- Not to be confused with Revengeance, which is the item that activates this gamemode.
"Do you enjoy going through hell?"
Revengeance Mode is a new gamemode introduced in the Calamity Mod, serving as an increased difficulty level to Expert Mode. It is activated by using the Revengeance item, which is added to a newly spawned player's inventory, in an Expert Mode world. Attempting to activate it in a Normal Mode world has no effect, and using the item during a boss battle will instantly kill the player, with the death message '<PlayerName> tried to change the rules.'. The transition to Revengeance Mode is reversible by using the Revengeance item again. It is further succeeded in difficulty by Death Mode.
- 1 General Changes
- 2 Enemy AI Changes
- 3 Boss AI Changes
- 3.1 Pre-Hardmode
- 3.2 Hardmode
- 3.2.1 Cryogen
- 3.2.2 The Destroyer
- 3.2.3 Aquatic Scourge
- 3.2.4 The Twins
- 3.2.5 Brimstone Elemental
- 3.2.6 Skeletron Prime
- 3.2.7 Calamitas
- 3.2.8 Plantera
- 3.2.9 Anahita and Leviathan
- 3.2.10 Astrum Aureus
- 3.2.11 Golem
- 3.2.12 The Plaguebringer Goliath
- 3.2.13 Duke Fishron
- 3.2.14 Ravager
- 3.2.15 Lunatic Cultist
- 3.2.16 Astrum Deus
- 3.2.17 Moon Lord
- 3.3 Post-Moon Lord
- 4 Unique Items
- 5 Thorium Mod Changes
- 6 Messages
- 7 Trivia
- 8 See Also
General Changes[edit | edit source]
- Adds two new mechanics into the game, Rage Meter and Adrenaline Meter.
- These mechanics can be toggled through the Configuration options.
- All enemies drop 50% more money.
- Enemy spawn rates are boosted by 15%.
- Before any boss is defeated, players will take 20% less damage.
- Life regen scales from 50% effectiveness at full HP to 100% effectiveness at 1 HP.
- Immunity frames are capped at 2 seconds.
- Allows usage of the Defiled Rune and Death.
- Asphalt Blocks granted top speed and player acceleration is reduced by 33%.
- Titanium armor's Shadow Dodge set bonus lasts 6 seconds instead of 30.
- If Ichor is inflicted on the player, the player takes 25% more damage. If Cursed Inferno is inflicted on the player, the player takes 20% more damage. These effects do not stack, and Ichor takes priority if the player is afflicted by both.
- The price of the Nurse's healing scales throughout progression and is multiplied by five while any boss is alive.
Damage Reduction[edit | edit source]
- Main Article: Damage Reduction
Revengeance Mode grants percentage-based damage reduction to many enemies and bosses, including vanilla ones. Depending on intensity, this can cause opponents to take significantly longer to kill.
Enemy AI Changes[edit | edit source]
- Many enemies now inflict Horror and/or Marked.
- Many vanilla enemies are made immune to certain forms of lifesteal.
- Wraiths, Reapers, Mimics, Present Mimics, and Sand Elementals are immune to knockback.
- In Hardmode, projectiles fired by Goblin Sorcerers, Tim, and Goblin Summoners inflict Shadowflame as well as Shadowflame Apparations.
- Lihzahrds transform into their second phase at 90% health.
- Ice Golems move and shoot faster as they lose health.
- Cursed Hammers, Enchanted Swords, and Crimson Axes attack the player without interruption, even when hit, when their HP is below 50%
- Clingers, Gastropods, Black Recluses, Giant Tortoises, Ice Tortoises, Sand Tortoises, and Plagueshells attack the player without interruption, even when hit, when their HP is below 25%
- Paladins attack the player without interruption, even when hit, when their HP is below 15%
- Mother Slimes spawn more Baby Slimes when killed.
- Dungeon Guardians shoot homing skulls, which do the same amount of damage as the Dungeon Guardian itself.
- Mothrons are bigger.
Boss AI Changes[edit | edit source]
This is a list of all boss fight changes caused by Revengeance Mode. The names of vanilla bosses are italicized.
Pre-Hardmode[edit | edit source]
Teleports more frequently and takes less time to teleport. Contact damage increased by 25%. Jumps and moves faster. Jumps higher and moves faster depending on how high the player is. Conjures an invincible Crown Jewel under 50% life to follow players and fire Ruby Bolts, Ruby Bolt damage is 55% of King Slime contact damage. Spawns all kinds of slimes when damaged.
HP increased to 4,240.
Spawns with two smaller Desert Scourges, but defeating the main worm will count as a boss defeat and give drops. Shoots sand blasts at the player.
HP increased to 4,550.
Charges more often in phase 1. Enters phase 2 at 85% total life. Charges more quickly and more randomly in phase 2. Gains much more contact damage in phase 2. Inflicts Horror for 2 seconds on contact as do Servants of Cthulhu. Servants of Cthulhu no longer drop hearts. Has 4 sub-phases during phase 2 to which it changes at 75%, 65%, and 50% HP respectively. During sub-phase 1 it does 3 normal dashes. During sub-phase 2 it does 3 normal dashes and then 2-4 rapid chain dashes. During sub-phase 3 it does 5 rapid chain dashes. During sub-phase 4 it does a long lined up horizontal dash and then 4-6 rapid chain dashes, also vomits Servants of Cthulhu when lining up its long dashes.
HP increased to 6,400.
Jumps and moves faster. Crab Shrooms drift quicker and fall faster. Occasionally summons a horizontal line of evenly-spaced mushrooms above itself that fall downwards. Crab Shroom walls are slightly tilted below half health. Changes its jump pattern below half health.
Max HP increased to 17,716.
Head segments shoot Cursed Flames, and retains the velocity of the head or body segment that was just killed. Slightly more defensive to piercing damage. Head segments deal 23% more contact damage, whereas other segments do 25% more. Moves faster and fires Cursed Flames and Vile Spits far more often the less segments that are alive. Segment count increased.
HP increased to 2,720. Creepers' HP increased to 240.
The Brain has 22% more contact damage and Creepers have 25% more. The Brain has a small amount of pierce resistance. When 10 or fewer Creepers are remaining, they become immune to knockback. The Brain moves faster and teleports more often as its creepers die in phase 1, and has increased resistance to knockback in phase 2. When at low health in phase 2, it periodically flies quickly in a large loop before dashing straight towards the player, and sometimes firing Blood Geyser projectiles upward in a spread, which inflict the Burning Blood debuff. Minimap icon disappears when at low life. No longer despawns when in The Corruption.
HP increased to 12,096.
The Hive Mind inflicts the Horror debuff upon contact with the player. Moves much faster in phase 2 and takes less time to teleport, but can no longer summon enemies when reeling back. Performs one of three attacks as it teleports, gaining more attacks as its health gets lower: fades in while rapidly circling the player and then lunges at high speed; below 66% health, appears below the player and flies in a semicircle, spawning several enemies as it moves - The Hive Mind can summon Dark Hearts among these enemies; below 33% health, appears above the player and then dashes horizontally, creating many short-lived shade clouds in its wake. The same attack is never performed twice in a row.
Total HP increased to 20,537.
The Perforator Hive shoots more projectiles and attempts to ram the player. The Hive will not ram if a Perforator is alive, but will gain slightly increased acceleration. The Perforators shoot projectiles more often and the projectiles travel faster, and the Perforators themselves inflict the Horror debuff when they hit the player.
HP increased to 5,472.
Spawns Bees faster and also sometimes spawns Hornets. Shoots far more stingers at a time but no longer shoots them in a cone of spread while stationary, instead traveling linearly towards the player and shooting directly at them. Inflicts Marked on contact. Enrages while on the Surface, shoots stingers rapidly and charges much faster.
Head HP increased to 11,000. Hand HP reduced to 1,170.
All attacks inflict Marked and Horror debuffs. Hands attack more often and more aggressively. Head defense increased by 250 per hand, homing projectiles and summons cannot home in on the head while any hands are alive. Homing skulls inflict Weak. Slowly gains more speed while spinning. Head has 25% more contact damage. After both hands are killed, Skeletron occasionally leaves a Shadowflame trail that deals the same amount of damage as the Cursed Skulls and teleports shortly after, firing a spread of 3 bolts from the location the head teleports to. Increases attack frequency as health lowers. Respawns both hands at 33% of Head HP. Skeletron Head spins and teleports at a slower pace while hands are revived.
Total HP increased to 24,512.
The Ebonian and Crimulan Slime Gods shoot orbs more often. The Slime God Core moves faster, and inflicts Horror and Marked. In Phase 2, the Core will occasionally teleport near the player and circle them while firing abyss orbs towards them.
HP increased to 21,280.
Moves faster. Laser bursts are capped at 3 shots, lasers deal more damage. When it reaches 50% HP it starts using even stronger red Death Lasers. Detached Hungries and Leeches have much more health and do more damage. Hungries inflict Marked and Horror. Leeches inflict Horror. Charges rapidly towards the player if they move too far away.
Hardmode[edit | edit source]
HP increased to 42,080.
Faster projectile speed. Cryogen transitions at 93%, 76%, 59%, 42%, and 25% for its respective phases. Transitions faster and gains a new phase under 15% health. Unlike other phases, it doesn't change its appearance. In the new phase, Cryogen launches itself upwards and stays above the player. The ice bombs are no longer fired out every 10 seconds, but 2 waves are released during this attack, then it rapidly charges the player for a total of 3 times before repeating this pattern.
HP increased to 150,000.
The body gains a defense bonus, while the head and the tail have much less defense. The bonus/loss becomes lower as it loses health. Speed of the Destroyer and the lasers fired increase as health drops. Laser fire rate is reduced as health drops. Lasers are no longer fired in a random spread. Piercing attacks despawn after damaging the Destroyer a certain amount of times, limiting their effectiveness. When below 50% life, it will occasionally fire up to 2 green lasers at once, which home in on the player proportional to the player's current speed. Probe-less parts have less defense and fire Scrap Metal instead of lasers. The Probes no longer drop hearts. The Destroyer gains increased aggression the lower its health, and will occasionally charge similar to a Wyvern. When below 25% life, it gains the ability to divebomb the player.
HP increased to 136,000.
Head inflicts the Marked debuff on contact. Every 10 seconds, the Aquatic Scourge performs a circle around a certain point at its path for 3 seconds before charging the player. While spinning, it summons Aquatic Seekers, Aquatic Parasites, and Aquatic Urchins if none are alive. The Aquatic Scourge moves faster and vomited sand blasts and teeth travel at a greater velocity.
Spazmatism HP increased to 44,850, Retinazer HP increased to 37,500 (82,350 total).
Both Twins will now transform into their second phases at 70% health. Contact damage increased by 25% and Cursed Flames damage increased by 25%. Must be in phase 2 at the same time otherwise the other Twin will take almost no damage.
Retinazer's lasers are more accurate in phase 1. Laser damage increased by 16%. Retinazer's Death Beam does 20% more damage and its Rapid fire damage is increased by 30%. Enters phase 3 at 15% health, or if Spazmatism is defeated first. In phase 3 its Death lasers gain slight homing properties and it gains the ability to dash when under 15% health or if Spazmatism is defeated first, Retinazer's dash will release several homing missiles that inflict 124 damage.
Spazmatism breathes Shadowflame Breath instead of Cursed Flames in phase 2, which inflicts the Shadowflame debuff, and has 16% more damage than the Cursed Flames. Enters phase 3 at 15% health, or if Retinazer is defeated first. In phase 3 Spazmatism will charge more aggressively and gains a chain dash attack like the Eye of Cthulhu when under 15% health. When dashing, contact damage increased by 10% or if Retinazer is defeated first. Spazmatism inflicts the Marked debuff on contact.
If gravity is reversed, both twins immediately transform into their second phases. While gravity is reversed, Retinazer's lasers fire faster and more frequently, and Spazmatism performs the flamethrower attack for less time, stopping to fire semi-homing Shadowflame Fireballs that deal 12% more damage than the Cursed Flames.
HP increased to 65,600 (524,800 post-Providence).
Summons Brimlings to fight alongside her, which shoot gravity-affected fireballs at the player. If a Brimling is killed, a new one will quickly be spawned in its place. She inflicts the Horror debuff on direct contact. Movement speed during Phase 1 is increased. When below 50% health, she gains the ability to fire a laser from her eye during Phase 1. The ray is telegraphed by a line of particles. The whole ray appears instantly upon being fired but does not move after being fired, and it remains for about two seconds. This will repeat two times throughout the duration of Phase 1. She slows to a stop upon firing the first ray. The ray doesn't aim at where the player is, rather where they will be by the time the ray fires. Loses the ability to teleport when below half health in Phase 1.
HP increased to 60,900 (107,400 including limbs).
The Head gains 8 defense per arm alive. Speed while spinning is increased, also increases as it loses more health. The Prime Laser no longer shoots in a cone of spread; it alternates between firing single lasers and laser circles. The Prime Cannon fires rockets instead of bombs; it alternates between firing single rockets and three rockets at once. The Prime Laser and Prime Cannon alternate attacks. The Prime Saw and Prime Vice are more aggressive. As arms are killed, the remaining arms gain increased speed and fire rate. When the Prime Laser is killed, the Head begins to fire laser circles. When the Prime Cannon is killed, the Head begins to fire rockets. The Prime Saw and Prime Vice inflict the Marked debuff. While gravity is reversed, speed and projectile fire rate is increased. When all arms are killed or if the head is below 66% health, all limbs are instantly destroyed, and the head itself is able to fire circles of laser while spinning. Additionally, it can spin in circles near the player, shooting Cursed Skulls. While the head is under 33% health, it will fire homing Martian Missiles at the player in every other spin attack, and reduce spin duration by 2 seconds. Upon enraging when it turns to day, the head will heal to 300 life if is currently below that.
Total HP increased to 82,800(248,400 post-Providence).
Fires brimstone lasers quicker. Calamitas and her brothers inflict the Horror debuff on contact. Her brothers also inflict the Marked debuff on contact. Calamitas and the brothers attack and shoot more aggressively. When Calamitas' health is below 70%, she charges at the player twice following her laser and fireball attacks whenever no brothers are alive.
HP increased to 96,600 and gains a 3rd Phase when under 25% health.
Fires seeds that deals 25% more damage and are significantly faster in phase 1. Deals 15% more contact damage during Phase 2. Shoots Thorn Balls during Phase 3, only 3 can exist at one time. Summons tentacles at 75%, 50%, and 20% life. The tentacles deal more damage. The more tentacles that are alive, the higher her defense is. Fires seeds, moves faster to catch up to the player and belches lingering spore clouds that linger and spread out over time when all tentacles are dead. Spores inflict the Marked debuff. Hook and projectiles spread decrease as health decreases. Hooks no longer spawn tentacles. Becomes more aggressive the less active tiles there are around her. If enraged during the day, she will regain health over time. If enraged during the night, she gains a massive defense boost.
Anahita HP increased to 66,560, Leviathan HP increased to 145,120 (211,680 total).
HP increased to 195,200 (704,000 post-Moon Lord).
Uses all attacks regardless of health; it only shoots one wave of astral flame crystals above 50% health.. Astrum Aureus occasionally spawns Aureus Spawns, they are initially passive, but will become homing bombs if enough damage is dealt to them. After Moon Lord has been defeated, its health and projectile damage become buffed. Can jump through tiles.
Golem[edit | edit source]
HP increased to 92,250.
Shoots eye lasers and fireballs faster. Greatly increased defense in Phase 2, Body HP increased to 47,250. Fists can go through walls. Head is invulnerable until fists are destroyed, and can shoot eye lasers at all times when vulnerable. All parts deal 25% more damage. The head, body, and fists inflict the Broken Armor debuff for 3 seconds. The fists inflict the Marked debuff. The body fires lasers in phase 2. The head is now vulnerable in phase 2, it also changes its movement pattern and starts firing explosive fireballs when the body is under 44% HP.
HP increased to 123,640.
Is faster, able to perform diagonal dashes below 80% health, missiles travel faster and spawns more projectiles, the Horror and Marked debuffs are applied to the player on contact. Spawns Plaguebringers in Phase 1. Spawns additional Plaguebringers regardless of phase if enraged. Can spawn more Plague Chargers at once.
HP increased to 111,000.
Becomes invulnerable while transitioning between phases. Transitions between phases at much higher life. Contact in all phases and almost all attacks damage increased by 25%, Sharknado's Damage increases by 50%, and Cthulhunado's damage increased by 12.5%. Vastly increased defense. Significantly faster charges. Spawns 3 Sharknadoes in phase 1, in a different pattern. The Sharkrons spawned by his tornadoes have more HP. Spawns a bunch of Sharkrons as well as bubbles when spinning in Phase 2. Spawns Cthulhunados during Phase 3. Cthulhunado size increased. Inflicts the Marked debuff on contact. Detonating Bubbles inflict the Marked debuff.
Total HP increased to 283,530.
Inflicts the Horror debuff on contact. Drill missiles track the player more accurately and much faster. Fires more projectiles. Jumps more often, and Flame Pillars shoot projectiles faster.
HP increased to 80,000.
Time window to defeat the illusions decreases as the Cultist's health decreases. Any projectile that tracks the player can make sharper turns, and are faster. While the Lunatic Cultist is alive, the player takes 15% more damage from all sources. Lightning inflicts the Electrified debuff. Fires 2 Ice Mists instead of 1, which now inflict the Frozen debuff for 1 second, the Chilled debuff for 2 seconds, and the Frostburn debuff for 4 seconds. Clones no longer disappear. The Lunatic Cultist, its clones, and Ancient Dooms deal no contact damage. Each ritual spawns Ancient Dooms. Homing weapons ignore Lunatic Cultist while it is performing the ritual. Ancient Dooms ability to fire darkness balls is buffed.
Total HP raised to 1,080,000.
Inflicts Extreme Gravity.
HP increased to 313,500. Hands HP increased to 45,000 each (90,000 both), Head HP increased to 81,000, Core HP increased to 142,500.
Moon Lord teleports more frequently based on distance from the player. The Phantasmal Deathray now goes through tiles whenever a player hides behind them in the second phase, and moves way faster in the first phase. True Eyes of Cthulhu stick closer to each other and perform similar attacks. Phantasmal Sphere attacks are slightly more spread out. While the Moon Lord's Core is revealed, the player takes 10% more damage from all sources. Speed increased. Clots heal for 1,250 instead of 1,000.
Post-Moon Lord[edit | edit source]
Total health is 298,998.
The main Guardian is faster, and it deals much more damage after the other two have been killed.
HP increased to 404,000.
Increased speed. Enters Phase 2 at 75% health and Phase 3 at 40% health. Maximum amount of Draconic Swarmers in Phase 1 increased to 3.
HP increased to 800,000.
The Healer Guardian is more effective. During her Holy Ray phase, she fires two Holy Rays instead of one, which leaves a small gap in between as they converge inward towards each other. Providence's movement and firing methods during the Blast, Molten, and Bomb phases are modified. Providence continuously increases in speed when flying in the same direction, up to a maximum of roughly double speed, but will go back to normal speed when they change direction.
Storm Weaver and the Stasis Probes are faster. Lightning inflicts the Electrified debuff. During Phase 2, it can change its colour into a dark shade of blue, which gets lighter. After a short time, it charges directly at the player, additionally summoning lightning from above.
Dark Energy swarms are increased in numbers, more aggressive, and they inflict the Horror debuff on contact. At 50% health more Dark Energies are spawned however they are invincible and rotate around the point they were spawned. During the laser portal attack, the Ceaseless Void additionally summons a set of four invincible Dark Energy projectiles, which orbit around the spot they're spawned from, the size of the orbit varies between each of the projectiles, and they will disappear shortly after being spawned. If below half health or enraged, the attack is replaced by a ring of 12 invincible Dark Energy projectiles.
HP increased to 712,800.
The lanterns inflict the Marked debuff and are faster. Signus is faster, shoots projectiles more often, and inflicts the Horror debuff on contact. Being close to Signus will cause the screen to get darker. After teleporting, Signus summons two Cosmic Mines, which chase the player and blow up if the player is close to them or after a short period of time.
HP increased to 792,000.
Polterghast is faster in all phases, spawns more Phantom Spirits, has more damage reduction, and enters phase 3 at half health. Phantoms shoot more often. Moves much faster at 10%, and spawns Happy Phantom Spirits at 33% health.
Total HP increased to 3,360,000 (Phase 1 HP increased to 1,200,000, Phase 2 increased to 2,160,000).
In Phase 1, spawns the Cosmic Guardian after reaching 60% life and two more after reaching 20% life. The Cosmic Guardians can't hurt the player and the player can't hurt it for 3 seconds. Increased godslayer fireball fire rate, the fire rate is dramatically increased again at 10%. When a laser wall phase ends, or if the player strays too far away from it, it will instantly teleport behind the player but can't deal contact damage for a brief moment.
HP increased to 4,040,000.
Transitions between phases at much higher life. Teleports and charges closer to the player. Yharon's enrage is reduced to 555 blocks high from the spawning position and the Arena Infernadoes spawn 125 blocks away from the spawn position.
HP increased to 8,800,000.
Massively increased speed and moves more aggressively.
Unique Items[edit | edit source]
Consumables[edit | edit source]
Reduces the time taken to fill up the Adrenaline Meter's bar by 5 seconds
|Electrolyte Gel Pack||Permanent power-up|
Reduces the time taken to fill up the Adrenaline Meter's bar by 10 seconds
|Infernal Blood||Permanent power-up|
Increases the Rage Mode damage buff by 15%
|Mushroom Plasma Root||Permanent power-up|
Increases the Rage Mode damage buff by 15%
|Purified Jam||Grants the user the Invincible buff when consumed, which grants them godmode for a short time|
Inflicts the Potion Sickness debuff for 30 seconds.
|Red Lightning Container||Permanent power-up|
Increases the Rage Mode damage buff by 15%
|Starlight Fuel Cell||Permanent power-up|
Reduces the time taken to fill up the Adrenaline Meter's bar by 10 seconds
Weapons[edit | edit source]
|Apotheosis||+ + 2 + 2 + 33 + 33 + 33 + 33 + 5 + 33 @|
|Drataliornus||+ + + + 2 + 2 + 2 + 3 + 60 + 12 @|
|Halibut Cannon||Abyss Enemies (0.0001%) |
or or (0.01%)
|Karasawa||+ 5 + 10 + 15 @|
|Kelvin Catalyst||200 + + 20 + 10 + 2 + 2 + 2 + 2 + 2 + 2 + 2 + 2 + 2 + @ /|
Accessories[edit | edit source]
Mounts[edit | edit source]
|Fabsol||while under Fab debuff||107 mph on ground & 61 mph when flying vertically|
Can walk, hover and fly
|Suspicious Looking Jelly Bean||post-Moon Lord||40 mph on ground & 128 mph when falling|
Can jump very high and fall down quickly
|Brimrose||post-Providence||61 mph while flying horizontally & 41 mph while flying vertically|
Can float in place and fly very fast
Pets[edit | edit source]
Thorium Mod Changes[edit | edit source]
"RevengeanceAndDeathThoriumBossBuff": option is set to true, then Revengeance Mode will buff all bosses from the Thorium Mod. All bosses, as well as their minions, receive health increases. All bosses, and their projectiles, deal 25% more damage. Additionally, most bosses are immune to Time Distortion, Glacial State and Temporal Sadness, and will now inflict the Marked and Horror debuffs.
For a table of damage reduction values for Thorium bosses, see the damage reduction page.
Thorium Boss Changes[edit | edit source]
- The Grand Thunder Bird: Health increased to 3,000. Hatchlings health increased to 37.
- The Queen Jellyfish: Health increased to 7,425. Distracting Jellyfish health increased to 75.
- Viscount: Health increased to 10,000. Bitey Babies health increased to 75.
- Granite Energy Storm: Health increased to 9,900.
- The Buried Champion: Health increased to 10,800.
- The Star Scouter: Health increased to 13,000. Health of the cores increased to 650.
- Borean Strider: Health increased to 21,000. Borean Hoppers health increased to 360. Borean Mytes health increased to 450.
- Coznix, The Fallen Beholder: Health increased to 40,000. Enemy Beholders health increased to 187.
- The Lich: Health increased to 51,200. Phylactery of a Thousand Souls health increased to 1,050.
- Abyssion, The Forgotten One: Health increased to 121,500. Abyssal Spawn health increased to 1,050.
- The Ragnarök: Aquaius, The Endless Tide health increased to 127,400. Aquaius, The Waning Tide health increased to 110,500. Omnicide, The Life Defiler health increased to 279,500. Slag Fury, The Primordial Flame health increased to 240,500. Dying Reality, the Ragnarök health increased to 260,000.
Messages[edit | edit source]
- "Revengeance is active." (When activated)
- "Revengeance is not active." (When deactivated)
Trivia[edit | edit source]
- Revengeance Mode is a replacement for previous difficulty modes added by the Calamity Mod, which were known as Prepare to Die and Prepare to Cry.
- The name of this mode is a reference to Metal Gear Rising: Revengeance. This is further supported by other references to the game within the mod, such as the Boss Health Bar, Red Sun, and the Murasama, as well as other items.
- Several Revengeance Mode features were present in previous versions of the mod that have since been removed or changed:
- Talking to the Nurse during a boss battle would summon a giant meteor (similar to the ones fired by The Leviathan) onto the player, instantly killing them and nearby NPCs.
- Meteorites would not be mineable and the Reaver Shark couldn't be swung until defeating the Brain of Cthulhu or Eater of Worlds.
- Soft caps on damage and crit chance were present, both of which have been removed, and a DR soft cap, which has been made global to all modes.
- All attacks labelled as summon will deal less damage if the player is holding a weapon belonging to a different class. This nerf scaled with progression. This change is now global to all modes and no longer scales.
- Revengeance Mode was a permanent change upon using the Revengeance item. It is now togglable.
See Also[edit | edit source]
|Combat||Charge • Damage Reduction • Hit Sounds • Immunity frames • Lifesteal • Minions • Proficiency • Rogue|
|Environment||Events • Music • Status messages|
|Events||Acid Rain • Boss Rush|
|Items||Alternative crafting ingredients • Consumable • Crafting stations (By Hand) • Drops • Rarity • Recipes • Vanilla item recipes|
|Game||AI • Armageddon • Boss Health Bar • Configuration options • Death Mode • Defiled Rune • Fishing • Game controls • Iron Heart • Lore • Revengeance Mode • Vanilla changes|
|Player||Adrenaline Meter • Aggro • Buffs and Debuffs • Death Prevention • Defense • Rage Meter|