Difficulty (2024)

Difficulty in Risk of Rain 2 can refer to two things: initial difficulty and scaling difficulty.

Contents

  • 1 Initial Difficulty
    • 1.1 Drizzle
    • 1.2 Rainstorm
    • 1.3 Monsoon
    • 1.4 Eclipse
  • 2 Scaling Difficulty
    • 2.1 Effects of difficulty
    • 2.2 Multiplayer
  • 3 The Math of Scaling Difficulty
    • 3.1 Effect on enemy level
    • 3.2 Effect on money costs
    • 3.3 Effect on enemy rewards
    • 3.4 Effect on spawn rate
    • 3.5 Unique scaling
  • 4 Version History

Initial Difficulty[]

Difficulty (1)

Initial difficulty in Risk of Rain 2 is selected along with the players' Survivors and loadouts before starting a run. The three initial difficulties are Drizzle, Rainstorm and Monsoon.

Difficulty (2) Drizzle[]

Reduces difficulty for players new to the game. Weeping and gnashing is replaced by laughter and tickles.
~ In-game description

Drizzle is an easier initial difficulty designed for a more relaxing experience.

  • Time affects scaling difficulty at 50% the normal pace.
  • Players have a +70 bonus to armor.
  • Players' health regeneration multiplier starts at 1.5.

Difficulty (3) Rainstorm[]

This is the way the game is meant to be played! Test your abilities and skills against formidable foes.
~ In-game description

Rainstorm is the default initial difficulty of the game.

Difficulty (4) Monsoon[]

For hardcore players. Every bend introduces pain and horrors of the planet. You will die.
~ In-game description

Monsoon is the hardest initial difficulty designed for players who seek a challenge.

  • Time affects scaling difficulty at 150% of the normal pace.
  • Players' health regeneration multiplier starts at 0.6.
  • The Deicide and The Calm challenges can only be obtained on this difficulty.
  • The mastery challenges for Survivors' alternate skins can only be obtained on this difficulty.

Difficulty (5) Eclipse[]

Eclipse is an alternate gamemode that adds stacking challenge modifiers to successive runs to create difficulties "beyond" Monsoon. For more information, see the Eclipse page.

Scaling Difficulty[]

Difficulty (6)
Difficulty (7)

Scaling difficulty is a core mechanic of Risk of Rain 2. As a run progresses, the difficulty will steadily rise, making enemies both stronger and more numerous.

The steadily rising difficulty is represented in-game through a bar in the top right corner of the screen. This bar shows the selected initial difficulty, the current run timer and the current status of the scaling difficulty. As the bar progresses, it will pass through multiple named sub-difficulties in order:

  • Easy
  • Normal
  • Hard
  • Very Hard
  • Insane
  • Impossible
  • I SEE YOU
  • I'M COMING FOR YOU
  • HAHAHAHA

The HAHAHAHA sub-difficulty has a maximum of level 99.

In addition to the increase over time, every time an environment is completed (aside the Bazaar Between Time), the difficulty will jump forward, which will cause a spike in difficulty, and the bar will also increase faster. This increase is exponential, which means that as more Loops are completed, the game becomes exponentially harder.

The game files mention a "Very Easy" difficulty, although it is never seen during normal gameplay.

Effects of difficulty[]

Each of these sub-difficulties contain two intermediate "notches". Every time a "notch" is reached, or the next sub-difficulty is reached, enemies will level up, which is indicated by a visual effect and a level-up sound similar to a player level-up, although with a lower pitch. Just like players, enemies gain 30% health and 20% damage (compared to their base values shown in the Logbook) per additional level.

In addition to enemy levels, the difficulty also affects the spawn rate of enemies. As the sub-difficulties progress, enemies will spawn faster and in greater numbers. After a while, stronger enemies will start to spawn outside of the Teleporter Event, including mini-bosses (such as Difficulty (8) Greater WispsDifficulty (9)Greater Wisp
HP: 750 (+225 per level)
Damage: 15 (+3 per level)
Class: Ranged
Speed: 7 m/s
Armor: 0
) and Teleporter Bosses (such as Difficulty (10) Stone TitansDifficulty (11)Stone Titan
Crisis VanguardHP: 2100 (+630 per level)
Damage: 40 (+8 per level)
Class: Ranged / Melee
Speed: 5 m/s
Armor: 20
). Higher difficulty also increases the frequency of Elites, and even allows for elite mini-bosses and Teleporter Bosses.

The final effect of difficulty is the cost of interactables. When reaching a new environment, the cost of Chests, Shrines of Chance, Difficulty (12) Turrets, etc. is calculated relative to the difficulty.

Multiplayer[]

The core mechanics of scaling difficulty do not change in multiplayer, but two numerical changes are applied:

  • The initial difficulty is higher, although this is not reflected on the bar. This is why the spawn rate is higher and chests are more expensive. Enemies still start at level 1, however.
  • Time has a greater effect on scaling difficulty (the bar advances faster). This is reflected on the bar, although the effect is subtle for a low player count.

Unlike the first game, playing multiplayer solo (starting a server but not waiting for other players) will not change the scaling compared to "true" singleplayer.

The Math of Scaling Difficulty[]

The effect of difficulty on the game is centralized in a global number called the difficulty coefficient (coeff for short). This coefficient is constantly re-evaluated and it is calculated as follows:

Difficulty (13)

Difficulty (14)

Difficulty (15)

Difficulty (16)

In these formulas, the variable

  • playerCount is equal to the number of players in the game (including disconnected players).
  • difficultyValue is equal to 1 for Drizzle, 2 for Rainstorm, and 3 for Monsoon.
  • stagesCompleted is equal to the number of stages completed (including A Moment, Fractured and Gilded Coast, but NOT the Bazaar Between Time or Void Fields). This is the same number that shows up in the statistics screen at the end of the run.
  • timeInMinutes is the amount of minutes since the run started, incremented every second.

Therefore, in non-modded lobbies, coeff will start at an initial value of 1 to 1.9 depending on the number of players. The bar will then progress linearly as time increases, increasing faster depending on the initial difficulty and/or the player count. Every time players enter a new environment, coeff increases by 15% of its current value, which causes the jump on the bar.

It is interesting to note that although sub-difficulties do not have any tangible effect on gameplay, they do signal an increase of coeff by 1 (actually 0.99 but by the time the difference becomes significant, the sub-difficulty is already in its final stage). For example, in singleplayer the Easy sub-difficulty represents a range for coeff from 1 to 2, while Medium is 2 to 3, etc.

Effect on enemy level[]

The enemy level is calculated using this formula:

Difficulty (17)

No matter the number of players or difficulty, this means that enemies always start at level 1. As coeff rises, however, so too do enemy levels. The faster coeff increases, the more the effect becomes pronounced - especially when Looping - as the exponential rise in coeff is translated to enemy levels and therefore stats.

Effect on money costs[]

Whenever an environment starts, the cost of an interactable is derived from the following formula:

Difficulty (18)

The base cost is equal to what the interactable would cost in the first environment of a singleplayer run (for instance, the base value of a Small Chest is $25). Since coeff starts at a higher value in multiplayer, chests are also equally more expensive.

Effect on enemy rewards[]

Whenever a monster spawns, its reward is directly multiplied by coeff:

Difficulty (19)

Difficulty (20)

See Directors for more information on monster value and reward multiplier.

Effect on spawn rate[]

Spawns are managed by the Directors, which are advanced systems that are responsible for spawning a variety of enemies matching the difficulty.

Over time, a Director accumulates a number of "credits" that increase linearly with coeff. Regularly, the Director will pick a random enemy to spawn depending on the environment spawn lists and spend credits to spawn a group of up to four. Weaker enemies such as Difficulty (21) LemuriansDifficulty (22)Lemurian
HP: 80 (+24 per level)
Damage: 12 (+2.4 per level)
Class: Ranged / Melee
Speed: 7 m/s
Armor: 0
have a low cost, while bosses like Difficulty (23) Magma WormsDifficulty (24)Magma Worm
Ancient Lava SwimmerHP: 2400 (+720 per level)
Damage: 10 (+2 per level)
Class: Melee
Speed: 20 m/s
Armor: 15
have the highest. Additionally, spawning Elite monsters is more costly: Blazing, Overloading, and Glacial Elites cost 6 times as much as a normal monster, and Malachite and Celestine Elites cost a whopping 36 times as much.

While coeff is low, a Director will only spawn lone, weak enemies. As coeff rises, however, so does the Director's budget. This allows it to spawn larger groups of enemies, stronger enemies, more Elites, or more expensive enemies.

A Director will also avoid spawning an enemy group that is "too cheap" for its current credit (defined as the cost of a full pack of elites, so either 36 or 216 times the original enemy cost depending on the current stage). This is why as time goes on, weaker enemies are less and less common and even disappear completely after a while. In previous versions, this meant that for particularly deep runs, coeff became so large that even bosses became too cheap, which caused strange behavior such as Teleporter Bosses failing to spawn. Eventually, stages would be completely empty as coeff reached into the thousands and the Directors endlessly accumulated credits they refused to spend. Now, to ensure that the Directors always have something to populate the map with, they will check if the selected monster group is not the most expensive they could spawn before they deem them too cheap to use.

Unique scaling[]

The Special Bosses, excluding the Difficulty (25) Artifact ReliquaryDifficulty (26)Artifact Reliquary
StabilizedHP: 100000 (+30000 per level)
Damage: 10 (+2 per level)
Class: Ranged
Speed: 0 m/s
Armor: 100000
, have a unique scaling to their HP and damage stats which boosts them beyond their level formulas. This means these enemies will remain competitive even after reaching their level 99 cap, as the coeff keeps growing. These scaling formulas are as follow:

Difficulty (27)

Difficulty (28)

Version History[]

Anniversary Update
  • Quality of Life
    • Now display ambient level on the HUD
      • Ambient level cap raised from 94 to 99
Early Access Content Update 5
  • Gameplay Changes
    • Increase difficulty rate over time for all difficulties by +10%.
      Developer Notes: In this update, we’ve buffed a ton of items - and also given players way more agency over the way a run progresses. Our goal is for players to be more engaged with the game - what we don’t want is for the game to be suddenly much easier. This is a bit of a sanity check, and shouldn’t dramatically change the difficulty.
PC Early Access Patch (Build ID No.4233443)
Early Access 'Skills 2.0' Content Update
  • Gameplay Changes
    • 🌧︎Fix health regeneration boost being applied outside of Difficulty (32) Drizzle
      • Drizzle difficulty is intended to have increased health regeneration of 250% for players. This was being accidentally applied to ALL difficulties since launch. Oops. We will be monitoring this closely to make sure the pacing of the game stays consistent.
Early Access 'Skills 2.0' Content Update
  • QOL
    • 🌧︎ Game now remembers your preferred difficulty until you close the game
  • Bug Fixes
    • Fix enemy team level-up sound effect playing simultaneously for every instance of a monster in the map
Early Access Scorched Acres Content Update
  • Bug Fixes
    • ☂ Fix Monster Logs not dropping on Difficulty (33) Drizzle difficulty
Risk of Rain 2 Wiki
Main
ArtifactsChallengesChestsDifficultyDronesEquipmentInteractablesItemsItem StackingLoreMechanicsMonstersNewt AltarsPrismatic TrialShrinesStatus Effects
Survivors
Difficulty (34) AcridDifficulty (35)AcridAcrid is a melee-range hybrid who uses powerful poisons to melt tanky enemies.
Class: Melee / Ranged
HP: 160 (+48 per level)
Damage: 15 (+3 per level)
Armor: 20
Umbra: Test Subject
Difficulty (36) ArtificerDifficulty (37)ArtificerThe Artificer is a high burst damage survivor who excels in fighting large groups and bosses alike.
Class: Ranged
HP: 110 (+33 per level)
Damage: 12 (+2.4 per level)
Armor: 0
Umbra: Herald of the House Beyond
Difficulty (38) BanditDifficulty (39)BanditThe Bandit is a high-skill combo character that can dish out devastating backstabs while weaving in and out of stealth.
Class: Ranged
HP: 110 (+33 per level)
Damage: 12 (+2.4 per level)
Armor: 0
Umbra: Desperate Outlaw
Difficulty (40) CaptainDifficulty (41)CaptainThe Captain is a unique survivor that can control the battlefield with utility and damage - with help from the UES Safe Travels.
Class: Ranged
HP: 110 (+33 per level)
Damage: 12 (+2.4 per level)
Armor: 0
Umbra: Tired Veteran
Difficulty (42) CommandoDifficulty (43)CommandoThe Commando is a jack-of-all-trades character that is reliable in all situations of the game.
Class: Ranged
HP: 110 (+33 per level)
Damage: 12 (+2.4 per level)
Armor: 0
Umbra: Cornered Gunslinger
Difficulty (44) EngineerDifficulty (45)EngineerThe Engineer is a unique class that requires planning and positioning to be successful.
Class: Ranged
HP: 130 (+39 per level)
Damage: 14 (+2.8 per level)
Armor: 0
Umbra: Fortification Expert
Difficulty (46) HereticDifficulty (47)HereticThe Heretic is a powerful character who can only be accessed through extraordinary means.
Class: Ranged
HP: 440 (+132 per level)
Damage: 18 (+3.6 per level)
Armor: 0
Umbra: Unorthodoxy Risen
Difficulty (48) HuntressDifficulty (49)HuntressThe Huntress is an extremely mobile but fragile survivor with a high damage output.
Class: Ranged
HP: 90 (+27 per level)
Damage: 12 (+2.4 per level)
Armor: 0
Umbra: Judge, Jury, Executioner
Difficulty (50) LoaderDifficulty (51)LoaderThe Loader is a slow but powerful bruiser that can use her grappling hook to uniquely navigate the environment.
Class: Melee
HP: 160 (+48 per level)
Damage: 12 (+2.4 per level)
Armor: 20
Umbra: Bionic Powerhouse
Difficulty (52) MercenaryDifficulty (53)MercenaryThe Mercenary is a high skill melee survivor that uses his many dodges to weave in and out of combat.
Class: Melee
HP: 110 (+33 per level)
Damage: 12 (+2.4 per level)
Armor: 20
Umbra: Hired Blade
Difficulty (54) MUL-TDifficulty (55)MUL-TMUL-T is an aggressive survivor who has the tools necessary for any job!
Class: Melee / Ranged
HP: 200 (+60 per level)
Damage: 11 (+2.2 per level)
Armor: 12
Umbra: Right Tool for the Wrong Job
Difficulty (56)Difficulty (57)Survivors of the Void - DLC Content
Railgunner is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
Click for more info.
Difficulty (58) RailgunnerDifficulty (59)Difficulty (60)Difficulty (61)Survivors of the Void - DLC Content
This content is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
Click for more info.
RailgunnerThe Railgunner is a long-range, single target survivor that can instantly kill any high priority target - and from any range.
Class: Ranged
HP: 110 (+33 per level)
Damage: 12 (+2.4 per level)
Armor: 0
Umbra: Forgotten Nomad
Difficulty (62) REXDifficulty (63)REXREX is a half robot / half plant that uses HP to cast devastating skills from a distance. The plant nor the robot could survive this planet alone – but thankfully they have each other.
Class: Ranged
HP: 130 (+39 per level)
Damage: 12 (+2.4 per level)
Armor: 20
Umbra: Symbiotes
Difficulty (64)Difficulty (65)Survivors of the Void - DLC Content
Void Fiend is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
Click for more info.
Difficulty (66) Void FiendDifficulty (67)Difficulty (68)Difficulty (69)Survivors of the Void - DLC Content
This content is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
Click for more info.
Void FiendThe Void Fiend is a corrupted survivor that fluctuates between a controlled and corrupted form, each with different strengths and weaknesses. Managing this curse has become its fate.
Class: Ranged
HP: 110 (+33 per level)
Damage: 12 (+2.4 per level)
Armor: 0
Umbra: Corrupted Amnesiac
Environments
Abandoned AqueductDifficulty (70)Abandoned Aqueduct (Stage 2)
Origin of Tar
You dream of sand beneath your feet.

Massive skeletons and pools of tar are littered around, and a towering aqueduct pouring down tar dominates the area.

Abyssal DepthsDifficulty (71)Abyssal Depths (Stage 4)
Tectonic Relics
You dream of fire.

A hellfire-forged zone of blazing heat, the Abyssal Depths are believed to be a continuation and adaptation of the Magma Barracks from Risk of Rain.

Difficulty (72)Difficulty (73)Survivors of the Void - DLC Content
Aphelian Sanctuary is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
Click for more info.
Aphelian SanctuaryDifficulty (74)Difficulty (75)Difficulty (76)Survivors of the Void - DLC Content
This content is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
Click for more info.
Aphelian Sanctuary (Stage 2)
Cleansing Center
You dream of clarity.
CommencementDifficulty (77)Commencement (Final)
Moon of Petrichor V
You dream of glass and dirt.

Large domain located above the shattered breach of Difficulty (78) Petrichor V's moon. It is made up of the shattered remains of four individual sections, emblematic of Difficulty (79) MithrixDifficulty (80)Mithrix
King of NothingHP: 1000 (+300 per level)
Damage: 16 (+3.2 per level)
Class: Melee / Ranged
Speed: 15 m/s
Armor: 20
and Providence's tools of creation.

Distant RoostDifficulty (81)Distant Roost (Stage 1)
Ground Zero
You dream of waves, crashing on cliffsides.

Spires of earth jut through the fog and unknown avian creatures circle far peaks guarding their broods.

Rallypoint DeltaDifficulty (82)Rallypoint Delta (Stage 3)
'Contact Light' Survivor Camp
You dream of quiet snowfall.

Rallypoint Delta is the remains of a makeshift camp constructed by a group of scattered crew members from the UES Contact Light, somewhere in the frigid tundra of Petrichor V.

Scorched AcresDifficulty (83)Scorched Acres (Stage 3)
Wisp Installation
You dream of wind, blowing through trees.

Large, circular platforms make up the majority of the stage, and embers float through the air.

Difficulty (84)Difficulty (85)Survivors of the Void - DLC Content
Siphoned Forest is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
Click for more info.
Siphoned ForestDifficulty (86)Difficulty (87)Difficulty (88)Survivors of the Void - DLC Content
This content is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
Click for more info.
Siphoned Forest (Stage 1)
Ground Zero
You dream of fire and ice.

The map is blanketed in a layer of snow, with large trees surrounded by platforms spanning multiple levels.

Siren's CallDifficulty (89)Siren's Call (Stage 4)
Ship Graveyard
You dream of wind.
Sky MeadowDifficulty (90)Sky Meadow (Stage 5)
Sprite Fields
You dream of serenity.
Difficulty (91)Difficulty (92)Survivors of the Void - DLC Content
Sulfur Pools is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
Click for more info.
Sulfur PoolsDifficulty (93)Difficulty (94)Difficulty (95)Survivors of the Void - DLC Content
This content is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
Click for more info.
Sulfur Pools (Stage 3)
Pungent Spring
You dream of brimstone.

Tiered lakes of shallow sulfur pools. Arcing bridges and underground caves connect the map together.

Sundered GroveDifficulty (96)Sundered Grove (Stage 4)
Dormant Locus
You dream of violent growth.

Ancient flora has risen up to reclaim this once sacred refuge. Mazes of roots and overgrown fungus have twisted the landscape, leaving only ruins.

Titanic PlainsDifficulty (97)Titanic Plains (Stage 1)
Ground Zero
You dream of rolling hills.

Gigantic stone arches bracket the skyline, while the main play-field overlooks a vast fractured tectonic lowland.

Wetland AspectDifficulty (98)Wetland Aspect (Stage 2)
Rehabilitation Zone
You dream of twisting roots.

Full of ruined stone structures and swampy areas filled with water.

Hidden Realms
A Moment, FracturedDifficulty (99)A Moment, Fractured (Hidden Realm)
Hidden Realm: A Moment, Fractured
Multiple floating islands in a void, with sharp blue crystals embedded in them. The Obelisk can be found on top of the last island.
A Moment, WholeDifficulty (100)A Moment, Whole (Hidden Realm)
Hidden Realm: A Moment, Whole
A bleak and desolate realm. The refuge of the Difficulty (101) Twisted Scavengers, safe from Difficulty (102) Mithrix'sDifficulty (103)Mithrix
King of NothingHP: 1000 (+300 per level)
Damage: 16 (+3.2 per level)
Class: Melee / Ranged
Speed: 15 m/s
Armor: 20
vengeance and destruction.
Bazaar Between TimeDifficulty (104)Bazaar Between Time (Hidden Realm)
Hidden Realm: Bazaar Between Time
This stage serves as the shop in Risk of Rain 2. Players can purchase various Items with Lunar Coins or exchange items for higher-rarity ones in two crucibles.
Bulwark's AmbryDifficulty (105)Bulwark's Ambry (Hidden Realm)
Hidden Realm: Bulwark's Ambry
The area consists of block-shaped platforms, with the Artifact Reliquary in the center.
Gilded CoastDifficulty (106)Gilded Coast (Hidden Realm)
Hidden Realm: Gilded Coast
You dream of wealth.

This area is where the player fights the boss Aurelionite, the Titanic Goldweaver.

Difficulty (107)Difficulty (108)Survivors of the Void - DLC Content
The Planetarium is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
Click for more info.
The PlanetariumDifficulty (109)Difficulty (110)Difficulty (111)Survivors of the Void - DLC Content
This content is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
Click for more info.
The Planetarium (Final)
Cell V
The Planetarium is an area somewhere within the Void, housing a collection of planets detained by the Void's denizens. It is inhabited primarily by the Voidling, the guard of the Planetarium or potentially the controller of the Void itself.
Void FieldsDifficulty (112)Void Fields (Hidden Realm)
Cosmic Prison
Hidden Realm accessible only through the Bazaar Between Time. Until the cell is stabilized, the Void Fields will constantly "suffocate" the player for a small percentage of their current health.
Difficulty (113)Difficulty (114)Survivors of the Void - DLC Content
Void Locus is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
Click for more info.
Void LocusDifficulty (115)Difficulty (116)Difficulty (117)Survivors of the Void - DLC Content
This content is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
Click for more info.
Void Locus (Hidden Realm)
Cell IIIVIIIIIILVIIIVLVILIVLLLVVVILIVLI
You dream of potential.

The Void Locus contains many Void Potentials and Cradles in place of chests, and is inhabited by Void monsters.

Expansions
Difficulty (118)Difficulty (119)Survivors of the Void - DLC Content
This content is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
Click for more info.
Survivors of the Void
Alternate Game Modes
EclipsePrismatic TrialsDifficulty (120)Difficulty (121)Survivors of the Void - DLC Content
This content is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
Click for more info.
Simulacrum
Mechanics
ArmorDamageDirectorsEnemy AIFamily EventsGoldHealthItem StackingLunar CoinsMovement SpeedProc CoefficientDifficulty (122)Difficulty (123)Survivors of the Void - DLC Content
This content is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
Click for more info.
Void Fog
Other
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Difficulty (2024)
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