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Elpis, Bearer of Hope

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
Icons Burden BurdenEnemyDamage 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
Icons Burden BurdenEnemyHealth Burden of Vitality Enemies have more health.

Enemy Health increased by: 8%

Makes Strength and Crits more important. 5 1
Icons Burden BurdenEnemyEvolve 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
Icons Burden BurdenEnemyLifesteal 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
Icons Burden BurdenEnemyArmorShred Burden of Metal All enemies have Armor Shred.

Enemy Armor Reduction per hit: 1%


Enemies will land critical strikes against unarmored players.

Makes Mana Potions more important (with Tiny Rune Icon Quenching Quenching Runes), adding extra mechanical depth. Bosses are harder as you can't refill armor mid-fight.


Enemy critical strikes deal +15% more damage.

5 1
Icons Burden BurdenEnemyAdapt 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
Icons Burden BurdenEnemyAggression 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
Icons Burden BurdenEnemySpeed Burden of Mobility Enemies are faster.

Enemy Movement Speed: +7

Forces you to play and react faster. Mobility runes (Tiny Rune Icon Haste Haste, Tiny Rune Icon Vault Vault, Tiny Rune Icon Dash Dash) become more important. A great challenge. 5 1
Icons Burden BurdenEnemyProjectiles Burden of Flame Enemy projectiles are faster.

Projectile Speed increased by: 7%

Hard to notice with 1 rank. Pairs well with Tiny Burdens Icon Burden of Aggression Burden of Aggression. 5 1
Icons Burden BurdenRoomThreat Burden of Ruin Hazards deal more damage.

Hazard Damage: +30%

Makes hazards a lot more threatening. A decent challenge. 5 1
Icons Burden BurdenRoomCount 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
Icons Burden BurdenCommanderTraits 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 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 Tiny Icon Trait Vampirism Vampirism, Tiny Rune Icon Lifesteal Lifesteal Runes, and Tiny Relic Icon Lachesis Measure Lachesis' Measure. Healing from relics like Tiny Relic Icon Freons Reward Freon's Reward are not affected. 5 1
Burden of Black Root 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.


Is a particularly nasty deterrent to Armor/HP/Lifesteal builds and revive relics, and is downright deadly in boss fights. Is pretty manageable with 1 or 2 ranks, but is very dangerous with 3.

3 2

Biomes & Bosses[]

Icon Name Description Notes Max Weight Unlock
Icons Burden BurdenSpellSwordBossUp Burden of Lamech Create a rift to an alternate battle with the Estuary of Combat. Unlocks new lore.


Fight Lamech prior to being wounded during the rebellion.

Fight the Prime [1] version of this boss.


Prime Lamech has harder variations of his usual attacks.

1 1 NG+1
Burden of Agarthas Royal Guard Burden of Agartha's Royal Guard The Royal Guards return to Citadel Agartha.


New creatures invade Citadel Agartha.

Upgrades DeathIcon ElementalFire Basic DeathIcon SpearKnight Basic DeathIcon SwordKnight Basic

into DeathIcon ElementalFire Advanced DeathIcon SpearKnight Advanced DeathIcon SwordKnight Advanced


Adds DeathIcon PaintingEnemy Basic DeathIcon Sniper Basic DeathIcon AxeKnight Advanced DeathIcon FlyingHunter Basic

1 1 NG+0
Icons Burden CastleBiomeUp Burden of Agartha's Fortification Flaming Pinwheels become Flaming Triwheels.


Citadel Agartha becomes more dangerous.

Flaming Pinwheels/Triwheels are the large rotating balls on chains (see Screenshots below). Makes some Fairy Chest challenges harder. 1 1 NG+2
Icons Burden BurdenStoneBossUp Burden of the Beast Create a rift to an alternate battle with the Beasts on the Bridge. Unlocks new lore.


Fight the True Form of the Beasts on the Bridge.

Fight the Prime [1] version of this boss.


The fight is much harder, but the set piece is awesome.

1 1 NG+2
Burden of Mundis Crossing Burden of Mundi's Crossing Denizens from the Sun Tower and Plateau begin to migrate.


New creatures invade Axis Mundi.

Upgrades DeathIcon ElementalBounce Basic DeathIcon BlobFish Basic DeathIcon Eyeball Basic DeathIcon Skeleton Basic

into DeathIcon ElementalBounce Advanced DeathIcon BlobFish Advanced DeathIcon Eyeball Advanced DeathIcon Skeleton Advanced


Adds DeathIcon Fireball Basic DeathIcon Slug Advanced DeathIcon FlyingSkull Basic DeathIcon Zombie Basic

1 1 NG+0
Icons Burden BridgeBiomeUp Burden of Mundi's Flagship The flagship Preserver of Life begins its assault.


Axis Mundi becomes more dangerous.

Cannonballs will periodically rain from the sky, forcing you to stay alert. Discourages you from cheesing the biome by jumping over buildings with Tiny Rune Icon Vault Vault Runes. 1 1 NG+3
Icons Burden BurdenDancingBossUp Burden of Naamah Create a rift to an alternate battle with the Estuary of the Harvest. Unlocks new lore.


Fight Naamah before the famine.

Fight the Prime [1] version of this boss. 1 1 NG+3
Burden of Kerguelens Sacrifice Burden of Kerguelen's Sacrifice New monsters emerge from the frost.


New creatures invade the Kerguelen Plateau.

Upgrades DeathIcon ElementalIce Basic DeathIcon FlyingBurst Basic DeathIcon Starburst Basic DeathIcon Zombie Basic DeathIcon Wolf Basic DeathIcon Wisp Basic

into DeathIcon ElementalIce Advanced DeathIcon FlyingBurst Advanced DeathIcon Starburst Advanced DeathIcon Zombie Advanced DeathIcon Wolf Advanced DeathIcon Wisp Advanced


Adds DeathIcon Plant Basic DeathIcon AxeKnight Basic DeathIcon Volcano Basic DeathIcon TopShotHazard Basic

1 1 NG+0
Icons Burden ForestBiomeUp Burden of Kerguelen's Frost The Kerguelen Plateau becomes colder.


Kerguelen Plateau becomes more dangerous.

Giant versions of Snowflake hazards periodically spawn around you. 1 1 NG+4
Icons Burden BurdenStudyBossUp Burden of Enoch Create a rift to an alternate battle with the Estuary of Knowledge. Unlocks new lore.


Fight Enoch before he succumbs to the poison.

Fight the Prime [1] version of this boss.


Generally similar, just with more powerful attacks.

1 1 NG+4
Burden of the Studys Scholars Burden of the Study's Scholars The Elementalists return.


New creatures invade The Stygian Study.

Upgrades DeathIcon Sniper Basic DeathIcon PaintingEnemy Basic DeathIcon MimicChest Basic DeathIcon Slug Basic

into DeathIcon Sniper Advanced DeathIcon MimicChest Advanced DeathIcon PaintingEnemy Advanced DeathIcon Slug Advanced


Adds DeathIcon ElementalBounce Advanced DeathIcon ElementalIce Advanced DeathIcon ElementalCurse Advanced DeathIcon ElementalDash Advanced


Adds elemental enemies, who can add a considerable challenge.

1 1 NG+0
Icons Burden StudyBiomeUp Burden of the High Scholar's Metamorphosis Murmur's presence permeates the Stygian Study.


The Stygian Study becomes more dangerous.

Void waves will randomly swipe over the screen (like in the Murmur boss fight). 1 1 NG+5
Icons Burden BurdenTowerBossUp Burden of Irad Create a rift to an alternate battle with the Estuary of War. Unlocks new lore.


Fight Irad after the metamorphosis is complete.

Fight the Prime [1] version of this boss.


The multi-stage boss fight has new lore implications, and offers multiple new set pieces.

1 1 NG+5
Burden of Irads Calling Burden of Irad's Calling New horrors ascend the Tower.


New creatures invade The Sun Tower.

Upgrades DeathIcon ElementalCurse Basic DeathIcon Fireball Basic DeathIcon FlyingHunter Basic DeathIcon FlyingSkull Basic

into DeathIcon ElementalCurse Advanced DeathIcon Fireball Advanced DeathIcon FlyingHunter Advanced DeathIcon FlyingSkull Advanced


Adds DeathIcon SkeletonArcher Advanced DeathIcon Plant Advanced DeathIcon Wisp Advanced

1 1 NG+0
Icons Burden TowerBiomeUp Burden of Irad's Torment Spectral Dragon Lancers haunt the Sun Tower.


The Sun Tower becomes more dangerous.

Ghostly Dragon Lancers will occasionally attack you in the outdoor areas of the biome. 1 1 NG+6
Icons Burden CaveBossUp Burden of Tubal Create a rift to an alternate battle with the Estuary of the Forge. Unlocks new lore.


Fight Tubal before the madness sinks in.

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 Pishons Mining Burden of Pishon's Mining New creatures emerge from the Earth.


New creatures invade Pishon Dry Lake.

Upgrades DeathIcon ElementalDash Basic DeathIcon AxeKnight Basic DeathIcon TopShotHazard Basic DeathIcon Plant Basic

into DeathIcon ElementalDash Advanced DeathIcon AxeKnight Advanced DeathIcon TopShotHazard Advanced DeathIcon Plant Advanced


Adds DeathIcon FlyingSkull Advanced DeathIcon MimicChest Advanced DeathIcon Wolf Advanced

1 1 NG+0
Icons Burden CaveBiomeUp Burden of Pishon's Uprising The automaton army awakens.


Pishon Dry Lake becomes more dangerous.

A swarm of automatons will periodically strike across the screen, aimed at the player. 1 1 NG+7
Icons Burden FinalBossUp Burden of Cain Create a rift to an alternate battle with the Immortal King. Unlocks new lore.


Fight Cain before the guilt.

Fight the Prime [1] versions of both Jonah and Cain. 1 1 NG+7
  1. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 Prime bosses are highly recommended. They give you a lot of new lore after defeating them, and greatly increase the challenge of each boss. Beating Prime bosses is also required to complete the story in NG+6,

Screenshots[]

Footnotes[]

  1. 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".
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