New Game Plus (NG+), known as The Threads of Fate in-game, is a feature allowing repeat playthroughs of the game while retaining all experience and upgrades. After completing the game the first time, Elpis, Bearer of Hope will appear next to Charon. Speak to her to get started.
- You don't need to finish a current Thread in order to start a new one.
- Entering a new Thread will reset all boss and teleporter progress.
- The hard cap for Threads is NG+100. However, all available upgrades in the Soul Shop can be purchased well before that.
- After seeing the game's True Ending, you can advance 2 Threads at a time if you wish.
- To see the game's True Ending, you must enable all Prime Boss Burdens on a Thread that is at least NG+3. However, the final Prime Boss Burden unlocks at NG+7 under normal conditions, e.g. not using the House Rules skip function.
- When all the requirements for the True Ending are met, the button to enter the next Thread will sparkle.
Differences[]
When you change your Thread, the differences are:
- Enemies gain 110 levels [F 1] per thread. They will deal more damage and have higher health (regardless of Burdens).
- Enemies also gain +1% damage and +1.5% HP per thread.
- Enemies reward more experience.
- More Gold, Ore, and Red Aether will drop.
- Bosses drop Soul Stones again (the first time you defeat them in a new thread),
General Info[]
When entering New Game Plus, players are required to select Burdens. These are negative effects which change the next playthrough in a variety of ways, from increasing enemy attack speed to giving Commanders additional buffs.
Each new playthrough, or Thread, requires 2 additional Burden Weight up to NG+10. After that, Threads only require 1 additional Burden Weight until NG+25, capping at 35.
This requirement can be altered using House Rules, allowing the player to decrease it by 50%, or increase it by up to 200%. This option does not affect Threads that are in-progress, and must be applied before talking to Elpis.
Burdens can be added beyond the requirement at the player's discretion as early as NG+1. The first 5 Burden Weight added in this way grants +5% Gold Bonus, capping at +25%. In addition, some Burdens have indirect benefits—for instance, the Burden of Evolution spawns more powerful enemies, which in turn drop more resources when killed; the Burden of Scale increases world size, and proportionally increases the number of treasure rooms and Arcane Chambers that will spawn, meaning more Relics and Black Root Tree Rooms.
Some Burdens require a certain number of Threads to be completed (shown in the "Unlock" column below). This starts with NG+1 (Burden of Lamech/Burden of Agartha's Royal Guard), until NG+6 (Burden of Pishon's Uprising/Burden of Cain)
Burdens[]
Read in-game flavor text for each Burden in this page's Notes. They're excluded from the table below to save space.
Difficulty Modifiers[]
Icon | Name | Description | Notes | Max | Weight |
---|---|---|---|---|---|
Burden of Power | Enemies deal more damage.
Enemy Damage increased by: 8% |
Good choice if you have high Vitality or can evade well. | 5 | 1 | |
Burden of Vitality | Enemies have more health.
Enemy Health increased by: 8% |
Makes Strength and Crits more important. | 5 | 1 | |
Burden of Evolution | Monsters have a chance of becoming a more dangerous variant.
Enemy Evolution chance: 10% |
Highly recommended if you want a new challenge. Higher tier variants drop more gold. Small rooms can feel very chaotic. Good Vitality is recommended. | 5 | 1 | |
Burden of Blood | Enemies have Lifesteal.
Enemy Lifesteal: 120% |
A percentage of the damage an enemy deals is restored to them as HP. For hard-hitting enemies, this often means they can heal for over 70% of their HP in a single hit. However, this is effectively a free Burden if you're comfortable evading attacks. Can significantly spike the difficulty of boss fights. Can be alleviated with Retaliation runes. | 5 | 1 | |
Burden of Metal | All enemies have Armor Shred.
Enemy Armor Reduction per hit: 1%
|
Makes Mana Potions more important (with Quenching
|
5 | 1 | |
Burden of Adaptation | Regular monsters have a chance of having a commander buff.
Enemy Buff Chance: 3% |
Recommended if you like the difficulty to be more organic. Not very noticeable at low ranks, but max rank can make certain large rooms particularly difficult. | 5 | 1 | |
Burden of Aggression | Enemies attack more frequently.
Enemy Aggression: 10% |
Less waiting and baiting attacks, makes the overall gameplay pace feel more fluid. Good challenge with a couple of ranks. | 5 | 1 | |
Burden of Mobility | Enemies are faster.
Enemy Movement Speed: +7 |
Forces you to play and react faster. Mobility runes ( Haste, Vault, Dash) become more important. A great challenge. | 5 | 1 | |
Burden of Flame | Enemy projectiles are faster.
Projectile Speed increased by: 7% |
Hard to notice with 1 rank. Pairs well with | .5 | 1 | |
Burden of Ruin | Hazards deal more damage.
Hazard Damage: +30% |
Makes hazards a lot more threatening. A decent challenge. | 5 | 1 | |
Burden of Scale | World size increases.
World Size: +10% |
Highly recomended: Bigger biomes means more special rooms, more gold, and bigger hauls for full clears. (But avoid if you' want to quickly progress through NG levels with full clears.) | 3 | 1 | |
Burden of Command | Commanders gain additional buffs.
Additional Commander Buffs: 1 |
Good if you like the challenges Commanders pose. Can greatly increase difficulty (hence its higher burden weight). | 2 | 2 | |
Burden of Drain | All forms of life-drain from Runes, Relics, and Traits are reduced.
Lifesteal Effect: -15% |
Only affects forms of healing that are considered literal life drains, like Lifesteal |
, 5 | 1 | |
Burden of Black Root | You have been afflicted with the Black Root Poison.
Taking damage removes Death Marks. Losing all Death Marks will instantly kill you. Defeat enemies and collect Meat/Potions to restore Death Marks. Death Marks Lost Per Hit: 2/3/4 |
You start with 15 Death Marks, which incidentally count as a single relic. Defeating enemies restores 1 Death Mark, with Meat and Potions restoring 4.
|
3 | 2 |
Biomes & Bosses[]
Icon | Name | Description | Notes | Max | Weight | Unlock |
---|---|---|---|---|---|---|
Burden of Lamech | Create a rift to an alternate battle with the Estuary of Combat. Unlocks new lore.
|
Fight the Prime [1] version of this boss.
Prime Lamech has harder variations of his usual attacks. |
1 | 1 | NG+1 | |
Burden of Agartha's Royal Guard | The Royal Guards return to Citadel Agartha.
|
Upgrades | 1 | 1 | NG+0 | |
Burden of Agartha's Fortification | Flaming Pinwheels become Flaming Triwheels.
|
Flaming Pinwheels/Triwheels are the large rotating balls on chains (see Screenshots below). Makes some Fairy Chest challenges harder. | 1 | 1 | NG+2 | |
Burden of the Beast | Create a rift to an alternate battle with the Beasts on the Bridge. Unlocks new lore.
|
Fight the Prime [1] version of this boss.
|
1 | 1 | NG+2 | |
Burden of Mundi's Crossing | Denizens from the Sun Tower and Plateau begin to migrate.
|
Upgrades | 1 | 1 | NG+0 | |
Burden of Mundi's Flagship | The flagship Preserver of Life begins its assault.
|
Cannonballs will periodically rain from the sky, forcing you to stay alert. Discourages you from cheesing the biome by jumping over buildings with Vault |
1 | 1 | NG+3 | |
Burden of Naamah | Create a rift to an alternate battle with the Estuary of the Harvest. Unlocks new lore.
|
Fight the Prime [1] version of this boss. | 1 | 1 | NG+3 | |
Burden of Kerguelen's Sacrifice | New monsters emerge from the frost.
|
Upgrades | 1 | 1 | NG+0 | |
Burden of Kerguelen's Frost | The Kerguelen Plateau becomes colder.
|
Giant versions of Snowflake hazards periodically spawn around you. | 1 | 1 | NG+4 | |
Burden of Enoch | Create a rift to an alternate battle with the Estuary of Knowledge. Unlocks new lore.
|
Fight the Prime [1] version of this boss.
|
1 | 1 | NG+4 | |
Burden of the Study's Scholars | The Elementalists return.
|
Upgrades
|
1 | 1 | NG+0 | |
Burden of the High Scholar's Metamorphosis | Murmur's presence permeates the Stygian Study.
|
Void waves will randomly swipe over the screen (like in the Murmur boss fight). | 1 | 1 | NG+5 | |
Burden of Irad | Create a rift to an alternate battle with the Estuary of War. Unlocks new lore.
|
Fight the Prime [1] version of this boss.
|
1 | 1 | NG+5 | |
Burden of Irad's Calling | New horrors ascend the Tower.
|
Upgrades | 1 | 1 | NG+0 | |
Burden of Irad's Torment | Spectral Dragon Lancers haunt the Sun Tower.
|
Ghostly Dragon Lancers will occasionally attack you in the outdoor areas of the biome. | 1 | 1 | NG+6 | |
Burden of Tubal | Create a rift to an alternate battle with the Estuary of the Forge. Unlocks new lore.
|
Fight the Prime [1] version of this boss.
Has a new set piece. Extremely challenging, but one of the coolest boss fights in the game. |
1 | 1 | NG+6 | |
Burden of Pishon's Mining | New creatures emerge from the Earth.
|
Upgrades | 1 | 1 | NG+0 | |
Burden of Pishon's Uprising | The automaton army awakens.
|
A swarm of automatons will periodically strike across the screen, aimed at the player. | 1 | 1 | NG+7 | |
Burden of Cain | Create a rift to an alternate battle with the Immortal King. Unlocks new lore.
|
Fight the Prime [1] versions of both Jonah and Cain. | 1 | 1 | NG+7 |
Screenshots[]
Footnotes[]
- ↑ The actual value increase is +44 per thread, and effects enemies, rooms, and chests all the same. However, the game shows enemy levels as x2.5 their actual value (to give players a better indication of their own recommended level) -- so 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 most commonly referred to when players talk about "Enemy Level" and "Room Level".