconds of invulnerability.
      .
  • SotV Icon.pngSotV Icon.pngSurvivors of the Void - DLC Content
    Gup 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.
    Gup.png GupGup.pngSotV Icon.pngSotV Icon.pngSurvivors of the Void - DLC Content
    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.
    Gup
    HP: 1000 (+300 per level)
    Damage: 12 (+2.4 per level)
    Class: Melee
    Speed: 12 m/s
    Armor: 0
    will split into SotV Icon.pngSotV Icon.pngSurvivors of the Void - DLC Content
    Geep 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.
    Geep.png GeepGeep.pngSotV Icon.pngSotV Icon.pngSurvivors of the Void - DLC Content
    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.
    Geep
    HP: 500 (+150 per level)
    Damage: 6 (+2 per level)
    Class: Melee
    Speed: 8 m/s
    Armor: 0
    when killed by a cell being stabilized, which will allow the two SotV Icon.pngSotV Icon.pngSurvivors of the Void - DLC Content
    Geep 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.
    Geep.png GeepsGeep.pngSotV Icon.pngSotV Icon.pngSurvivors of the Void - DLC Content
    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.
    Geep
    HP: 500 (+150 per level)
    Damage: 6 (+2 per level)
    Class: Melee
    Speed: 8 m/s
    Armor: 0
    to spawn, despite no cell being active.
    • Same effect applies for SotV Icon.pngSotV Icon.pngSurvivors of the Void - DLC Content
      Geep 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.
      Geep.png GeepGeep.pngSotV Icon.pngSotV Icon.pngSurvivors of the Void - DLC Content
      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.
      Geep
      HP: 500 (+150 per level)
      Damage: 6 (+2 per level)
      Class: Melee
      Speed: 8 m/s
      Armor: 0
      to SotV Icon.pngSotV Icon.pngSurvivors of the Void - DLC Content
      Gip 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.
      Gip.png GipGip.pngSotV Icon.pngSotV Icon.pngSurvivors of the Void - DLC Content
      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.
      Gip
      HP: 250 (+75 per level)
      Damage: 3 (+0.6 per level)
      Class: Melee
      Speed: 5 m/s
      Armor: 0
      .

Lore

The cells were for dangerous creatures.

The cells were for rare, powerful relics of exponential strength.

The cells were for ancient automata of war.

The cells were for scientists and inventors and explorers.

The cells were for gods.

The cells were for everything.

Version History

Devotion Update
  • (Undocumented) Time is now stopped in Void Fields
PC Patch v1.2.4
PC Patch v1.2.2.0
  • 🌧 Percent Health Damage: 5% per second ⇒ 2.5% per second
Survivors of the Void Update
  • (Undocumented) Timer does not pause while in Void Fields
  • (Undocumented) Cell Vents now drop a Void Potential, giving a choice of three items, instead of dropping a random item. Item choices can differ in rarity
  • (Undocumented) Damage over time in the Void now scales with level and is no longer reduced by damage reduction from items like Repulsion Armor Plate.png Repulsion Armor PlateBgCommon.pngRepulsion Armor Plate.pngRepulsion Armor Plate
    Receive flat damage reduction from all attacks.

    Reduce all incoming damage by 5 (+5 per stack). Cannot be reduced below 1.
Anniversary Update
  • Major Content
    • Added New Lore Entry: Hidden Realm: Void Fields
  • Bug Fixes
    • Fixed enemy Beetle Guard.png Beetle GuardsBeetle Guard.pngBeetle Guard
      HP: 480 (+144 per level)
      Damage: 12 (+2.4 per level)
      Class: Melee / Ranged
      Speed: 17 m/s
      Armor: 0
      not appearing in Void Fields
PC Patch v1.0.1.1 (Build ID No.5440050)
  • Bug Fixes
    • Fix Void Fields safe zones on Eclipse2.png Eclipse 2 being larger than the actual charging radius
PC Early Access Patch (Build ID No.4892828)
  • Bug Fixes
    • Fix the initial monster spawn on Hidden Realm: Void Fields not populating the HUD
Early Access Artifacts Content Update
  • Gameplay Changes
    • 🌧 Time is now stopped in ‘Void Fields’
    • 🌧 Update ‘Cell Vents’ to only charge while the player remains inside the bubble
    • 🌧 Fix health degeneration not running on the final round of Cells
    • Enemy item indicator on the HUD now displays the number of item stacks
  • Bug Fixes
Early Access Hidden Realms Content Update
  • Major Content
    • Added New Hidden Realm: Void Fields
    • Added New Environment Log: Void Fields