Lifeline

lifeline weapon mod remnant2 wiki guide 250px
After dealing 250 damage, the next charge attack causes the spirit of the RED DOE to stampede forward, dealing 160 damage to enemies and regenerating 10% Health to allies in its path.


Mod Power Requirement: N/A

 

Lifeline is a Weapon Mod in Remnant 2. Lifeline activates after dealing a certain amount of damage. The subsequent charge attack causes the spirit of the Red Doe to stampede forward, dealing substantial damage to enemies and regenerating 10% of health to allies in its path. Lifeline is a unique mod for the Red Doe Staff and cannot be removed or obtained from any other source.

 

Remnant 2 Lifeline Weapon Mod Effect

Lifeline comes attached to the Red Doe Staff weapon. It provides the following effect:

  • After dealing 250 damage, the next charge attack causes the spirit of the RED DOE to stampede forward, dealing 160 damage to enemies and regenerating 10% Health to allies in its path.

 

How to Get Lifeline Mod in Remnant 2

 

Builds that use Lifeline in Remnant 2

Lifeline is used in the following Builds:

__builds__

 

Remnant 2 Lifeline Mod Upgrades

Despite Weapon Mods not being upgradeable, once attached to a Weapon, they receive the benefits of the weapon's level, resulting in greater damage as the weapon's level increases.

Weapon Level
Effect
Weapon Level 1
After dealing 300 damage, the next charge attack causes the spirit of the RED DOE to stampede forward, dealing 192 damage to enemies and regenerating 10% Health to allies in its path.
Weapon Level 2
After dealing X350 damage, the next charge attack causes the spirit of the RED DOE to stampede forward, dealing X224 damage to enemies and regenerating 10% Health to allies in its path.
Weapon Level 3
After dealing X400 damage, the next charge attack causes the spirit of the RED DOE to stampede forward, dealing X256 damage to enemies and regenerating 10% Health to allies in its path.
Weapon Level 4
After dealing X450 damage, the next charge attack causes the spirit of the RED DOE to stampede forward, dealing X288 damage to enemies and regenerating 10% Health to allies in its path.
Weapon Level 5
After dealing X500 damage, the next charge attack causes the spirit of the RED DOE to stampede forward, dealing X320 damage to enemies and regenerating 10% Health to allies in its path.
Weapon Level 6
After dealing X550 damage, the next charge attack causes the spirit of the RED DOE to stampede forward, dealing X352 damage to enemies and regenerating 10% Health to allies in its path.
Weapon Level 7
After dealing X600 damage, the next charge attack causes the spirit of the RED DOE to stampede forward, dealing X384 damage to enemies and regenerating 10% Health to allies in its path.
Weapon Level 8
After dealing X650 damage, the next charge attack causes the spirit of the RED DOE to stampede forward, dealing X416 damage to enemies and regenerating 10% Health to allies in its path.
Weapon Level 9
After dealing X700 damage, the next charge attack causes the spirit of the RED DOE to stampede forward, dealing X448 damage to enemies and regenerating 10% Health to allies in its path.
Weapon Level 10
After dealing X750 damage, the next charge attack causes the spirit of the RED DOE to stampede forward, dealing X480 damage to enemies and regenerating 10% Health to allies in its path.
Weapon Level 11
 
Weapon Level 12
 
Weapon Level 13
 
Weapon Level 14
 
Weapon Level 15
 
Weapon Level 16
 
Weapon Level 17
 
Weapon Level 18
 
Weapon Level 19
 
Weapon Level 20
 

 

Remnant 2 Lifeline Mod Notes & Trivia

  • Weapon Mods are components that grant active abilities which can be used in and out of combat, they provide a variety of effects including dealing damage, healing, buffing players and more.
  • Most Remnant 2 Mods can be freely slotted in and out of standard Weapons, while other Weapons have their own Mods that cannot be removed.
  • Notes, Tips, and Trivia for Lifeline Mod in Remnant 2 go here.

 

All Weapon Mods in Remnant 2
Abrasive Rounds  ♦  Accelerator  ♦  Astral Burst  ♦  Athibar  ♦  Awakening  ♦  Banish  ♦  Beta Ray  ♦  Beyond The Veil  ♦  Big Bang  ♦  Blaze  ♦  Blood Draw  ♦  Bloodline  ♦  Bloodshot  ♦  Bloodthirst  ♦  Bore  ♦  Chain Of Command  ♦  Chaos Driver  ♦  Concussive Shot  ♦  Corrosive Rounds  ♦  Creeping Mist  ♦  Cube Room  ♦  Cube Shield  ♦  Cyclone  ♦  Deadpoint  ♦  Death Brand  ♦  Death Sentence  ♦  Defrag  ♦  Dreadwalker  ♦  Dreamwave  ♦  Dying Breath  ♦  Energy Wall  ♦  Energy Wave  ♦  Eulogy  ♦  Explosive Shot  ♦  Familiar  ♦  Fargazer  ♦  Fathomless Deep  ♦  Faultline  ♦  Firestorm  ♦  Fission Strike  ♦  Flying Bomb Trap  ♦  Fracture  ♦  Fusion Cannon  ♦  Gravity Core  ♦  Guardian's Call  ♦  Guardian's Fury  ♦  Healing Shot  ♦  Heat Sink  ♦  Heatwave  ♦  Helix  ♦  Horizon Strike  ♦  Hot Shot  ♦  Kight Guard  ♦  Knight Guard  ♦  Krell Edge  ♦  Loath The Weak  ♦  Micronova  ♦  Moonlight Barrage  ♦  Nano Phase  ♦  Nano Swarm  ♦  Nano Swarn  ♦  Ouroboros  ♦  Overflow  ♦  Power Stone  ♦  Prismatic Driver  ♦  Reaver  ♦  Ring Of Spears  ♦  Root Blades  ♦  Rootlash  ♦  Rotted Arrow  ♦  Sandstorm  ♦  Scrap Shot  ♦  Screamer  ♦  Shatterstar  ♦  Skewer  ♦  Song of Eafir  ♦  Soul Brand  ♦  Soulbinder  ♦  Space Crabs  ♦  Spore Shot  ♦  Starfall  ♦  Stasis Beam  ♦  Supernova  ♦  Time Lapse  ♦  Tremor  ♦  Voltaic Rondure  ♦  Whirlwind  ♦  Will of the Wisp  ♦  Windfall  ♦  Witchfire

 




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    • Anonymous

      Damage is wrong. Without any damage increases from any source the base damage of this ability is 160.

      The 192 damage from a 20% damage increase source.

      Also Hitting the Damage Requirement may seem hard, but the charge attack of the Red Doe staff hitting point blank without this power included (since it doesnt count towards the requirement is 168 unupgraded. At all ranks of the Red Doe Staff you just need +50% melee damage to hit the Power requirement every charge attack.

      Note: the melee bleeding ring's damage doesn't count towards this requirement

      Note: With Shielded Strike Mutator this Staff's Charge attack counts as 3 hits even though the charge attack only shows 2 damage numbers. With this power going off it counts as a total of 4 hits.

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