Ricochet Ritualwiki

How to play

One orb, thrown and recalled. Everything below follows from that.

Controls

InputDoes
W A S DMoveDiagonals are normalised, so cutting a corner is not faster than running straight.
MouseAimThe wizard faces the cursor whichever way it is walking.
Left clickThrow / swingWith the orb in hand, throws it. With the orb out, swings at whatever is next to you. Holding it does nothing unless you have taken Charged Shot, which moves the throw to the release and winds it up while held.
Right click (hold)RecallDrags the orb back to you. Let go early and it keeps the velocity it had built.
SpaceBlinkInstant, passes through walls and enemies, and cannot land you inside geometry.
FUtility abilityOnly bound once you have bought one — abilities are sold only in the Essence Shop, one on every visit.
UMy UpgradesLists every card you hold, coloured by rarity. Escape (or U again) closes it.
EscapePauseOpens settings without leaving the run. Everything freezes and goes silent: sound effects are held and the music stops. The music also stops whenever the game window is in the background, and comes back when you return — unless the game is still paused.
F11Fullscreen
F3Developer overlaySpawns anything, grants any card or ability, forces a wave modifier or special wave.

The run

Throw it, then get it back

You have one orb and it is both the weapon and the problem. Thrown, it flies until something stops it, bouncing off walls and enemies and losing speed the whole time. Held, you have a melee swing and nothing else. Nearly every card in the game is an answer to some version of the question "what happens between the throw and the catch".

Recall is a second weapon

Holding right click hauls the orb back, and a returning orb hits whatever it meets just as hard as a thrown one. It comes home round the scenery, not through it — a tree in the way stops it until you step aside. Releasing early keeps the speed it gathered, so a recall is also how you re-aim without picking the orb up. Walking into a moving orb catches it — you do not have to wait for it to come to rest.

A wave, then one card

Clear the field and the upgrade screen deals three cards, and you take one. Utility abilities are not dealt here: they are sold only in the Essence Shop. Rerolls and banishes accumulate on a timer rather than being spent currency, so a bad screen late in a run is a smaller disaster than a bad screen early.

A build, not a pile

Every card belongs to one of twelve families, and every card you own in a family makes that family's other cards likelier to turn up — so an early lean compounds into an identity. Hold 3, 5 and 7 different cards of one family and its three traits switch on, tracked in a column on the right of the screen; a card that would complete one says so above it. A run starts with one card from the family you pick on the menu. A legendary bought in the shop comes with a curse, printed on the card before you take it. The run ends with your build's name — the leading family's adjective and the runner-up's noun, a Frost Juggernaut — and each build name keeps its own records.

Every fifth wave, the Essence Shop

Kills earn essence — one each, five for an elite, twenty-five for a boss — and after every fifth wave the free card is replaced by a shop: an ability, a boost and a card pack for each of your two biggest families, a reroll, and Transmute, which sacrifices random cards you own for a choice of one a rarity higher. Unspent essence carries over, and your total sits in the top-right corner beside a purple orb.

Why you died

The death screen has a recap down its left side: what killed you and how hard, which three enemies hurt you most, which three of your cards did the most damage, your biggest single hit, and how much you were healing per wave — averaged only since your healing last changed (a healing card, a curse, the drop rate halving), so it describes the build you died with rather than the one you had ten waves ago. See Upgrades opens every card you ended the run with, and the screen waits for Continue (or Space) rather than closing on the first click. Kills made through the F3 developer menu never count toward the recap.

It gets specific, not just bigger

Waves ramp, but the interesting pressure comes from named events: a modifier that changes the rules of one wave, a designed wave built from one kind of enemy, and a fixed boss every tenth. None of them are simply "the same wave with more health".

The field is part of the fight

Trees are cover, not just obstacles. A ranged enemy only fires with a clear line to you and its shots die on the first tree they cross (they fly over rocks and stumps), and a Siphon's beam snaps the moment something comes between you. Enemies arrive from just past the edge of the screen, walk round scenery rather than through it, and spread into a ring rather than a heap. When your orb is off screen a big outlined arrow at the edge points to it — one per orb if you have two — with how far away it is written beside it. A boss always has its own arrow: a large crimson one at the edge, labelled BOSS and with its name, whenever it is off screen, and a crimson marker bobbing over its head when it is on screen. Once a wave has nothing left to send and three or fewer enemies remain, arrows point to them too.

On easy and normal the map always leaves at least two orbs' width (96px) between any two solid obstacles, so there is room to throw between them and nothing to wedge in. Hard keeps its tight woods.

The upgrade screen

Clearing a wave opens it. You are dealt three cards and take one. Utility abilities are never in it: they are sold only in the Essence Shop. After every 5th wave the free card is replaced by the Essence Shop instead. Which cards you are dealt leans toward the families you already own, and a legendary bought in the shop carries a curse.

Rerolls redraw the screen; banishes remove a card from the pool for the rest of the run. Both accumulate on a timer rather than being spent currency: you gain a reroll every 2 waves and a banish every 4, capped at 9 and 9. A bad screen late in a run is therefore a much smaller disaster than a bad screen early, which is the intent — the early screens are where a build is decided.

Rarity is a draw weight, not a power ranking. A card is offered in proportion to it: common 40 · uncommon 28 · rare 16 · epic 8 · legendary 3. Cards at their stack cap, cards whose prerequisite you do not own, and cards that conflict with something you already took are all removed from the draw rather than offered and wasted.

Staying alive

Bodies drop hearts, and the chance depends on how badly you need one — it reads your health fraction, so the field stays clean while you are healthy and starts paying out when you are not.

WhenChance
Above 85% health1.2% per bodyYou are fine, so the field stays clean. A heart here would only be walked over and wasted.
60 – 85%4.5% per bodyChipped. Just often enough to notice that bodies are worth walking to.
35 – 60%10% per bodyIn trouble. The wave starts paying you back for clearing it.
Below 35%20% per bodyOne in five. The band is deliberately steep at the bottom, because this is where a run is decided.
After wave 15×½ every band aboveBy then a build is strong enough that a steady trickle of hearts would make it unkillable. The recap's healing average restarts here.
Elite kill×2 capped at 85%A fight you chose to take should pay for itself.
Boss kill2 drops guaranteedOn top of the boss's own large heal.
Nightmare×0.7 on top of everythingFewer hearts, but the same third-of-max heal between waves as every difficulty.

A heart lives 20s, flashes for the last 3.5s, drifts to you inside 130px at 520px/s and is collected at 34px. At most 8 sit on the field at once, so a wipe in a big wave cannot carpet the ground.

The drop rate reads your health fraction, so it is a rubber band rather than a constant. Shield drops only roll for a build that can actually hold them — without Overflow or Kinetic Plating there is nowhere to put the points, and a pickup that does nothing is worse than no pickup at all.

Healing goes somewhere. Player:heal banks the excess so Overflow can turn it into shield instead of letting it evaporate at the cap. Shield absorbs before health, and draws as plates over the bar. Mitigation — Stoneskin, Last Stand — runs through a single mitigate() funnel, so two sources cannot silently multiply into immunity.

Dying stays possible late in a run. Invulnerability after a hit is 0.3s, so a crowd can land a second hit. Shields are capped at 30 (they never drain, but never grow past that). Life Steal heals on kills rather than hits, Overflow converts half, Second Wind is 3 seconds, Ward rebuilds in 25, and every difficulty heals a third of your max health between waves (Easy 40%). Every heal runs through one function, so a Plague Priest's aura, the Withered curse and Blood Price all scale it the same way — and the death recap can count it.

Difficulty

Picked before the starting family, at the start of a run, and locked for its duration — changing the menu mid-run cannot rewrite what you are playing. Records store the difficulty alongside the score, because a HARD score and an EASY score are not the same number.

EASYeasy
Weaker foes, room to breathe, and a deeper bag of rerolls.
For learning the orb.
enemy health -25%
enemy damage -30%
enemy speed -5%
scaling rate -30%
spawn interval +30%
concurrent cap -25%
heals 40% of max health between waves
5 rerolls · 5 banishes
MEDIUMmedium
The ritual as it was written. The intended fight.
Recommended.
enemy health 0%
enemy damage 0%
enemy speed 0%
scaling rate 0%
spawn interval 0%
concurrent cap 0%
heals 33% of max health between waves
3 rerolls · 3 banishes
HARDhard
They come faster, hit harder, and the wave's respite is thin.
Some achievements only unlock here.
enemy health +45%
enemy damage +15%
enemy speed +8%
scaling rate +30%
spawn interval -22%
concurrent cap +35%
heals 33% of max health between waves
2 rerolls · 2 banishes
NIGHTMAREnightmare
Deadlier foes, bosses sooner, and the good cards hide.
For a build that has to be earned.
enemy health +90%
enemy damage +70%
enemy speed +15%
scaling rate +60%
spawn interval -38%
concurrent cap +60%
heals 33% of max health between waves
1 rerolls · 1 banishes
hearts ×0.7
a boss every 7th wave
odds: common ×1.3, uncommon ×1.1, rare ×0.8, epic ×0.55, legendary ×0.4