Risk of Rain 2 Lunar Items: Every Trade And Which Are Worth The Coins
Every other item in Risk of Rain 2 is a gift. Lunar items are deals. Each one states a benefit and then states the price in the same sentence, and the price is always paid out of something you were relying on: your health, your healing, your attack speed, your gold, your teammates. They are also the only items you buy with a currency that survives death, which is what makes them worth learning properly. This page lists all of them with the catch spelled out, then the equipment, then what the coins actually cost.
Where Lunar Coins And Lunar Items Come From
Lunar Coins carry over between runs, unlike gold, so a bad run is still progress. Any enemy has a 0.5 percent chance to drop one, and that chance halves with each coin dropped in the same run, so farming a single stage does not work. The reliable sources are the ends of runs and the challenge list: Mithrix drops ten, the Voidling drops ten, obliterating yourself at the Obelisk pays five, and a challenge cleared for the first time pays between one and ten depending on how hard it was.
Spending happens in two places. Lunar Pods are the flower shaped pods that appear on ordinary stages; one coin opens one and it gives a random lunar item or lunar equipment that you have already unlocked. The Bazaar Between Time is the shop, reached through a blue portal that spawns beside the teleporter, either on its own or by paying a coin at a Newt Altar. Inside, five lunar buds are on offer at two coins each, a reroll costs one coin and then doubles each time you use it, two pedestals let you choose the next environment for three coins each, and the crystal that unlocks the Artificer costs ten. Two cauldrons also trade three common items for an uncommon and five uncommons for a legendary, which costs no coins at all.
One interaction catches people out: with the Artifact of Sacrifice switched on, Lunar Pods stop spawning everywhere except Commencement, so a coin heavy plan and that artifact do not mix. The rest of the toggles are on our artifacts guide.
Every Lunar Item
| Item | What you get | What it costs you |
|---|---|---|
| Shaped Glass | Base damage doubled, and doubled again per stack | Maximum health halved per stack, and one shot protection stops saving you |
| Stone Flux Pauldron | Maximum health doubled, +100 percent per stack | Movement speed halved, and halved again per stack |
| Light Flux Pauldron | Skill cooldowns halved, and halved again per stack | Attack speed cut by the same proportion |
| Transcendence | All but one point of health becomes a regenerating shield, and maximum health rises 50 percent, then 25 percent per stack | Healing of any kind stops mattering; the shield only comes back after seven seconds untouched |
| Corpsebloom | All healing doubled, +100 percent per stack | It arrives over time, capped at 10 percent of maximum health per second, and the cap halves per stack |
| Gesture of the Drowned | Equipment cooldown down 50 percent, then 15 percent per stack | The equipment fires itself the instant it is ready, whether you wanted it or not |
| Brittle Crown | A 30 percent chance on hit for gold that scales as the run goes on | Taking damage costs gold in proportion to the health you lost |
| Purity | Every skill cooldown two seconds shorter, one more per stack | Your luck goes negative, so every random roll in the run is rolled again for the worse outcome |
| Focused Convergence | The teleporter charges 30 percent faster per stack | The charging zone shrinks by half per stack, so you fight in a smaller circle |
| Egocentrism | Orbiting bombs that detonate on contact for 360 percent, up to three and one more per stack | Every minute it eats another of your items and turns it into a second Egocentrism |
| Eulogy Zero | A 5 percent chance per stack for any item you find to be a lunar item instead | You do not get to choose which one, and lunar items are the ones with drawbacks |
| Defiant Gouge | Nothing directly; it is a price you pay for using shrines | Every shrine you use summons enemies, 40 percent stronger per stack, scaling with time |
| Mercurial Rachis | A Ward of Power appears nearby, giving +50 percent damage inside a 16 metre radius | The ward buffs the monsters standing in it exactly as much as it buffs you |
| Longstanding Solitude | Levelling up grants free use of interactables | Gold you pick up converts to experience, and prices rise 50 percent per stack |
| Neutronium Weight | Hitting an enemy passes the item to them, and it comes back when they die | While you hold it, damage, attack speed and movement speed drop 30 percent and armor drops 35 |
| Beads of Fealty | Nothing, by its own description | Nothing, but carrying it into the Obelisk sends you to A Moment, Whole instead of ending the run |
The Four Heresy Items
Four lunar items do not modify a survivor, they overwrite one of its four skill slots, and they are the reason a Mercenary player can end up with a ranged primary. Visions of Heresy replaces the primary with tracking shards that detonate for 120 percent base damage, held as twelve charges that reload in two seconds. Hooks of Heresy replaces the secondary with a charge that does 875 percent per second to everything near it before exploding for 700 percent and rooting survivors of that for three seconds. Strides of Heresy replaces the utility with Shadowfade, which makes you intangible, adds 30 percent movement speed and heals 18.2 percent of maximum health over its three seconds. Essence of Heresy replaces the special with Ruin, a debuff your hits apply that you then detonate at unlimited range for 300 percent plus 120 percent per stack.
Hold all four at once and your survivor is replaced by the Heretic, who has 440 base health and 18 base damage, the largest numbers of any playable character, moves at 8 metres a second, and loses health continuously instead of regenerating it. Shadowfade is the only reason that is survivable, which is why the Heretic is a build rather than a survivor and why she sits near the bottom of our character tier list despite the stat line.
Lunar Equipment
Four pieces of equipment come from the same pool, and all four are indiscriminate: they hit allies as readily as monsters.
| Equipment | Effect | Cooldown |
|---|---|---|
| Spinel Tonic | Twenty seconds of +100 percent damage, +70 percent attack speed, +50 percent maximum health, +300 percent regeneration, +30 percent movement speed and +20 armor, with a one in five chance afterwards of a Tonic Affliction that takes 5 percent off every stat and stacks | 60 seconds |
| Helfire Tincture | Burns everything within 15 metres for twelve seconds, including you and your team; enemies take it 24 times harder than you do | 45 seconds |
| Glowing Meteorite | Twenty seconds of meteors hitting every character on the stage for 600 percent a blast, marked by blue rings before they land | 140 seconds |
| Effigy of Grief | Drops a permanent effigy that slows everything inside 15 metres by half and strips 20 armor, up to five at once | 15 seconds |
Which Ones Are Worth Two Coins
The trade is worth taking when the thing being sold is something your survivor already does not use. Transcendence is the clearest case: it deletes healing, so it costs a Huntress carrying the Foreign Fruit and Cautious Slug her page's whole survival list, while an Engineer parked behind a Bubble Shield hardly notices, and the shield pool it hands over is larger than the health it took. Corpsebloom is the reverse trade and wants the healing build the Huntress page describes.
Gesture of the Drowned is the one our Artificer builds already ask for, and the drawback is only a drawback with the wrong equipment: automatic firing is free value with an equipment that only hurts enemies, and a disaster with Helfire Tincture, which will set you alight on a timer for the rest of the run. Shaped Glass is the item that pairs best with the Artifact of Command, because five times damage on a survivor you have hand built is a different proposition from five times damage on whatever the chests gave you. Purity and Focused Convergence are the two whose costs are easiest to underestimate: negative luck quietly worsens every proc item on our items tier list, and a smaller teleporter zone means the boss fight happens in a space you cannot retreat across.
Lunar Item Questions
How do you get Lunar Coins fast?
Finish runs rather than farm stages. The per enemy drop chance halves with every coin you find in a run, while Mithrix, the Voidling and the Obelisk each pay a fixed handful, and the first clear of any challenge pays again. Coins are kept when you die, so the fastest route is simply playing on.
What is the best lunar item in Risk of Rain 2?
It depends entirely on what your survivor can afford to lose. Transcendence for anything that cannot heal, Gesture of the Drowned for a survivor whose equipment wants to fire constantly, and Shaped Glass for a run where you control the items. There is no lunar item that is free.
Do lunar items stack?
Yes, and the drawback stacks with the benefit. A second Shaped Glass doubles damage again and halves health again; a second Stone Flux Pauldron doubles health again and takes another half of your speed. Our Risk of Rain 2 hub puts the stacking question next to the ordinary items, where the answer is much friendlier.