Returnal
Table of contents
Deleted/Development Biomes
References to additional biomes can be found in pakchunk1_s2/Gameplay/Biomes/, pakchunk0/Returnal/Content/Audio/Mix/States/Biomes/, and pakchunk0/Returnal/Content/Audio/Worlds:
The files for "Debug Minimal" and "Nightmare" in pakchunk1_s2/Gameplay/Biomes/ refer to the level generator, so may even be playable with some hacking.
"Benchmark" and "Debug Minimal" are probably some sort of test biomes, never intended to be playable outside of Housemarque.
The existence of "Citadel Past" (distinct from "Citadel" and "Underwater Ruins") and "Crimson City" (distinct from "Crimson Desert") implies that perhaps the game may have originally been conceived with either three sets of biomes in three different eras (past, present, and future), or that the two eras would each have had more than three biomes. It's always nagged at me a little bit that the Echoing Ruins area is clearly in an earlier era than Overgrown Ruins, while Abyssal Scar seems to be from a future era. Fractured Wastes is implied as being in the past relative to Crimson Wastes ("Newer devices than the ones in the desert, their orichalcum not yet tarnished by age."[1]), but works equally well (perhaps better) if it's in the future. There are also hints in the in-game text that imply a Soul Reaver-esque "the player will see how the consequences of their actions play out and have to travel back in time to correct them" aspect to the story that never fully materializes, but would be explained by having a distinct "future" and "past" act to the game.
"Excavation Site" is probably a reference to the "Center Drill" that leads to Ophion, so may have either been an earlier version of the final area, or refer to a hypothetical additional era/act.
Without more information it's unclear what "Nightmare" might be. I suppose it could represent the semi-playable house sequences, but this seems unlikely to me because:
The Nightmare biome seems to have included the "Theia Boss" discussed below, and may have also involved elements from the house, even though it seems to be distinct from the house sequences. It seems to be associated with the secret second ending to the game, as well as the Tower of Sisyphus. Maybe it was originally supposed to be a playable area immediately before the secret ending, but was reduced to a location for a few cinematics?
A lot of these questions should be easier to answer once there's a working model viewer/converter for the game.
Deleted/Development Rooms
There are a over 50 files in the game data associated with development/test content:
There may also be rooms associated with the existing biomes that aren't actually used in the game. It will probably be necessary to find a way to view/convert the room data before a more comprehensive list is possible.
Deleted and Altered Bosses
There are references to a "Theia Boss" in some of the game's data files(!). The data really looks like a full boss, not just a placeholder used to create the cinematics. It seems to be associated with the "Nightmare" biome discussed above. I'm going to avoid discussing that further here partly because I haven't found a lot more than the name, but also because any discussion would involve major spoilers for the game's story.
Deleted and Altered Permanent Items
The game contains textures for a "DashUpgrade" artifact in the style of the other alien suit hardware. This was probably replaced with the Spaceship Model non-permanent item.
The game also contains separate textures for "Chain" and "Hookshot". This is probably because one of them is the suit hardware and one is the chain it launches.
Deleted and Altered Non-Permanent Items
Because not all of the game data files differentiate between "non-permanent item", "parasite effect", "effect of a consumable", "random effect applied to a daily challenge", and so forth, it's difficult to be 100% sure which of these items count as "deleted" or "modified".
A few of the elements that are unarguably non-permanent items appear to have been changed, perhaps significantly.
The code name for the "Pulsating Mass" item is "ResetSanityOnParasitePickupAndRemoval", which implies the existence of a "sanity level", similar to Eternal Darkness. Perhaps it would have been separate from suit integrity, or perhaps the game was originally intended to have Selene lose her mind but not actually die immediately before each cycle? On the other hand, the Malignant Key item has the code name "Key_SanityLoss", so the sanity element may have eventually become the "malfunction" gameplay mechanic.
The code name for the "Charred Piano Key" item is the even more grim "EmptyPillBottle".
The "Blown Nightlight" item is codenamed "BrokenClock". Perhaps it would have been stuck at 8:36?
The "Reactive Stabilizers" item has the code name "KnockdownImmunity50", implying that originally it only prevented knockdowns half of the time instead of 95%.
The "Murmuring Cocoon" is codenamed "SwitchToLargeParasite". It doesn't have a visible effect in the final game, but implies that previously there were different categories of parasite. Perhaps this also tied into the "dead with a parasite attached to her faceplate" element in the title screen?
It seems that Housemarque originally considered having four different difficulty levels for Returnal. pakchunk0/Returnal/Content/RawData/MetaMods.csv includes definitions for the following artifacts:
The "mode" implies that they would just modify the difficulty of the game, separate from the "Nightmare" biome discussed above, but the "damage shape" language sounds similar to the descriptions for Hollowseeker and Dreadbound. Perhaps those two weapons were intended to be found in some sort of warped, extra-difficult biome? In any case, having the game default to "normal" difficulty but allowing the player to pick up an item to select an easier or harder mode would be in keeping with the use of in-game interactions that the game favours over using menus. I assume the artifacts would have been in the crashed ship. Perhaps some of the background props are actually the models intended for these three artifacts.
Some other effects that might be associated with deleted non-permanent items, or possibly always intended to simply be parasite/daily challenge/malfunction modifiers:
Deleted and Altered Weapons
The files in pakchunk0/Returnal/Content/Audio/Weapons and pakchunk0/Returnal/Content/RawData disclose the development names/codenames for the various in-game weapons, as well as their final in-game names. There are 11 primary weapons in the final version of the game:
But apparently there were eleven other weapons that were removed or merged with others during development:
The "Marksman Rifle" seems to have been removed later than the other weapons. It's the only one I've found that has a full description and references to mesh files. The description is a generic placeholder: "This weapon shoots projectiles", vs. e.g. "Fires ammo that briefly hangs in the air and then angles towards the target" for Hollowseeker or "A mechanical weapon with rapid fire but low shot power" for the Tachyomatic Carbine.
Data for the Atropian Blade indicates that it was originally not an alien weapon, and perhaps the player began the game with it: "A long plasma-edged cutting tool provided by ASTRA. Use to remove obstacles and extract scientifically valuable samples". There's also a separate "Pulsator" upgrade the Atropian Blade (in addition to the Blade Balancer), although this may have been converted into the Electropylon Driver trait Blade Pulse.
There's a table that maps codenames to in-game names, with notes, further down this page.
There are also references to alt-fire modes that appear to be unused:
The final game has a single "blast shell" versus "bomb", "remote bomb", and "grenade". All three appear to have been distinct from the proximity mine.
Hollowseeker and the Rail Gun
I think almost everyone who plays Returnal assumes at first that Hollowseeker is a railgun. It's got the forked "two rails with a gap in the middle where the barrel would be on a typical long gun" look popularized by Halo and The Expanse. I don't think that's a particularly realistic design for a practical railgun, but it does look neat from an artistic perspective. It doesn't behave like a railgun, but if one never looks closely at it one may not think any more of it, and assume that the purple glow is just from some sort of alien energy source.
While I was trying out the photo mode early on in my first playthrough of the game, I zoomed in far enough to notice that there's a lot more going on with that weapon. The metal parts look incredibly ancient and battered. In particular, large parts of the "barrel" have been eroded away, and what's left is heavily pitted. It appears to be some sort of relic from thousands of years or more in the past. The purple glowing section is actually a Cronenberg-esque biological element grafted on where one would expect the chamber or other source of destructive force to be, and has a mouth-like orifice that opens into the "barrel" area, matching the in-game description "Instead of generating the ammunition, it opens its mouth, screaming its [DATABASE MISMATCH] shards into being".
Given the other story elements in the game, my "head canon" for Hollowseeker is that the purple biological element is vaguely like a hermit crab - some sort of creepy alien creature that may benefit from living in a hardened shell it finds discarded. It may even (in another nod to Cronenberg) want to be used, and posing as a more typical weapon would allow it to deceive the Atropians and Selene into doing so.
Returnal originally included a separate railgun. What I suspect happened was that the initial 20 or so weapon concepts were narrowed down to just the ones that were the most fun and/or original. A railgun probably wouldn't have felt distinct enough from the Coilspine Shredder and Tachyomatic Carbine, so the 3D model was heavily weathered and modified into Hollowseeker.
Of course, the game has one other weapon that seems to come from a similar background:
Deleted and Altered Consumables
The developers appear to have removed a number of consumable items. About half of them are prefixed with the word "Clarity" in their codenames. "Clarity" refers to Ether in other elements of the game, so perhaps these were consumables that would trade Ether for immediate effects. On the other hand, the pakchunk0/Returnal/Content/RawData/MetaMods.csv file content seems to indicate that they were converted into parasite effects or other non-item effects.
"Keys to Money" would have been a variation on the Key Liquifier ("KeysToMaxHP"). Another deleted consumable would have converted parasites into keys.
There's also an "old" variant of the smart bomb/Dismantler.
Things That May or May Not Be Deleted
Different members of the development team used different names to refer to elements of the game, and the names themselves changed while the game was being developed. In some cases, I haven't been able to determine if they refer to something that is in the final game or not, but they sound interesting:
(more to come later)
How Many Rooms Are There?
That's a good question. A few long-time players in the Returnal sub-Reddit have reported seeing a value of 394 for the "Areas Explored" statistic in the ship's log console.[2] This seems likely to be at least close to the number of rooms that the current version of the game allows access to without modifications. It's always possible there are a few rooms that are intentionally so rare that even those players haven't seen them yet. I think it's far more likely that there are at least some others that have been disabled or were never finished, but are still present in the data files.
Getting a count that matches up with what the game would consider a unique room/area is currently very difficult. There are thousands of files that look like they could be rooms, but that number is exaggerated because for at least some of the file types, every variation on a room results in a separate file, even though the game considers them the same room for purposes of counting distinct areas. I would currently estimate that there are about 449 "areas" in the PC game data in the sense that they'd be counted for the in-game statistics screen. That would make about 55 areas/rooms associated with the six playable biomes that aren't accessible without hacking the game. It doesn't include the development/test/debugging areas, which would bring the total to more like 110. It also doesn't include the house or hospital areas. If I can find a more accurate count, I'll update this section.
Code Names
This section maps all of the in-game names (e.g. "Hollowseeker") to their code names in the game's data files (e.g. "Pinpointer").
Biomes
Code Name | In-Game Name |
Alien Forest / AF | Overgrown Ruins |
Benchmark | Benchmark |
Citadel / CI | Derelict Citadel |
Citadel Past | [ Unknown ] |
Crimson City | [ Unknown ] |
Crimson Desert / CD | Crimson Wastes |
Debug Minimal / DM | Debug Biome |
Excavation Site | [ Unknown ] |
Ice Complex / IC | Fractured Wastes |
Nightmare / NM | [ Unknown ] |
Swamp / SW | Echoing Ruins |
Timeless Tower / TT | Tower of Sisyphus |
Underwater Ruins / Underwater / UR | Abyssal Scar |
Bosses
Code Name | In-Game Name |
DLCBoss / TTBoss | Algos |
FogBoss | Phrike |
Guardian | Ophion |
JudgeBoss | Nemesis |
Musician / MusicianBoss / SwampBoss | Hyperion |
ReaperBoss | Ixion |
Other Enemies
Code Name | In-Game Name |
CD_Turret | Crimson Turret |
CitadelDrone | Drone |
CitadelFloatingShape | Armored Machina |
CitadelTripod | Tripod |
CitadelTripod_Dumb | Broken Tripod |
CitadelTurret | Citadel Turret |
CrystalLizard | Chrysoid |
CrystalLizard_TT | Pylioid |
EnemyModifier | Proteron |
ForestChaserLarge | Kerberonyx |
ForestChaserLarge_Elite | Malformed Kerberonyx |
ForestChaserSmall | Kerberon |
ForestFlyer | Strixera |
ForestHulk | Titanops |
ForestSporeWizard | Mycomorph |
ForestTeleporter | Lamiadon |
ForestTurret | Atropian Turret |
IceChaser | Frost Kerberonyx |
IceDrone | Frost Drone |
IceFloatingShape | Frost Machina |
IceSevered | Frost Severed |
IceSevered_Elite | Malformed Severed |
IceTurret | Frost Turret |
SandChaser | Waste Kerberonyx |
SandFlyer | Aetheract |
SandLurker | Gorgolith |
SandSevered | Severed |
SandStormer | Archonact |
SandStormer_Elite | Malformed Archonact |
SentinelCrawling | Broken Automaton |
SentinelWalking | Automaton |
SentinelWalking_Elite | Malformed Automaton |
SwampFlyerLarge | Strixera Matriarch |
SwampFlyerSmall | Proto-Strixera |
SwampHulk | Proto-Titanops |
SwampHulk_Elite | Malformed Proto-Titanops |
SwampPod | Gyropod |
SwampShockwaver | Trichozoid |
SwampTurret | Echoing Turret |
WaterFloatingShape | Abyssal Machina |
WaterHulk | Typhonops |
WaterHulk_Elite | Malformed Typhonops |
WaterShockwaver | Abyssal Trichozoid |
WaterSoul | Anomos |
WaterStormer | Abyssal Archonact |
ZombieCorpse | Infected Scout |
Weapons
Code Name | In-Game Name | Notes |
Charge Pistol | Modified Sidearm SD-M8? | If this was ever a separate weapon, it was probably reworked to be the charging trait for the regular sidearm |
Crystal Gun | Dreadbound | |
Detonator | n/a | |
Disc Launcher | Coilspine Shredder | |
Flamer | n/a | |
Goo Gun | Rotgland Lobber | |
Kinetic Rifle | Tachyomatic Carbine | |
Laser Gun | n/a | May have been converted into the Voidbeam alt-fire mode |
Lightning Gun | n/a | May have been converted into the Shockstream alt-fire mode |
Marksman Rifle | n/a | May have been merged with the Kinetic Rifle to make the Tachyomatic Carbine |
Pinpointer | Hollowseeker | |
Pistol / Kinetic Pistol | Modified Sidearm SD-M8 | |
Plasma Blade / Plasma Katana | Atropian Blade | |
Plasma Rifle | n/a | Seems to have been merged with the Kinetic Rifle to make the Tachyomatic Carbine |
Predictor Gun | n/a | Seems to have been merged into the Pyroshell Caster |
Pylon Gun / Pylon Launcher | Electropylon Driver | |
Rail Gun | n/a | Weapon effect may have been converted into the Kill Sight alt-fire mode. The model was probably used as the basis for Hollowseeker. |
Remote Bomb | n/a | |
Rocket Launcher | Thermogenic Launcher | |
Rotgland | Rotgland Lobber | Unclear if it was originally separate from the "Goo Gun" or always one weapon |
Shell Caster / Thermogenic Caster | Pyroshell Caster | |
Shotgun / Bionic Shotgun | Spitmaw Blaster | |
Stream Gun | n/a | Seems to have been merged with the "Pinpointer" to make Hollowseeker |
Tag Weapon / Marker Gun | n/a | Might have been for a larger multiplayer mode |
Alt-Fire Modes
Code Name | In-Game Name |
BeamGun | Void Beam |
Bomb | n/a |
BreakShot | Shieldbreaker |
CriticalShot | n/a |
CurvedShot | n/a |
Grenade | Blast Shell |
Hologram | n/a |
HomingBarrage | Trackerswarm |
HorizontalBlast | Horizontal Barrage |
Lightning | Shockstream |
ProximityMine | Proximity Mine |
Remote Bomb | n/a |
Sniper | Killsight |
TentacleGun | Tendrilpod |
VerticalShot | Vertical Barrage |
WaveGun | Doombringer |
Permanent Items
Code Name | In-Game Name |
AltFire | Atropian Weapon Charger |
CarKeys | Car Keys |
DashUpgrade | n/a |
EnvResistanceSuit / EnvSuit | Promethean Insulators |
EyeOfTruth | Delphic Visor |
FlowerPoppy | White Poppy |
GravitySuit / GravBoots | Hadal Ballast |
HookShot | Icarian Grapnel |
HouseKey | House Key |
Key_CD | Crimson Key |
Key_IC | Fractured Key |
MistElevator | Hermetic Transmitter |
SunOrnament | Sunface Fragment |
Non-Permanent Items
The source for this data also includes a "Explosive_Dash" entry that maps to "Suit Artifact", but only because there's just the one "Suit Artifact" entry in the player's databank.
Code Name | In-Game Name |
2WayRadio | Two-Way Radio |
AdrenalineDrainProtect | Adrenaline Enhancer |
BrokenClock | Blown Nightlight |
Chance4LootUp | Energy Manipulator |
CorpseExplosion | Visceral Knot |
CurrencyDamage | Golden Coil |
CurrencyDrop | Obolite Extractor |
CurrencyTimerUp | Obolite Stabilizer |
EmptyPillBottle | Charred Piano Key |
ExtraLife | Child's Watch |
Globe | Melted Globe |
HealByKill | Phantom Limb |
HealByParasite | Progenitor Egg |
HealthUpgradeUp | Upgrade Mechanoid |
KnockdownImmunity50 | Reactive Stabilizers |
MaxHealthUpgradeReduction1 | Resin Enhancer |
MusicBox | Music Box |
NoConsumeConsumable | Sealed Skull |
NoConsumeKey | Key Retriever |
NoSlowdown | Silver Lattice |
PocketUp1 | Xeno-tech Prism |
PosModMultiplier | Fractal Nail |
RabbitsPaw | Astronaut Figurine |
ResetSanityOnParasitePickupAndRemoval | Pulsating Mass |
RobotToy | Damaged Robot Toy |
RubberBall | Warped Rubber Ball |
SapBubble | Resinous Shield |
SlowmoUp | Xeno-tech Sight |
SpaceshipToy | Spaceship Model |
StaggerUpPerPara | Unfed Pod |
StrongSlash | Blade Balancer |
SwitchToLargeParasite | Murmuring Cocoon |
TargetLowHealthDamageUp | Wound Seekers |
WeaponFireBreakShield | Shield Disruptor |
Consumables
Code Name | In-Game Name |
1HitShield | Shield Vial |
Barricade | Energy Barricade |
ClarityBomb | n/a |
ClarityBuffDEF | n/a |
ClarityBuffDMG | n/a |
ClarityBuffHealing | n/a |
ClarityBuffLoot | n/a |
ClaritySpawnParasite | n/a |
ClarityStaggerBlast | n/a |
DamageNoMovement | Weapon Stimulant |
DashUpMeleeCharges | Alt-Fire Stimulant |
DashUpMeleeHeals | Kinetic Siphon |
DisableRoomTurrets | Interference Sphere |
DMGHeals | Damage Siphon |
DoubleCharge | Alt-Fire Coolant |
DoubleHeal | Repair Enhancer |
DropClarity | n/a |
DropMaxHPUp | Residual Sphere |
EnemyKillCurrencyRadius | Obolite Seeder |
ExplosiveJump | Shocking Springs |
FreezeBlast | Sub-zero Pulse |
HPLarge | Large Silphium Vial |
HPSmall | Silphium Vial |
InstantMaxAdrenaline | Apex Sphere |
KeysToMaxHP | Key Liquifier |
KeysToMoney | n/a |
LeachKit | Leeching Nanoswarm |
MeleeKillAdrenLevelUp | n/a |
MoneyHeals | Obolite Siphon |
ParasiteToKey | n/a |
Pulse | Anti-Energy Pulse |
RabbitHole | Translocation Sphere |
RabbitholeStreamer | n/a |
Radiance | Kinetic Field |
RemoveCurses | Nullification Sphere |
RemoveParasites | Extermination Sphere |
ReplaceParasite | Parasite Harvester |
ReplaceWeapon | Weapon Harvester |
RerollShop | Fabricator Shifter |
SlowDownTime | Reflex Stimulant |
Smartbomb | Dismantler |
SpawnMetaModifier | n/a |
SummonSpike | Ground Surge |
SuperWeapon_DetonatingBlast | Absolution Disgorger |
SuperWeapon_Minigun | Quad-Swarm Disgorger |
SuperWeapon_MissileSwarm | Blight-Wave Disgorger |
SuperWeapon_OverdriveBeam | Dire-Beam Disgorger |
Turret | Projectile Portal |
Resources
Code Name | In-Game Name |
Cur_Clarity / Clarity | Ether |
Cur_Small / Cur_Medium / Cur_Large / RadioactiveMineral | Obolite (various sizes) |
Cur_LargeCursed | Malignant Obolite |
HP / HP_Small / Fungus | Silphium |
HP_Full | Large Silphium |
HP_Cursed | Malignant Silphium |
HP_GambleMaxHPUpSmall | Spoiled Resin |
HP_MaxHPUp / HP_MaxHPUpSmall / HP_MaxHPUpMed / FungalExtract | Resin / Large Resin |
HP_MaxHPUpSmall_Cursed / HP_MaxHPUpMed_Cursed | Malignant Resin / Large Malignant Resin |
Key_Basic / SystemAccessDevice | Atropian Key |
Key_Boss | Anathema Key |
Key_Boss_UR | Abyssal Key |
Key_IceKey | Hadal Key |
Key_SanityLoss | Malignant Key |
Key_SwampKey | Echoing Key |
Parasite / Xenoinsectoids | Parasite |
Pro / Neuralimprint | Calibrator |
Pro_Small | Broken Calibrator? |
Pro_Large | Worn Calibrator? |
Pro_XL | Enhanced Calibrator? |
Pro_Mega | Pristine Calibrator? |
Pro_Biome | Modular Calibrator? |
Blueprint | Datacube |
Xenoglyph / XenoglyphSample | Xenoglyph Cipher |
Modifiers
One of the game configuration files lumps everything that modifies player statistics into one "artefacts" category, even though most of them are not presented as artifacts in the game itself. I've included all of them here, even where they duplicate one of the other tables.
Code Name | In-Game Name | Description |
2WayRadio | Two-Way Radio | Personal Item. It seems to create a positive relation between Ether and Protection |
ActiveReload_Bolt | Overload Bolts | Successful Overloads generate energy bolts that hit two nearest hostiles |
AdrenalineDrainProtect | Adrenaline Enhancer | Take one additional hit before Adrenaline Levels drop |
AltFireCD_DefUp | Alt-Fire Protection | Gain 10% Protection while Alt-Fire is recharging |
Barrier_Breaker | Shield Disruptor | Chance to break Shields with normal weapon fire |
Blade_Extension | Blade Extension | Melee reach extended |
BrokenClock | Blown Nightlight | A personal item. Being at Full or Low Integrity increases Weapon Damage by 10% |
Buffed | Reinforced Suit | Start with increased Max Integrity |
Chance4LootUp | Energy Manipulator | Using a Consumable briefly increases Protection by 10% |
Charger_BeHit | Recharging Response | Getting hit reduces Alt-Fire Cooldown by 5s |
Charger_HealAndAreaSecure | Recharging Overload | Successful Overloads reduce Alt-Fire Cooldown by 3s |
Charger_MeleeKill | Execution Coolant | Melee kills reduce Alt-Fire Cooldown by 5s |
ClaritySaver | Ether Saver | Reduces all Ether costs by 1 |
Come_Get_Some | Reduced Protection | Protection decreased by 30% |
Consumable1HitShield | Consumable1HitShield | Shield activated |
ConsumableClarityBuffDEF | ConsumableClarityBuffDEF | Protection Increased |
ConsumableClarityBuffDMG | ConsumableClarityBuffDMG | Weapon Damage Increased |
ConsumableClarityBuffHealing | ConsumableClarityBuffHealing | Repair Efficiency doubled |
ConsumableClarityBuffLoot | ConsumableClarityBuffLoot | Hostiles drop Salvage |
ConsumableDamageNoMovement | ConsumableDamageNoMovement | Weapon Damage increased & Movement disabled |
ConsumableDashUpMeleeCharges | ConsumableDashUpMeleeCharges | Alt-Fire Cooldown reduced |
ConsumableDashUpMeleeHeals | ConsumableDashUpMeleeHeals | Melee Kill Siphon & Dash Cooldown decreased |
ConsumableDMGHeals | ConsumableDMGHeals | Damage Siphon activated |
ConsumableDoubleCharge | [ None ] | [ None ] |
ConsumableDoubleHeal | ConsumableDoubleHeal | Repair Efficiency doubled |
ConsumableDropClarity | ConsumableDropClarity | Ether Salvage probability increased |
ConsumableDropMaxHPUp | ConsumableDropMaxHPUp | Resin Salvage probability increased |
ConsumableEnemyKillCurrencyRadius | ConsumableEnemyKillCurrencyRadius | Obolite Salvage increased |
ConsumableJumpExplosion | ConsumableJumpExplosion | Shocking Springs activated |
ConsumableMeleeKillAdrenLvlUp | ConsumableMeleeKillAdrenLvlUp | Melee kills level up Adrenaline |
ConsumableMoneyHeals | ConsumableMoneyHeals | Obolite Siphon activated |
CorpseExplosion | Visceral Knot | +35% chance for hostiles to explode upon death |
Corruption | Corruption | Suffer damage when collecting items |
CurrencyDamage | Golden Coil | Grants +5% Weapon Damage for every 200 Obolites carried. Maximum bonus: 15% |
CurrencyDrop | Obolite Extractor | Hostiles that have injured you drop 50% more Obolites when killed |
CurrencyTimerUp | Obolite Stabilizer | Dropped Obolites last 3s longer |
Curse_Ability | Ability Circuit | Gaining or fixing Malfunctions grants a random combat ability |
Curse_Heals | Repair Circuit | Gaining or fixing Malfunctions repairs Integrity |
Curse_Upgrades | Integrity Circuit | Gaining or fixing Malfunctions increases Max Integrity |
DEFup1 | Protection Augment | Increases Protection by 10% |
DEFup2 | Protection Augment | Increases Protection by 10% |
DEFup3 | Protection Augment | Increases Protection by 10% |
DEFup4 | Protection Augment | Increases Protection by 10% |
DEFup5 | Protection Augment | Increases Protection by 10% |
Dissolving_Suit | Dissolving Suit | After the first hit, Integrity is constantly drained |
DMGup1 | Damage Augment | Increases Weapon Damage by 10% |
DMGup2 | Damage Augment | Increases Weapon Damage by 10% |
DMGup3 | Damage Augment | Increases Weapon Damage by 10% |
DMGup4 | Damage Augment | Increases Weapon Damage by 10% |
DOTBlade | Slowkill-Blade | A single swipe applies damage over time to a Hostile |
Dull_Blade | Weakened Blade | Melee Damage reduced by 75% |
EasyMode | Easy Mode Artifact | Revives once on death and boosts protection by 30% while held. Takes up extra inventory space |
EmptyPillBottle | Charred Piano Key | Personal Item. Improves chances of finding Salvage from hostiles |
Explosive_Dash | Dash Blast | Dash generates an energy blast at the end point |
Explosive_Jetbooster | Dash Blast | Dash generates an energy blast at the end point |
Explosive_MeleeKill | Execution Blast | Melee kills generate energy blasts |
Explosive_Mutation | Explosive Mutation | Hostiles explode upon death |
ExtraLife | Child's Watch | Personal item. It will not let you go |
Eye_to_Eye | Execution Siphon | Melee kills repair Integrity |
Finish_Him | Wound Seekers | Inflict more damage to low health targets |
Flash_of_the_Blade | Lighter Blade | Melee Cooldown decreased |
GainMoreSan1 | Alt-Fire Augment | Shortens Alt-Fire Cooldown by 2s |
GainMoreSan2 | Alt-Fire Augment | Shortens Alt-Fire Cooldown by 2s |
GainMoreSan3 | Alt-Fire Augment | Shortens Alt-Fire Cooldown by 2s |
Globe | Melted Globe | Personal Item. Each carried Key increases chances of finding better Salvage |
Golden_Suit | Obolite Siphon | Gain Integrity from collecting Obolites |
HardMode | Hard Mode Artifact | Enemies emit a damage shape on death |
HealAmtUp1 | Repairs Augment | Increases Repair Efficiency by 25% |
HealAmtUp2 | Repairs Augment | Increases Repair Efficiency by 25% |
HealAmtUp3 | Repairs Augment | Increases Repair Efficiency by 25% |
HealAmtUp4 | Repairs Augment | Increases Repair Efficiency by 25% |
HealAmtUp5 | Repairs Augment | Increases Repair Efficiency by 25% |
HealByKill | Phantom Limb | Eliminating hostiles has a 10% chance to repair Integrity |
HealByParasite | Progenitor Egg | Attaching or detaching Parasites repairs Integrity |
HealthUpgradeUp | Upgrade Mechanoid | Increases the effectiveness of Max Integrity upgrades |
Hoarder | Enhanced Collector | Obolite collection radius doubled |
HPMaxUp1 | Integrity Augment | Increases Max Integrity by 25% |
HPMaxUp2 | Integrity Augment | Increases Max Integrity by 25% |
HPMaxUp3 | Integrity Augment | Increases Max Integrity by 25% |
HPMaxUp4 | Integrity Augment | Increases Max Integrity by 25% |
HPMaxUp5 | Integrity Augment | Increases Max Integrity by 25% |
HPMaxUp6 | Integrity Augment | Increases Max Integrity by 25% |
HPMaxUp7 | Integrity Augment | Increases Max Integrity by 25% |
Jammed_Shock_Absorbers | Shock Absorbers Offline | Suffer damage from long falls |
Jetbooster_Delay | Delayed Dash | Dash Cooldown increased |
Kinetic_Blade | Execution Rush | Melee kills briefly increase Speed |
Knockdownimmunity50 | Reactive Stabilizers | 95% chance to avoid being knocked down by heavy attacks |
Leech | Leech | Attacking hostiles regenerates Integrity |
Life_Saver | Lifesaver | Survive a single killing blow |
LowHealth_Autorepair | Emergency Repairs | At Low Integrity, suit autorepairs itself slowly |
LowHealth_DamageUp | Emergency Stimulants | At Low Integrity, gain +15% Weapon Damage |
LowHealth_DashCooldown | Emergency Dash | At Low Integrity, reduce Dash Cooldown by 50% |
LowHealth_DefUp | Emergency Protection | At Low Integrity, gain 25% Protection |
LowHealth_JumpExplosion | Emergency Proficiency | At Low Integrity, gain +25% Proficiency Rate |
LowHealth_MeleeCooldown | Emergency Melee | At Low Integrity, reduce Melee Cooldown by 60% |
LowHealth_Shield | Emergency Shield | At Low Integrity, gain Shield against the next hit |
MaxHealthUpgradeReduction1 | Resin Enhancer | Reduces the amount of Resins needed to upgrade Max Integrity |
MeleeKill_Bolt | Execution Bolts | Melee kills generate two energy bolts that hit two nearest hostiles |
MeleeKill_DefUp | Melee Response | Getting hit briefly increases Melee Damage by 100% |
MeleeKillSpeedUp | Execution Rush | Melee kills briefly increase Speed by 25% & Protection by 25% |
Midair_Impairment | Midair Impairment | While in midair, Weapon Damage reduced by 50% |
MoreAdrenMelee | Adreno-Blade | Melee kills level up Adrenaline faster |
MusicBox | Music Box | Personal Item. Plays a sound when near secret locations |
Nanorepair | Emergency Repairs | At Low Integrity, suit autorepairs itself slowly |
NightmareMode | Nightmare Mode Artifact | Enemies emit a more dangerous damage shape on death |
No_Repairs | No Repairs | Unable to repair Integrity |
NoConsumeConsumable | Sealed Skull | 15% chance to retain a Consumable on use |
NoConsumeKey | Key Retriever | 25% chance to retain a Key on use |
NoSlowdown | Silver Lattice | Become immune to slowdown effects |
Obolite_Projectiles | Obolite Projectiles | Obolites increase Weapon Damage, but also drain over time |
Overloaded_Ammo_Chamber | Overload Bolt | Successful Overloads generate energy bolts that hit two nearest hostiles |
Overloaded_Blade | Execution Bolt | Melee kills generate two energy bolts that hit two nearest hostiles |
PocketUp1 | Xeno-tech Prism | Gain a permanent Consumable slot |
PocketUp2 | Xeno-tech Prism | Gain a permanent Consumable slot |
PosModMultiplier | Fractal Nail | Grants +10% Weapon Damage while you have a Malfunction |
RabbitsPaw | Astronaut Figurine | Personal item. It doesn't want to let you go |
Reflex_DamageUp | Adrenaline Stimulants | Gain +5% Weapon Damage per Adrenaline Level |
Reflex_FuryMode | Adrenaline Fury | At Max Adrenaline, gain 100% Melee Damage and -50% Melee Cooldown |
Reflex_Leech | Adrenaline Leech | Repairs Integrity by 2% of damage dealt per Adrenaline Level |
Reflex_PowerGainsUp | Adrenaline Coolant | Reduce Alt-Fire Cooldown by 1s per Adrenaline Level |
ReloadJumpExplode | Disrupting Overload | Successful Overloads cause weapon fire to break Shields for 6s |
ReloadSpdDefUp | Overload Rush | Successful Overloads briefly increase Speed & Protection by 15% |
ResetSanityOnParasitePickupAndRemoval | Pulsating Mass | Attaching or detaching Parasites improves your Max Integrity |
RevengeBullets | Projectile Response | Getting hit causes the suit to emit projectiles |
RevengeExplosion | Explosive Response | Getting hit causes the suit to emit an explosion |
RobotToy | Damaged Robot Toy | Personal Item. Increases invulnerability time after getting hit |
RubberBall | Warped Rubber Ball | Personal Item. Each Ether carried increases Repair Efficiency by 5%. Maximum Bonus: 50% |
Ruptured_Tank | Ruptured Tank | Lose Obolites when suffering damage |
SapBubble | Resinous Shield | Picking up a Resin gives you Shield against the next hit |
Scrambled_Sonar | Scrambled Sonar | Map is scrambled |
Silvery_Substance_Injection | Firearm Fury | All weapons have increased firerate |
SlowmoUp | Xeno-tech Sight | Slows down time when aiming with Alt-Fire. Duration: 3s |
SpaceshipToy | Spaceship Model | Personal Item. It seems to have a positive effect on Dash |
StaggerSponge | Stagger Sponge | Staggering Hostiles repairs Integrity |
StaggerUpPerPara | Unfed Pod | Grants +20% Stagger Power for each attached Parasite |
Stationary_Impairment | Stationary Impairment | While stationary, Weapon Damage reduced by 75% |
StrongSlash | Blade Balancer | Enables a more powerful melee attack and breaks yellow barriers |
SwitchToLargeParasite | Murmuring Cocoon | Increases the positive effects of new Parasites |
TargetLowHealthDamageUp | Wound Seekers | Deal 30% more damage to low health targets |
TT_Active_Reload_Offline | Overload Offline | Overload disabled |
TT_Active_Reload_Shock | Suffer damage on Overload | Suffer damage on overload |
TT_ALT-FIRE_DISABLED | Alt-Fire disabled | Alt-Fire disabled |
TT_ALT-FIRE_SLOWED | ALT-FIRE SLOWED | Alt-Fire Cooldown increased by 10s |
TT_Come_Get_Some | Reduced Protection | Protection decreased by 30% |
TT_Dull_Blade | Weakened Blade | Melee Damage reduced by 50% |
TT_EnemyHitsHeals | EnemyHitsHeals | Hostiles heal on attack |
TT_Explosive_Mutation | Explosive Mutation | Hostiles explode upon death |
TT_Fabricator_Inflation | Fabricator costs increased by [[ShopPriceModifierPercent]]% | Fabricator costs increased by 50% |
TT_Flash_of_the_Blade | Lighter Blade | Melee Cooldown increased |
TT_Full_Integrity_Impairment | Full Integrity Impairment | At Full Integrity, -50% Weapon Damage |
TT_Impaired_Repairs | Impaired Repairs | Reduced Repair Efficiency by 30% |
TT_Integrity_Reduction | Reduced Max Integrity | Reduced max integrity |
TT_Iridic_Interference | Suffer damage when using Keys | Suffer damage when using keys |
TT_Jammed_Shock_Absorbers | Shock Absorbers Offline | Suffer damage from long falls |
TT_Jetbooster_Delay | Delayed Dash | Dash Cooldown increased |
TT_Locked_Grip | Cannot pick up new weapons | Cannot pick up new weapons |
TT_Low_Integrity_Impairment | Low Integrity Impairment | At Low Integrity, -30% Weapon Damage |
TT_Melee_Delay | Melee cooldown increased by [[MeleeCooldownAdditive]]s | Melee cooldown increased by 2s |
TT_Midair_Impairment | Midair Impairment | While in midair, Weapon Damage reduced by 50% |
TT_Obolite_Destablized | Obolite Destablized | Obolites disappear 1.5s faster |
TT_Ruptured_Tank | Ruptured Tank | Lose Obolites when suffering damage |
TT_Stationary_Impairment | Stationary Impairment | While stationary, Weapon Damage reduced by 75% |
TT_Underpowered | Weakened Weapons | Weapon Damage reduced by 20% |
TT_Unpredictable_Ammo | Unpredictable Ammo | Hostiles counter on hit |
TT_Volatile_Ammo | Acid Mutation | Hostiles leave pools of acid upon death |
Underpowered | Weakened Weapons | Weapon Damage reduced by 20% |
Volatile_Ammo | Acid Mutation | Hostiles leave pools of acid upon death |
WeaponFireBreakShield | Shield Disruptor | 25% chance to break Shields |
Weaponized_Jetbooster | Weaponized Dash | Dashing through hostiles damages them |
XpUp1 | Proficiency Augment | Increases Proficiency Rate by 15% |
XpUp2 | Proficiency Augment | Increases Proficiency Rate by 15% |
1. | Confusingly, this clip will sometimes (perhaps always) play in Crimson Wastes instead of Fractured Wastes, but its name is "A2_IC_025_ShopDiscoveredA", and "IC" is consistently used in the game's data files to refer to the "Ice Complex" level (Fractured Wastes). |
2. | Mine plateau'd at 391 for quite awhile, but finally increased to 392 when I was recording the Crimson Wastes out-of-bounds video footage and discovered the no-Dash room with a narrow zig-zagging suspended walkway. |