Archetypes are the Classes of Remnant 2. In Remnant: From the Ashes, starting archetypes only affected what your starting gear looked like, but each could evolve into the same end-game archetypes. This has been changed for Remnant 2, with your Archetype choice at the beginning of the game making a big difference in what kind of Builds you can create. This page covers all of Remnant 2's archetypes and how you can build them.
As you start the game in Remnant 2, you will be archetype-less, and begin with some generic gear, up until you complete the introduction, in which you will decide your Archetype after interacting with Wallace. Once you do, you can skip the prologue/tutorial every time you create a new character.
What is the best Archetype in Remnant 2?
There is no such thing as a best archetype in Remnant 2. The vast amount of Archetypes, Traits, Perks, Skills, and overall customization added to the diverse types of Weapons, Armor, Amulets, and Ring, available make each archetype a viable option for tackling Remnant 2's punishing difficulty. There are more archetypees besides the starting 4, and players can start a new game with them once they unlock them.
Related Links
- Weapons: Learn about the powerful weaponry at your disposal.
- Armor: Protect yourself from enemy attacks using imposing armor.
- Perks: Learn all about these passive benefits for each Archetype.
- Traits: See all the different traits available in the game.
- Skills: Check all the Skills available for all Archetypes.
- Combat: Learn all the nuances of Combat.
- Builds: Check out the most powerful Builds for Remnant 2.
Loadouts in Remnant 2 - New!
Loadouts are a new feature added with a Patch released on October 27th. This allows players to create a gear preset and then recall it with a single button press, reducing the whole process to mere seconds. This includes Weapons, Mods, Mutators, Archetypes, Skills, Relics, Relic Fragments, etc. Loadouts will also save and recall Traits, but will only recall them if you have the Orb of Undoing in your inventory.
Loadouts cannot be used in combat.
Navigation
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All Archetypees in Remnant 2

All Classes

Challenger

Handler

Hunter

Gunslinger

Medic

Alchemist

Archon

Engineer

Explorer

Invader

Summoner

Ritualist

Alchemist
Utility, Support, Buffing Allies

Archon
Mod Power, Mod Generation

Challenger
Close Range, Durable. hard to Kill

Engineer
Heavy Weapons, Turret Support

Explorer
Finding Loot, General Utility

Gunslinger
Gun Handling, Fire Rate, Ammo
Challenger
Close Range, Durable. hard to Kill
The Challenger in a way acts as a Spiritual Succesor of the Scrapper in the first game, Remnant: From the Ashes. He thrives in close combat situations and has an increased survivability, making him an ideal Archetype for the tank role while playing in party. By being mostly a close-combat based Class, the Challenger doesn't rely too much on accuracy. This makes Weapons that don't have a high accuracy stat ideal for this class. Franchise beginners, or Souls-like rookies can find the Challenger as the easiest Class to play given its durability and ability to endure damage before going down.
Starting Stats
HEALTH | STAMINA | ARMOR | WEIGHT |
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109 | 106 | 110 | 59 |
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5 | 14 | 0 | 0 | 6 |
Starting Equipment, Perks, Skills and Trait
Weapons
Armor
Perks

Die Hard
Prime Perk

Close Quarters
Damage Perk

Intimidating Presence
Team Perk

Powerlifter
Utility Perk

Face of Danger
Relic Perk
Skills
Trait

Strong Back
Handler
Pet Companion, Teamwork, Utility
The Handler brings a Dog Companion to the fight, and many of his abilities revolve around it. Handlers can determine the nature of the dog by using one of the three skills. While playing Multiplayer, the Handler is a support Class, that may assist the team granting diffferent kinds of buffs.
Starting Stats
HEALTH | STAMINA | ARMOR | WEIGHT |
---|---|---|---|
103 | 103 | 67 | 33 |
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6 | 0 | 8 | 3 | 7 |
Hunter
Long Range, Marking, Precision Damage
The Hunter is the only returning Archetype from Remnant: From the Ashes. It s a long-range damage dealer that focuses on exploiting weakpoints and burst damage
Starting Stats
HEALTH | STAMINA | ARMOR | WEIGHT |
---|---|---|---|
103 | 106 | 69 | 36 |
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6 | 7 | 5 | 13 | 0 |
Starting Equipment, Perks, Skills and Trait
Weapons
Armor
Perks

Dead to Rights
Prime Perk
Skills
Trait

Longshot
Gunslinger
Gun Handling, Fire Rate, Ammo
The Gunslinger is the mid-range DPS class that focuses on reserving ammo.
Starting Stats
HEALTH | STAMINA | ARMOR | WEIGHT |
---|---|---|---|
106 | 103 | 72 | 39 |
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0 | 10 | 9 | 0 | 6 |
Starting Equipment, Perks, Skills and Trait
Weapons
Armor
Perks

Loaded
Prime Perk
Skills
Trait

Ammo Reserves
Medic
Healing, Support, Well-Wounded
The Medic is a support-oriented Class, that attempts to heal and improve the survivability for teams. Not as tough as other Classes, and a bit more difficult to play, requiring a bit of micromanagement and, specially in multiplayer, paying attention to the overall situation for the whole team.
Starting Stats
HEALTH | STAMINA | ARMOR | WEIGHT |
---|---|---|---|
106 | 100 | 68 | 35 |
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15 | 0 | 0 | 8 | 2 |
Starting Equipment, Perks, Skills and Trait
Weapons
Armor
Perks

Regenerator
Prime Perk
Skills
Trait

Triage
Alchemist
Utility, Support, Buffing Allies
The Alchemist is a support and utility-focused character Archetype. They excel at providing powerful buffs to their allies through the use of vials and consumables. As an Alchemist, their main role is to enhance the effectiveness of their team by providing various beneficial effects and protective abilities.
Starting Stats
HEALTH | STAMINA | ARMOR | WEIGHT |
---|---|---|---|
103 | 100 | 72 | 42 |
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5 | 0 | 0 | 7 | 15 |
Archon
Mod Power, Mod Generation
The Archon embodies the support and utility-focused character archetype, wielding unparalleled expertise in Weapon Mods and Mod Power generation. With a deep understanding of the Labyrinth's secrets, they command an array of abilities that bestow potent buffs upon their allies.
Starting Stats
HEALTH | STAMINA | ARMOR | WEIGHT |
---|---|---|---|
103 | 103 | 87 | 47 |
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0 | 12 | 17 | 0 | 0 |
Starting Equipment, Perks, Skills and Trait
Weapons
Armor
Perks

Tempest
Prime Perk
Skills
Trait

Flash Caster
Engineer
Heavy Weapons, Turret Support
The Engineer is a highly skilled specialist in Heavy Weaponry, capable of carrying or deploying powerful armaments in turret mode. Remnant 2 Engineer's unique abilities, such as Fortify Metalworker,and Magnetic Field, empower them to overclock Heavy Weapons, increase skill damage, and provide damage reduction to allies. As players advance, their Heavy Weapon capabilities and armor effectiveness improve significantly.
Starting Stats
HEALTH | STAMINA | ARMOR | WEIGHT |
---|---|---|---|
106 | 106 | 111.3 | 58 |
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0 | 5 | 13 | 0 | 7 |
Explorer
Finding Loot, General Utility
The Explorer is a highly skilled specialist known for finding valuable items and providing essential team utility. heir expertise allows them to spawn additional items and rarer drops when defeating formidable enemies. With various abilities, the Explorer can enhance their loot-finding capabilities, boost team damage, uncover hidden treasures, and improve movement speed for all allies. Their keen eye for valuables and valuable support make them an indispensable asset on any adventure.
Starting Stats
HEALTH | STAMINA | ARMOR | WEIGHT |
---|---|---|---|
100 | 106 | 40 | 21 |
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5 | 4 | 7 | 9 | 0 |
Invader
Evasion, Shadow Decoys
The Invader is a highly specialized character archetype that excels in elusiveness and misdirection on the battlefield. Their unique abilities allow them to deploy decoys, drawing enemy attention away from allies. With enhanced damage, reduced threat generation, and temporary invincibility, they strategically manipulate space-time to gain the upper hand in combat.
Starting Stats
HEALTH | STAMINA | ARMOR | WEIGHT |
---|---|---|---|
100 | 112 | 47 | 25 |
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10 | 0 | 0 | 5 | 10 |
Starting Equipment, Perks, Skills and Trait
Weapons
Armor
Perks

Shadow
Prime Perk
Skills
Trait

Untouchable
Summoner
Minions, Health Regen, Being Evil
The Summoner excels in commanding minions to do their bidding. They can enrage their minions, granting them increased damage, attack speed, and movement speed. Sacrificing minions empowers the Summoner's own attacks temporarily. Minions that expire leave healing auras, and using relics boosts their minions' health and damage output. With diverse minion types, such as Root Hollow, Flyer, and Reaver, the Summoner wields a powerful array of abilities.
Starting Stats
HEALTH | STAMINA | ARMOR | WEIGHT |
---|---|---|---|
103 | 100 | 100 | 56 |
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3 | 0 | 0 | 7 | 15 |
Ritualist
AOE, Status Effects, Damage
The Ritualist is a powerful class focusing on status effects and AOE damage, that can make enemies infect their allies with whatever status they are suffering.
Starting Stats
HEALTH | STAMINA | ARMOR | WEIGHT |
---|---|---|---|
100 | 103 | 90.4 | 37.6 |
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5 | 4 | 7 | 9 | 0 |
Starting Equipment, Perks, Skills and Trait
Weapons
Armor
Perks

Vile
Prime Perk
Skills
Trait

Affliction
What are all the Remnant Classes?
Remnant 2 Classes Mechanics
Archetype Perks
Remnant 2 Perks provide passive abilities to the player There are 5 Perk Types, and only one Perk per Type for each Class. These passive abilities can be automatically unlocked by leveling up your Archetype, and each one of them will get an upgraded version as you reach the level cap of 10. They will always unlock in the same order, for every Archetype available in the game.(That order being Prime Perk, Damage Perk, Team Perk, Utility Perk, and Relic Perk). This same cycle begins anew, and in the same order, from level 6 to 10, but this time upgrading the base Perks into their final and more powerful version.
- Damage Perks: Perks that scale the damage output of your character.
- Team Perks: Perks that focus on providing buffs and other effects to your allies, the team, or yourself if playing alone.
- Utililty Perks: Also referred to as "Quality of Life" perks, these Perks provide small buffs that blend well with the rest of the Archetype’s gameplay elements.
- Relic Perks: Strong Perks that grant temporary effects for a short duration upon using Relics.
- Prime Perks: Unique and gameplay defining perks for each archetype. Can be considered as each archetype's ultimate ability. It is the only Perk that receives two upgrades. (One at level 5 and the final one at level 10)
Archetype Traits
Traits in Remnant 2 can be divided into two categories: Archetype Traits and Core Traits. Core Traits are common to all Classes, and refer to more general bonuses such as increasing AOE size, increasing Damage Reduction, increasing Max Health or Max Stamina, etc. At the beginning of the game, players start with 4 Core Traits unlocked (Vigor, Endurance, Spirit, and Expertise). In order to upgrade them, players need to spend Trait Points. They can be obtained by killing Bosses, finding certain books on the ground, and finally, from taking down Aberrations, which are special super elite Enemies that randomly spawn and have their own particular rewards. There are a total of 21 Core Traits in Remnant 2
Archetype Traits, on the other hand, are unique to each Class, and while playing as that class, they don't require trait points. Instead, they level up as you level up your Archetype, capping at level 10. Once you reach that level, that Archetype Trait is unlocked for any other Archetype. should you decide to switch Class. In this case, leveling up said Archetype Trait also costs Trait Points.
Archetype Skills
Skills in Remnant 2 are active abilities that serve various purposes during combat, such as providing Buffs and Auras, dealing damage, healing allies etc. These Skills, like Perks and Traits, are locked behind their corresponding Classes or Archetypes. Each Archetype has three Skills to choose from, of which only one can be equipped at any time. You can freely swap your equipped Skill while out of combat at no cost.
Whereas Weapon Mods require you to defeat Enemies to recharge, Archetype Skills instead work on long cooldowns. This means that once a Skill has been used, you'll have to wait a short period of time before being able to use it again. Making the decision of when to use these Skills a vital
Unlocking and Swapping to new Archetypes
Whereas Remnant: From the Ashes only featured 3 Archetypes, you'll be able to select from a wider variety of them in Remnant 2. You are not locked to your starting Archetype in Remnant 2, as more can be unlocked and swapped to as you progress through the game. There is no cost to swapping to a new Archetype, but you'll still have to level the Archetype from scratch. Regardless, your progression on your previous Archetype won't be reset.
To change your Class or Archetype, you need to have the corresponding item associated to the Class and equip it, replacing your previous one. This does not destroy the previous item in the process, only swaps it with the one in the inventory.
Dual Archetypes
After you've progressed through the campaign enough, you'll get the ability to equip a Secondary Archetype, essentially allowing you to multiclass. These Secondary Classes, will have access to all the same features as the Prime Archetype (a choice of one Archetype Skill out of three, a Trait etc.). Except that, you won't be able to equip the Prime Perk from this secondary archetype.
Based on what Archetypes are equipped on your two slots, your class name will be generated. This allows other players to recognize what you are using and how your style of play might be.
Progression for the Secondary Archetype is separate from the Prime Archetype, i.e., though your Prime Archetype might be at level 6, your Secondary Archetype will start at level 1 when equipped. Any Archetype can be equipped as a Secondary Archetype, allowing numerous Class combinations, and build variety. This section will be updated with more information once more is known about Dual Classes.
Players will earn the ability to equip a secondary Archetype when defeating the Labyrinth Sentinel at The Labyrinth.
- Anonymous
HUGS is not OP because of Hunter, nor because of rapid fire weapons, nor crits, and probably not even stacking damage in and of itself. The problem is two-fold. On the one hand the multiplicative damage it does needs to be nerfed the same way they did Challenger. The hypocrisy on that is ridiculous. On the second hand, I've noticed a pattern with a certain set of archetype combos. ANYTHING with GUNSLINGER is busted as hell. I really think that GUNSLINGER and especially the Bulletstorm skill needs to be nerfed. That one archetype outperforms every other no matter what you combo it with.
- Anonymous
>HUGS Combo
>Maxed out Wrangler 1860 and Western Classic
>High Noon set All day EVERY DAY
>3 P's: Pipebombs, Pipebombs, and Pipebombs
>Bulletstorm? Yes
>Rings and Amulets? Whatever looks cool
> Weapon Mod: Dreadwalker and Bloodshot
TLDR; Gats and goon ****. Bosses BTFO'd. All skill
- Anonymous
So many complaining about Hunter/Gunslinger combo being OP. It is not combo it self that is OP it is build meaning combination of gear and classes. And lets be honest HUGS build is just one of many OP meta builds and meta builds in every game are meade to do one thing and that is to be OP. So you dont want to be OP don't use meta builds. Using hunter/gunslinger class combo dos not meant automatically someone runs HUGS or is as broken and OP. It just means it goes well with his play style that he came up with that's all. Its PvE solo game first and coop second with no pvp in game. So why do you care if someone using some OP build? You dont like OP meta builds np dont use it make your own. You dont like other players using it? No problem. Don't play with them.
- Anonymous
Gunfire just fixed a bug that allowed challenger's rampage skill to do multiplicative damage...cool...NOW DO THE SAME FOR HUNTER AND GUNSLINGER.
- Anonymous
Looking at some of the comments on HUGS I wanted to chip in with my two cents. While HUGS may need a nerf or rework it may not even be HUGS itself that is broken. Notice what TYPE of weapon every HUGS player uses? Rapid fire guns. Honestly I think that rapid fire weapons need a nerf across the board. They make singleshot weapons useless and contribute to the idea that HUGS itself is broken.
- Anonymous
While I don't agree completely with the commenter below that HUGS(Hunt/Gun) needs a nerf I do think it needs a power redistribution. Every archetype combo in the game requires some form of sacrifice of...something...anything...in order to make different builds work. What makes HUGS so busted is that it has too much "stacking" damage and utility buffs that all contribute to the same thing. Ranged damage which is the easiest type of damage to stack and apply to the enemy, on top of really high stacking fire rate and reload speed make this class way too busted. Actually it reminds me of how and why the Uchigatana was so busted in the original Dark Souls simply because of all the stacking damage you could combo with it. I don't want HUGS nerfed so much as I would just like to see the devs rework it a bit to not just be "ranged weapon go brr". Honestly even on hardcore apocalypse I'm rather relaxed when playing it because there is very little I have to keep up with compared to other archetype combos. As a side note I don't think Hunter or Gunslinger are OP by themselves, just that they are when combined. The only problem with Hunter...and maybe that would help to tone down HUGS...is that Hunter's primary perk is way too strong. I know this will probably get a lot of downvotes and honestly that is fine. People love to defend what makes things easier for them. But people like me want a challenging and varied experience and I hope that most of the "git gud" types would agree. Since part of getting good is not abusing broken stuff and wanting it balanced.
- Anonymous
Hunter/Gunslinger needs to be nerfed. It is broken and stupidly easy to play.
- Anonymous
- Anonymous
Io ho usato il secondo archetipo a 8 punti tratto. (Anch’io sapevo a 10, ma a 8 potevo gia metterlo)
- Anonymous
9 of 10 people I found in public (apocalype+ difficulty) is Engineer.
The balance in nutshell...
- Anonymous
For the duel archetype names, the first half of the name will always be whatever your prime perk is, if you have the challenger as your main archetype then the first half of your title will be Die Hard, if you have the gunslinger then it will be Loaded, etc etc
For the second half of the title, every combination of two archetypes has a unique name, it doesn't matter which is the prime and which is the secondary.
They are as follows:
Gunslinger + Alchemist = Leadbringer
Gunslinger + Hunter = Sharpshooter
Gunslinger + Explorer = Raider
Gunslinger + Engineer = Barrelsmith
Gunslinger + Challenger = Mercenary
Gunslinger + Invader = Professional
Gunslinger + Summoner = Tormenter
Gunslinger + Archon = Firebrand
Gunslinger + Medic = Peacemaker
Gunslinger + Handler = Ridgeback
Alchemist + Hunter = Isolator
Alchemist + Explorer = Apothecary
Alchemist + Engineer = Artificer
Alchemist + Challenger = Conservator
Alchemist + Invader = Trickster
Alchemist + Summoner = Conjurer
Alchemist + Archon = Thaumaturge
Alchemist + Medic = Shaman
Alchemist + Handler = Grey Wolf
Hunter + Explorer = Outrider
Hunter + Engineer = Tactician
Hunter + Challenger = Soldier
Hunter + Invader = Assassin
Hunter + Summoner = Painbringer
Hunter + Archon = Vanquisher
Hunter + Medic = Ranger
Hunter + Handler = Predator
Explorer + Engineer = Pioneer
Explorer + Challenger = Crusader
Explorer + Invader = Marauder
Explorer + Summoner = Herald
Explorer + Archon = Trailblazer
Explorer + Medic = Survivalist
Explorer + Handler = Bloodhound
Engineer + Challenger = Sentinel
Engineer + Invader = Operator
Engineer + Summoner = Mastermind
Engineer + Archon = Luminary
Engineer + Medic = Specialist
Engineer + Handler = Roughneck
Challenger + Invader ÷ Destroyer
Challenger + Summoner = Overseer
Challenger + Archon = Arbiter
Challenger + Medic = Guardian
Challenger + Handler = Bulldog
Invader + Summoner = Tyrant
Invader + Archon = Ruiner
Invader + Medic = Bloodletter
Invader + Handler = Prowler
Summoner + Archon = Invoker
Summoner + Medic = Defiler
Summoner + Handler = Beastmaster
Archon + Medic = Virtuoso
Archon + Handler = Harrier
Medic + Handler = Shepherd
- Anonymous
Updated the page (took 5 seconds) to reflect "Archetype" instead of "Classes", hopefully that will help make it a bit clearer on passerbys. I Haven't looked at renaming the actual thread (may not be able to). Oh well, cheers
- Anonymous
A new update to the game has made getting some of the trickier classes for hardcore characters without just starting as them. We know that if you unlock the class on a character then you can start as it on a new character, well now Wallace just sells the engrams if you have unlocked them on other characters. This was obviously added to be less frustrating for your second characters, but also helpful for hardcore characters.
- Anonymous
Somebody changed the hunter prime perk “dead to rights” to “Alabama Hot Pocket.”
- Anonymous
Makes sense, this was incredibly powerful and arguably the best AOE clear in the first game. Definitely deserved a difficult unlock, and a neat nod to the modding community
- Anonymous
- Anonymous
How are you supose to get The Engineer class on Hardcore, on normal you sort off need to die to get it. But you can't die on hardcor :O
- Anonymous
Why the hell is this page called "Classes" when in-game it's called "Archetype"? Screws up the search function in this wiki, too
- Anonymous
- Anonymous
Archon gets bonesaw and enigma and the invader gets coach gun and service pistol
- Anonymous
- Anonymous
Is anyone facing a bug that when you are in your character page. The game only shows up your prime architype and you just cant edit your secondary architype. The icon is disappeared and the architype "flag" behind my character shows the prime architype only while I can actually use two artchitype skill.
In my case, I use hunter as prime, gunslinger as secondary. Now the game only shows hunter as my class in character page while i can still use gunslinger skill. Which mean my secondary class can never be edited as the icon is gone.
- Anonymous
The Archon Archetype is unlocked via having these conditions below:
One must have the:
Explorer Archetype (Treasure Hunter Unlocked)
Invader Archetype (Wormhole Unlocked)
Realmwalker Armo(u)r Set
Labyrinth Staff
Cube Gun
Ford's Scattergun
The jewelery required are as follows:
Amulet = Leto's Amulet
Rings = Anastasija's Inspiration, Amber Moonstone, Zania's Malice, and the Black Cat Band
To open "THE DOOR":
Simply step up to the door with all above equipped and you will have a red glitchy effect on your person. The door will be interact-able in this state.
- Anonymous
For people like myself looking for definitive information on your second archetype, you do get to seamlessly use both archetypes' active abilities. On Xbox, you do this by holding LB, then selecting RB or RT.
I searched for this to be explicitly stated all over several wikis and forums, but found nothing.
The ONLY thing you miss out on is the Prime Perk from your second archetype.
- Anonymous
Archon has been discovered and has been obtained. to do so you need the following.
Full loadout:
Engram Explorer
Skill Fortune Hunter
Engram Invader
Skill Worm Hole
Armor Body Explorer
Armor Gloves Explorer
Armor Head Explorer
Armor Legs Explorer
Relic Consumable Void Heart
Amulet Letos Amulet
Ring Amber Moonstone
Ring Black Cat Band
Weapon Cube Gun
Weapon Ford's Scattergun
Weapon Labyrinth Staff
Ring Anastasijas Inspiration
Ring Zanias Malice
then interact with corrupted portal in the labyrinth
- Anonymous
Tip when leveling archetypes: The exp gain is split, so it's actually better to stick with your level 10 prime archetype and simply swap out your secondary
- Anonymous
So.... Does the Archon exist? How to get through that damn door in the lab?
Im still convinced the Archon exists, the skills and perks we were able to see on this site at some point really looked like real things, and I cant believe the devs didnt make a mod archetype. Maybe he's in an upcoming dlc though. Still that would be very weird, as every area has one secret archetype to unlock, except for the lab, unless Archon exists, in which case the lab has its arch too, which makes the most sense to me.
How to get the archetype if it exists? I feel like I found everything in the lab, except a way to get through the door with the red lines, so maybe the archetype is behind this door, maybe not. Anyway, there must be something juicy hidden behind that door.
- Anonymous
- Anonymous
Handler + Medic: Bonded Shepherd
Medic + Handler: Regenerator Shepherd
Looks like it's [Active Prime perk] + [Class combo title]
- Anonymous
this game seriously needs some kind of build saving system. like, unlock an extra build tab for every 2 unique archetypes you max out or something like that. there are soooooo many builds you can do and starting a new character is kindof a pain when all you wanna do is use a different setup using stuff you already own. not to mention relic fragments unless those or the total-archetype-levels-counter are already account wide or something like that.
- Anonymous
There's no point in asking the mods to put back up the old information pertaining to unlocking Archon because the information that was available early on was a joke.
They were just references to the backrooms, one of the screenshots was of a crummy doodle of the Ravager on a wall and the player character picking up a Gunfire Lanyard as an amulet. The only thing in that wiki entry that was said to be needed to access the Corrupted door in the Labyrinth was to be "corrupted," with no specific instructions and a vague non-answer to go by. Chances are it was a goofy photoshop or some of the devs messing around.
The community hunt for this Archetype will just have to keep going, like all the other secrets that took time to figure out in From The Ashes.
- Anonymous
I don't know if anyone has tried this yet but I feel like this is the best place to ask. To get through the corrupted door to Archon, do you have to defeat every Aberration? The color/pattern match up, I feel like the two could definitely relate.
- Anonymous
We know what the Archon has for gear and perks/traits and starts with, fextra. Please just unlock the page so we can help everyone figure this out. The game has released officially now, and I think it's time to re-open that page
- Anonymous
You may as well just show the Archon page Fextralife, your search bar betrays you and shows us the information partially anyways, stop being greedy and trying to withhold information.
- Anonymous
- Anonymous
Mods denying access to the Archon information pages is awful. This isn't what a wiki is for. I can't add any information to the pages because they want to curate what the community is allowed to know.
- Anonymous
You can combine items with Dream Catcher if you inspect the weapon in your inventory. The prompt is very finnicky and takes a lot of rotating. I don't know what you combine it with yet. You can do the same with Atom Smasher, and the Rebellion spear. I am trying to see if I can corrupt the weapon in some way to open the red door.
- Anonymous
ugh we need a hint on the Archon. We KNOW it's real. I've been trying to think for two days straight on how to crack open that glitchy door
- Anonymous
For reasons that I do not understand, it is only possible to have 5 archetypes at once. If you want to make another, you have to delete one you already have.
- Anonymous
Achertype Invader found. you can get the item at root earth on the screaming ball. you need a dreamcatcher mele weapon to get walker dream then use it on quick slot.
- Anonymous
SUMMONER FOUND!! purchased from the shop stone randomly found on Yaesha, purchased for 15 "Blood Moon Essence". You can get these from shooting the flying purple wisp like things randomly found throughout Yaesha. Can be found in both story and adventure mode.
- Anonymous
Found the Invader! Not the first, I did find a guide though. You need the dream catcher from Losomn. Between the 1st checkpoint and 2nd checkpoint in the horde room there is a hole in the first floor wall in a corner. Follow the path and it will lead you to a open area with enemies and a bulb in the middle. Kill the enemies and pick up the amulet off the bulb. Equip the dream catcher and try to hit the bulb, instead you will poke it and gain a new consumable. Quick slot the consumable and use it, get teleported to an alternate area with a boss fight. Kill the boss and get the wooden shiv!
- Anonymous
Invader has been found. There’s a Reddit post about it, OP talks about the process
- Anonymous
What do u do if u didn't pick the gunslinger as ur starting class in the EA? Can I just never unlock all classes now?
- Anonymous
Event location (Manticora From the Drain) : Ironborough , Losomn
When you defeat this Manticora it will drop the Philosopher's Stone.
Event location (Manticora From the Drain) : Tiller's Rest, Losomn
Manticora Den : Dead Body will have the Alchemist Armor
- Anonymous
There appears to be 3 additional archetypes: Engineer (skill invokes heavy weapons that can be placed as turrets), Archon (Mod enthusiast) and Invader (trickster archetype). With those 3, each area has an archetype
- Anonymous
Where did the extra archetypes go? there were more than 8 yesterday.
- Anonymous
Weird that Scrapper and Hunter made the jump to the sequel but Ex-Cultist seems to have not, unless these aren't all the classes.
- Anonymous
Where are Enginer, Warlock and the last i dont remember the name like "invasion".
- Anonymous
- Anonymous
There are at least 3 more Archtypes and they are in the IGN review, we have Summoner, Alchemist, and Explorer
- Anonymous
If you combine the Medic and Handler you could help your friends/companions stay alive, but also have an additional combantant at your side (The dog).
Together with the Handler Archetype perk, Team Work, you can now revive people 30 % faster and take 25 % less damage and additionally with handler and medic you get -2 in stagger while reviving.
Not sure if it will be -2 or -1 on reduced stagger while reviving as the Medic's Relic Perk states it will only get -1 on stagger be uppon usage of relic and I'm assuming they go hand in hand since relics are used for healing and reviving .
Select Medic as a Main Archetype and Handler as second. This will allow you to able to get relics back regularly due to the Prime Perk the medic class has (Heal 250 health to allies and get a relic back).
Especially if you have a dog at your side since it will act as an ally, at least theoretically. But I hope the dog does count as an ally because otherwise it will be hard to use that prime perk if you're playing alone as a medic as there wont be any allies to heal.
You can also use the ability "Healing Shield" which allow you and your allies get a shield that lasts for 10 seconds and heal 30 % of their health. Almost giving you a guranteed way to revive any co-op person without using the help of an A.I dog, but still keeping the dog fighting for you.
It should allow you to keep your dog alive much better as well since the Healing Shield can reach up to 25 meters and you have to be as close as 25 meters to get the 30 % damage boost from the Handlers Perk.
So damage percentages from each class combined would be 55 % damage increase + 10 % critical chance + Dog. But if you're further than 25 meters away you will only get 25 % damage and 5 % critical chance, so dog is important, keep it alive.
Also when the dog is near the player it will heal itself because it's near us. So if that count towards the Medic's Prime Perk you will be able to use Relics very often as long as you utilize being near the dog since relics will be regenerated once you have healed an ally up to 250 health.
I think this is the peak of a support class as long as you can stay alive yourself. You might not be the best with weapons, but you are the best at supporting, reviving, healing and perhaps even distracting thanks to the dog with maybe Challenger being slightly better.
Anyways, hope to see other combinations below and the ideas behind them (:
- Anonymous
- Anonymous
I really hate the changes to traits, I loved stacking all the passives in the last game, and all your actives were gear based so it's not like you could do everything anyway. I'm floored nobody else is as annoyed as I am, this is a massive loss of player power.
- Anonymous
So if I combine Challenger with Gunslinger and take prime perk of the Challenger , will I still get that sweet 100 % ammo reserve from the Gunslinger? Or will I get Strongback? Or both?
My understanding is that I get all archetype perks from both Challenger and Gunslinger if I combine them and I can take whatever archetype skill I want from either Gunslinger or Challenger, but I can only have one prime perk so I have to choose wisely.
Correct my faults please : )
The mods are angry that they will never taste cooch. It gives me life knowing this.
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