the cutting room mirror

Unused Enemies

This is a sub-page of Risk of Rain 2.

Unused Elites#

Gold

RoR2/Junk/EliteGold/edGold.asset

Not much information about this elite affix is available. Prior to Survivors of the Void, the affix would apply a slight grey tint to the character and have sparkle particle effects. Currently these do not function at all, they have no skin and their aspect actually doesn't even give you an elite effect. Possibly would be related to Gilded Coast whether through lore or spawning there directly. The associated elite equipment is Coven of Gold.

Secret Speed

While a bit more complete the functionality for these were also removed. The elite aspect is a different from all the other ones being a pair of bunny ears, the buff it gives you also is an icon of a bunny. The skin it puts on you is the same as the mending elites, just without the horns on some characters, possibly suggesting that mending elites replaced these. The aspect name is Beyond The Limits, it is referred to as "EliteSecretSpeedEquipment" internally.

Yellow

This elite aspect raises movement speed by +2 and attack speed by 50%. This aspect mirrors the effects of Frenzied elites from Risk of Rain 1. See the associated elite equipment, EliteYellowEquipment.

Green#

This elite affix is only referenced by an unused pickup.

Annihilator

This elite aspect summons 2 copies of the wielder with the SummonedEcho item. The item makes the character fully black, have 10% max health, and periodically fires homing projectiles. See the associated elite equipment, AffixEcho.

Elder Lemurians#

RoR2/Junk/LemurianBruiserHaunted/LemurianBruiserMasterHaunted.prefab RoR2/Junk/LemurianBruiserPoison/LemurianBruiserMasterPoison.prefab

Unused Enemies#

Ancient Wisp#

RoR2/Junk/AncientWisp/AncientWispBody.prefab
RoR2/Junk/AncientWisp/AncientWispMaster.prefab
RoR2/Junk/AncientWisp/animAncientWisp.controller
RoR2/Junk/AncientWisp/idrsAncientWisp.asset
RoR2/Junk/AncientWisp/Logs.AncientWispBody.0.asset
RoR2/Junk/AncientWisp/EntityStates.AncientWispMonster.ChannelRain.asset
RoR2/Junk/AncientWisp/EntityStates.AncientWispMonster.ChargeBomb.asset
RoR2/Junk/AncientWisp/EntityStates.AncientWispMonster.ChargeRain.asset
RoR2/Junk/AncientWisp/EntityStates.AncientWispMonster.ChargeRHCannon.asset
RoR2/Junk/AncientWisp/EntityStates.AncientWispMonster.EndRain.asset
RoR2/Junk/AncientWisp/EntityStates.AncientWispMonster.Enrage.asset
RoR2/Junk/AncientWisp/EntityStates.AncientWispMonster.FireBomb.asset
RoR2/Junk/AncientWisp/EntityStates.AncientWispMonster.Throw.asset

The Ancient Wisp was a boss in the original game and apparently was slated to make a return. This boss was cut due to early concerns about melee characters (HAN-D at the time) being unable to deal with too many flying enemies.1 The enemy AI lacks AISkillDrivers (components which dictate behaviors) and just wanders while flying as a result.Ancient Wisp

Base Stats

Damage

Health Points

Armor

65

1650

0

Primary: RH Cannon

RoR2/Junk/AncientWisp/AncientWispBodyPrimaryFamily.asset
RoR2/Junk/AncientWisp/AncientWispBodyRHCanon.asset
RoR2/Junk/AncientWisp/matMeleeTrail1.mat
RoR2/Junk/AncientWisp/AncientWispSwingTrail.prefab
RoR2/Junk/AncientWisp/EntityStates.AncientWispMonster.FireRHCannon.asset

Swings its right arm to throw a fireball. However, the fireball deals no damage.

Secondary: Rain

RoR2/Junk/AncientWisp/AncientWispBodyRain.asset
RoR2/Junk/AncientWisp/AncientWispBodySecondaryFamily.asset

It teleports to the ground, visually opening up its chest armor and spewing fire upwards. What are likely unfinished fireballs fall from the sky, dealing around 250% damage. It has a 30 second cooldown.

Utility: Enrage

RoR2/Junk/AncientWisp/AncientWispBodyEnrage.asset
RoR2/Junk/AncientWisp/AncientWispBodyUtilityFamily.asset

The Ancient Wisp charges up shortly before erupting, gaining a buff.

Archaic Wisp#

RoR2/Junk/ArchWisp/animArchWisp.controller
RoR2/Junk/ArchWisp/ArchWispBody.prefab
RoR2/Junk/ArchWisp/ArchWispDeath.prefab
RoR2/Junk/ArchWisp/ArchWispMaster.prefab
RoR2/Junk/ArchWisp/ArchWispPreDeathEffect.prefab
RoR2/Junk/ArchWisp/cscArchWisp.asset
RoR2/Junk/ArchWisp/EntityStates.ArchWispMonster.DeathState.asset
RoR2/Junk/ArchWisp/idrsArchWisp.asset
RoR2/Junk/ArchWisp/matArchWisp.mat
RoR2/Junk/ArchWisp/matArchWispTile.mat
RoR2/Junk/ArchWisp/mdlArchWisp.fbx

Also appearing in the first game, Archaic Wisps are found to be unused. Arch Wisp was a "how much could we get away with reskins?" but was cut because Hopoo felt that due to it being a reskin it "diminished the quality of the Greater Wisp. Instead of being the "cool wisp" he's the "medium wisp" now.".2 Archaic Wisp charging up a shot

Base Stats

Damage

Health Points

Armor

25

1500

1

Primary

RoR2/Junk/ArchWisp/ArchWispBodyCannons.asset
RoR2/Junk/ArchWisp/ArchWispBodyPrimaryFamily.asset
RoR2/Junk/ArchWisp/ArchWispCannon.prefab
RoR2/Junk/ArchWisp/ArchWispCannonGhost.prefab
RoR2/Junk/ArchWisp/ArchWispFireTrail.prefab
RoR2/Junk/ArchWisp/ArchWispFireTrailSegment.prefab
RoR2/Junk/ArchWisp/ArchWispGroundCannon.prefab
RoR2/Junk/ArchWisp/ArchWispGroundCannonGhost.prefab
RoR2/Junk/ArchWisp/ChargeArchWisp.prefab
RoR2/Junk/ArchWisp/EntityStates.ArchWispMonster.ChargeCannons.asset
RoR2/Junk/ArchWisp/EntityStates.ArchWispMonster.FireCannons.asset
RoR2/Junk/ArchWisp/OmniExplosionVFXArchWispCannonImpact.prefab

Charges up and shoots two fireballs that roll along the ground leaving a trail of fire. The fireball seems to hit twice, once for around 225% damage and then again for around 65% damage, while the trail does 12% per tick.

BrotherGlass#

RoR2/Junk/BrotherGlass/BrotherGlassBody.prefab
RoR2/Junk/BrotherGlass/BrotherGlassMaster.prefab
RoR2/Junk/BrotherGlass/cscBrotherGlass.asset

A glassy-textured Mithrix with reduced skills.

Major Construct#

This enemy was part of a set of content that was cut because it didn't reflect "what the game became". This enemy was cut due to collision-based issues, as Hopoo Games "didn't have good ways to create and remove collision at the time". Melee characters had to deal with getting close enough. When it dies, they had to deal with the collision of it falling over, and simply removing the collision "looked really janky". It was "hard to get that last 10%". Parts of this enemy became the Xi Construct. In terms of cut content this was the biggest Hopoo felt was cut as it felt "defeating" to turn 'this cool big obelisk' into a "flying cube".3

Clay Man#

RoR2/Junk/Clay/texClaymanPalette.png
RoR2/Junk/ClayMan/animClay.controller
RoR2/Junk/ClayMan/ClayBody.png
RoR2/Junk/ClayMan/ClayBody.prefab
RoR2/Junk/ClayMan/ClaymanMaster.prefab
RoR2/Junk/ClayMan/ClaySpawnEffect.prefab
RoR2/Junk/ClayMan/EntityStates.ClaymanMonster.SpawnState.asset
RoR2/Junk/ClayMan/idrsClayman.asset
RoR2/Junk/ClayMan/Logs.ClayBody.0.asset
RoR2/Junk/ClayMan/matClayman.mat
RoR2/Junk/ClayMan/matClaymanGear.mat
RoR2/Junk/ClayMan/mdlClay.fbx
RoR2/Junk/ClayMan/ClayBodySecondaryFamily.asset
RoR2/Junk/ClayMan/texClaymanDiffuse.png
RoR2/Junk/ClayMan/texClaymanNormal.png

A clay man from Risk of Rain 1. It spawns out of a bubbling goo pile before its weapons snap into its hands. Compared to Risk of Rain 1, it wields a khopesh and a round shield instead of a scimitar. Strangely, it wields the sword by the blade (though this could just be a rigging issue). See the unused text for related strings. RoR2-ClayMan.PNG

Primary: Attack

RoR2/Junk/ClayMan/ClayBodyPrimaryFamily.asset
RoR2/Junk/ClayMan/ClayBodySwipeForward.asset
RoR2/Junk/ClayMan/EntityStates.ClaymanMonster.SwipeForward.asset
RoR2/Junk/ClayMan/ClaymanSwordSwing.prefab
RoR2/Junk/ClayMan/matClaySwingtrail.mat

Slices its sword.

Utility: Leap

RoR2/Junk/ClayMan/ClayBodyLeap.asset
RoR2/Junk/ClayMan/EntityStates.ClaymanMonster.Leap.asset

Leaps towards the cursor.

Assassin2#

A uniquely stealthy and mobile enemy. Internally it's known as Assassin2 due to unused character Assassin existing. Hopoo felt that the content was "meh" and couldn't figure out how to turn it around and felt that if it were to be released in Survivors of the Void it would detract from the coolness of the update. The Assassin and his shurikens

See the unused text for this character for their lore.

Base Stats

Damage

Health Points

Armor

Movement Speed

10

120

0

12

Also worth noting that it has a built in 20% attack speed bonus

Primary Throws 2 shurikens at once for 150% damage each, has a 3 second cooldown.

Secondary Pretty unfinished, the Assassin tries to perform a melee attack that does 250% damage in the first swing and up to 6x250% in the second. 8 second cooldown.

Utility The Assassin turns invisible, the player can still find out where they are as they emit light and have particles following them. The Assassin is not allowed to attack at all when invisible, and also cannot be attacked.

Crystal Enemies#

There are 2 "crystal" versions of enemies in the game, They are much lower-poly than their normal versions and apparently are remnants of a cut concept where crystalized versions of various enemies were gonna be the monsters on the moon, either alongside or replacing the chimera. Prior to SOTV, they would have crystal-like textures, but now they use their base skin materials. Both the crystal Beetle and Beetle Guard

Crystal Beetle#

RoR2/Junk/BeetleCrystal/BeetleCrystalBody.prefab
RoR2/Junk/BeetleCrystal/BeetleCrystalMaster.prefab
RoR2/Junk/BeetleCrystal/cscBeetleCrystal.asset
RoR2/Junk/BeetleCrystal/mdlBeetleCrystal.fbx

Beetle Base Stats

Damage

Health Points

12

10

Primary Acts like the standard beetle headbutt, dealing 200%

Crystal Beetle Guard#

RoR2/Junk/BeetleGuardCrystal/BeetleGuardCrystalBody.prefab
RoR2/Junk/BeetleGuardCrystal/BeetleGuardMasterCrystal.prefab
RoR2/Junk/BeetleGuardCrystal/cscBeetleGuardCrystal.asset
RoR2/Junk/BeetleGuardCrystal/mdlBeetleGuardCrystal.fbx

The crystal Beetle Guard actually has identical stats to normal Beetle Guards and seems to have no differences from their normal counterparts functionally.

Providence#

Providence from the first game exists within the game's Survivors of the Void DLC, he lacks any textures but contains UV maps, so it's assumed at one point he had textures. His only animation which has been seen uses Mithrix's default idle pose, his fingers clip through the sword. Providence exported into Blender. Providence viewed in AssetStudio.

(Source: Original TCRF research)

(Source: Original TCRF research)

References#


  1. Dev Thoughts 27 - Hopoo Games Q&A + more! - https://youtu.be/r3nI1HqkL9A?t=1950↩︎
  2. Dev Thoughts 27 - Hopoo Games Q&A + more! - https://youtu.be/r3nI1HqkL9A?t=1981↩︎
  3. Dev Thoughts 27 - Hopoo Games Q&A + more! - https://youtu.be/r3nI1HqkL9A?t=2010↩︎