Rogue Legacy 2 Wiki
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Estuary Sulev Estuary Sulev 6 January 2023
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Journey Through NG+

Day 1:

I have a beautiful start with the architect saving me an amazing map, with the first boss hiding at the end of the citadel. I beat him prime and that was fun, but I can wait to see what others look like.


Day 2:

It’s a beautiful day; the birds are singing, the sky is blue, and the sun is shooting lasers and fire at me in spiral patterns and killing by descendants! Just a normal day in the world of Irad Prime…


Day 3:

I decided to restart with new threads, now I have the prime bosses, as well as area and commander buffs, plus a bigger world.


Day 4:

Why does the music for the Axis Mundi Void Beasts sound SO GOOD? And why do they have like a bijjilion hp? I can’t even trigger the second phase because it takes so long!

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Darkly77 Darkly77 1 June 2022
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Notes: Room Level

  • 1 Overview
  • 2 Biome Scaling
    • 2.1 Legend:
    • 2.2 Formulas:
  • 3 Notes
    • 3.1 Misreading


It's commonly said among players that entering a new Thread increases enemy levels by 110. However, the actual value increase is +44 per thread. This affects the room level, which in turn affects the levels of any enemies, hazards, and chests (including their Blueprint and Rune drops) within that room.

The value of 110 is due to the game displaying enemy levels as 2.5x their actual value (44 * 2.5 = 110), to give players a better indication of their own recommended level. So, for example, a level 100 room will have enemies at level 100, but the HUD will say they're level 250.

Since the displayed enemy level is the only in-game reference to enemy/room levels, this value is what's …


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Darkly77 Darkly77 31 May 2022
0

Spreadsheets (Google Drive)

All my spreadsheets are here.

Most of the sheets are in v1.0.0 > Google Sheets (Main).

All the game's text is on the Localisation folder, the main file is English_tsv.prefab--EDIT. It has all the lore dialogue, and is especially helpful for finding the real vs. game names for items and enemies (eg. Lamech being called SpellswordBoss).

The data in the v1.0.2 folder is more up to date, but I haven't processed most of the files. So the data there is mostly being used for data mining, modding, and calculations.


  • English_tsv.prefab--EDIT
  • Abilities_Data.asset (Cooldown etc)
  • Projectiles_Data.asset (Weapons Damage)
  • Class_Passives_Data.asset (Class Stats)
  • Enemies_Data.asset
  • Equipment_Data.asset
  • Equipment_SET_Data.asset
  • Relics_Data.asset
  • Runes_Data.asset
  • Skill_Tree…


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Darkly77 Darkly77 24 May 2022
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Jukebox: Developer Data

Backup of the Jukebox table on the Music page, before all the developer columns were removed.

This extra info won't be needed by the average visitor, but might be useful to modders so is preserved here.


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Darkly77 Darkly77 24 May 2022
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Quick Reference: Soul Shop Unlocks

Quick references for copy + pasting Soul Shop unlock requirements.

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Requires to unlock



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Darkly77 Darkly77 24 May 2022
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Icon Template: Upgrades Issues

Backup, shows upgrades with issues, fixes are at the bottom


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Darkly77 Darkly77 23 May 2022
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Template Tests

This page is used for testing template updates. See test template here: Template:RL2Tests

Current Rune template:

Update.

hideaffix=0:

hideaffix=1:

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Darkly77 Darkly77 18 May 2022
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Test: Upgrades table with space for notes

Testing changes to the Upgrades table that might allow room for a new Notes column, similar to the tip column on Relics.

Uses 2 new templates: for the toggle buttons:

  • BulkToggleButton
  • BulkToggleTarget

This approach has been applied to the Runes page, which now has a toggle button for descriptions.


  • 1 Code


Details on usage and what the template code does.

Text must use the template, because the button targets by ID. This would mean adding duplicate IDs to the page, which will eventually be stripped out by the editor after saving. Using a template means we can keep those duplicate IDs: since they're part of a template, they can't be stripped out.



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Darkly77 Darkly77 17 May 2022
0

Weapons: Detailed Stats

This post contains the original Weapons page data, before it was trimmed down to make room for more helpful notes.

This post won't be maintained, it's just here for preservation of data in case something here turns out to be useful.

Col header terms:

  • Mana = Mana regained per hit
  • Crit = Can Skill Crit
  • Dash = Can Dash Crit
  • KB = Knockback
  • Speed - Applies to projectiles
  • LS = Life Span, which is how long the hit effect lasts for
    • For projectiles (eg. War Bow's arrows) this shows how long they last before disappearing.
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