Mutators in Remnant 2 are a type of Equipment. Mutators are a specific type of item with the unique ability to enhance your Weapons significantly. They introduce additional stats or passive abilities that can bolster your arsenal, making them a valuable asset in your journey. Each weapon in Remnant 2, including Special Weapons, has a designated Mutator slot, allowing you to customize and optimize your combat strategies. Mutators in Remnant 2 serve as an integral aspect of the gameplay experience. By enabling players to equip their Weapons with unique special effects, the game offers a wide range of possibilities for customizing combat strategies.
How to Use Mutators in Remnant 2
Remnant 2 Mutators are Weapon modifications. Each ranged Weapon equip one Weapon Mod and one Mutator. Unlike Weapon Mods, which are meant to trigger active effects after charging, Mutators grant passive effects that (usually) alter the stats of a weapon.
While there are no modular Melee Weapon Mods, there are melee-specific Mutators. And while Weapon Mods cannot be upgraded directly, Mutators can be upgraded by Dwell with Corrupted Lumenite Crystals. At Level 10, a Mutator unlocks its secondary passive effect. So far, there are no weapon-specific Mutators.
Loadouts in Remnant 2 - New!
Loadouts are a new feature added with the 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, 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.
How to Get Mutators in Remnant 2
In Remnant 2, players have two primary methods of obtaining Mutators:
The first method is by purchasing Mutators from Dwell, a Merchant that can be found in Ward 13. Each Mutator costs both Scrap and Relic Dust, which are the currencies used in the game. Dwell's stock of Mutators is limited and mostly consists of Melee Mutators.
The second method involves obtaining Mutators as drops from defeating Bosses and Aberrations. Mutators can be equipped as soon as they are collected.
The Awakened King Mutators
The Awakened King DLC introduces a set of new Mutators:
All Remnant 2 Mutators
Remnant 2 Mutators Gallery
The Dark Horizon DLC Melee Mutators - NEW!
The Dark Horizon DLC Ranged Mutators - NEW!
The Forgotten Kingdom DLC Melee Mutators
The Forgotten Kingdom DLC Ranged Mutators
The Awakened King DLC Melee Mutators
The Awakened King DLC Ranged Mutators
Remnant 2 Melee Mutators
Remnant 2 Ranged Mutators
Remnant 2 Mutators Comparison Table
You can search by Name, Type, Effect or Location. Just type into the search box what you are looking for.
Quick Search of All Mutators
Name | Type | Effect | Max Level Bonus | How to Get |
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Hyper Charger |
Melee | Increases Charged Melee Stamina Cost by 65%. Increases Charged Melee Damage by 25-[50]%. |
After a Charged Melee Strike, increases Stamina Revovery Rate by 100% for 3s. |
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Volatile Strike |
Melee | Dealing Melee Damage creates a 3m blast which deals 50-[150] Explosive Damage. Can only happen once every 1s. | When Volatile Strike triggers a blast, increases Movement Speed by 20% for 5s. |
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Charged Wounds |
Ranged | Increases this weapon's Fire Rate and Reload Speed by 2.5-[5]% per OVERLOADED entity within 15m. Max 5 stacks. | This weapon's Ranged Weakspot and Ranged Critical Hits apply OVERLOADED, Dealing 75 SHOCK damage over 10s. |
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Detonator |
Ranged | Each 10% of this weapon's magazine spent, cause an explosion for 5-[10] Explosive Damage to targets within 0.5m of impact location. | Increases this weapon's explosive damage by 20%. |
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Hidden Power |
Ranged | Increases the attached weapon's Ranged Damage by 15-[25]% after being stowed for 2s. Last 7s upon being brandished. | Automatically reloads the attached weapon after being stowed for 2s. |
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Insulator |
Ranged | Spending 20-[10]% of this weapon's magazine grants a SHIELD for 5% of Max Health for 10s. Max 25% SHIELD. | Increases Ranged Critical Chance for this weapon by 10% when SHIELD is above 10% of Max Health. |
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Ranged | Each enemy hit by Primary Fire grants 1 stack of REPERCUSSION increasing Ranged Damage by 3-[6]% per stack. Max 5 stacks. Shots consume stacks. | Increases this weapon's Critical Chance by 3% per stack of REPERCUSSION. |
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Ranged | When this weapon is above 25% Heat, a 7.5m Pulse deals 150 Explosive Damage once every 5-[3]s. | At Max Heat, a 10m Pulse deals 300 Explosive Damage which applies BURNING to all entities for 100 FIRE Damage over 20s. Can only happen once every 3s. |
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Bandit |
Ranged | On hit, grants a 10-[30]% chance to return spent Ammo directly into the magazine of this weapon. | When Ammo is returned to this weapon, it gains 10% increased Fire Rate for 3s. Duration can increase up to 10s. |
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Battery |
Ranged | Increase Weakspot Damage by 10-[20]% for every 400 Mod Power spent by the attached weapon's mod. Max 3 Stacks. Lasts 10s. | At Max Stacks, gain 10% Critical Chance on Weakspot Hits |
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Bottom Heavy |
Ranged | Increases Fire Rate by 7% and an additional 1-[2]% for every 10% of Magazine missing. | Reload Speed is increased by 1.5% for every 10% of Magazine missing. |
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Bulletweaver |
Ranged | Mod use increases Fire Rate of this weapon by 10-[20]% for 15s. | Increases Mod Generation for this weapon by 15%. |
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Deadly Calm |
Ranged | Continuously Aiming increases Ranged Damage by up to 10-[25]% over 3s. | Ranged Critical Hit Chance increased by 10%. |
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Dervish |
Melee | Increases Melee Damage by 20-[40]% for 10s when activating a Skill. | After dealing 350 base Melee Damage, reduces skill cooldowns by 3% |
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Disengange |
Melee | Melee Strikes increase the damage of the next Backdash Evade Attack by 5-[15]%. Max 3 Stacks. Lasts 7.5s. |
Perfect Neutral Evades grants 3 stacks. |
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Edgelord |
Melee | Increases Melee Charge Speed by 15-[35]% and Melee Attack Speed by 10-[15]%. | Gain 3% of based Charged Melee Damage dealt as Lifesteal. |
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Extender |
Ranged | Increases Magazine Capacity of this weapon by 20-[45]%. | Increases Reload Speed of this weapon by 20%. |
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Failsafe |
Ranged | Attached Mod deals 10-[25]% additional Mod Damage. | Attached Mod use gains a 15% chance to not consume charge. |
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Feedback |
Ranged | Using this weapon's Mod generates 10-[20]% of single charge value as passive Mod Power over 10s. Does not stack. | Mod Damage generates 15% of damage dealt as Mod Power. |
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Ghost Shell |
Ranged | Every 3rd consecutive Weakspot Hits deal 20-[40]% additional damage. | Increases Weakspot Critical Chance by 15%. |
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Harmonizer |
Ranged | Increases Mod Damage by 10-[20]%. |
Generate 25% additional Mod Power for Stowed Weapon. |
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Kill Switch |
Ranged | Switching to this weapon creates an Explosive Burst which deals 50-[250] Damage to all enemies within 7m. | This weapon's kills with any Explosive Damage reduce Kill Switch cooldown by 1s. |
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Ingenuity |
Ranged | Reduces the Heat Generation of this weapon by 10-[30]%. | Reload Speed is increased up to 55% based on this weapon's Heat accumulation. |
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Latency |
Melee | Melee Weapons with special abilities which become readied by dealing melee damage require 10-[30]% less damage to charge. | Increase the potency of readied Melee Special abilities by 25%. |
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Lithely |
Ranged | Dealing 50-[20]% of the attached Weapon's Magazine Base Damage increases Reload Speed by 3%. lasts 7s Max 5 Stacks. | Reloading this weapon at Max Stacks increases Ranged Damage by 20% for 15s |
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Misfortune |
Melee | Increase Melee damage by 6-[10]% for each unique Negative Status the target is suffering from. | Melee Attacks apply SLOW for 3s. |
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Momentum |
Ranged | When this weapon scores a Critical Hit, it increases Critical Chance and Critical Damage by 1-[2]% for 3s. Max 10 stacks. | Critical Hits from this weapon add 2 stacks. Increases duration by 2s. |
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Opportunist |
Melee | Perfect Dodge activates OPPORTUNITY which increases Melee Critical Chance by 50-[100]% for 2s. | While OPPORTUNITY is active, any dodge or combat slide refreshes the duration. |
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Overdrive |
Melee | Melee Critical Hits increase Melee Critical Chance by 2-[5]% for 10s. stacking up to 5 times. | Melee Critical Strikes deal 25% additional damage. |
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Refunder |
Ranged | Shots from this weapon have a 25-[50]% chance to return Ammo to reserves. | Refunded Ammo has a 25% chance to also be added to stowed weapon reserves. |
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Reinvigorate |
Melee | Reduces the Stamina Cost of all Charged Melee Attacks by 25-[50]%. | Melee Charge Attacks gain 20% additional damage and 10% Critical Chance. |
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Resentment |
Melee | Gain 15-[35]% Melee Damage when Grey Health is present. | Reduces Stagger by 1 when using any Melee Attack |
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Sequenced Shot |
Ranged | This weapon's Charged Shots decrease the Charge time of Subsequent Charge Shots by 10-[35]% for 5s. | While active, Charged Primary Shots grant 1% Ranged Critical Chance per round spent. Max 15%. |
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Shield Strike |
Melee | Melee Attacks grants a Shield for 5-[10]% of Max Health. Max 25-[50]%. Last 5s. | Charged Melee Attacks deal 25% additional melee damage based on current Shield amount. |
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Shocker |
Melee | Empowers weapon after 3 hits. While empowered. the next Charged Attack hit strikes all enemies within 7m with 50-[100] SHOCK Damage. | The SHOCK Damage now applies OVERLOADED dealing 125 damage every 5s for 25s. |
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Slayer |
Ranged | Reloading increases the damage of this weapon's next shot by 10-[25]%. Last 3s. | Increases reload Speed by 15%. |
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Spirit Feeder | Ranged | Reloading increases the damage of the attached mod by 10-[25]% for 5s. | Casting Attached Mod increases Reload Speed by 25%. Lasts 5s. |
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Spirit Healer |
Ranged | Regenerate 2% Health over 10s for every 150-[50] Mod Power spent. | Allies within 15m are healed for 50% of the primary effect. |
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Steadfast |
Melee | Charged Melee Attacks cannot be interrupted and gain 5-[10]% damage reduction from all sources. | All damage taken during Charged Melee Attack is covered to Grey Health. |
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Stormbringer |
Melee | Increases the Status Effect Damage applied by Melee Attacks by 25-[50]%. | Charged Melee Attacks lower enemy's Resistance to All Status Damage by 10%. Lasts 10s. |
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Striker |
Melee | Melee Hits increase Melee Damage by 3-[6]% for 5s Max 5 Stacks. | Increases Movement Speed by 3% per stack. |
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Supercharger |
Ranged | Increases Charge Speed of Bows and Fusion Rifles by 10-[30]%. | Charged Primary Shots of Bows and Fusion Rifles gain 15% Critical Chance. |
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Timewave |
Ranged | Increase attached weapon's Ranged damage by 5-[15]% to enemies inflicted with SLOW status. |
Mod Use applies SLOW status on all enemies within 10m for 5s. Can only happen once every 10s. |
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Top Heavy |
Ranged | Increases this weapon's Ranged Damage by up to 7.5-[15]% based on how close the magazine capacity is to full. | Increases this weapon's Weakspot Damage by up to 20% based on how close the magazine capacity is to full. |
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Transference |
Melee | Melee Hits generate 5% Ammo Reserves for both Firearms. Cooldown 10-[5]s. | Triggering the effect increases Reload Speed by 50% for 5s. |
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Transpose |
Ranged | Gaining Ammo increases Ranged damage by 5-[15]% for 15s. | Ammo pickups are added directly to into this weapon's magazine. |
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Twisting Wounds |
Ranged | Increases Ranged damage of this weapon by 1-[10]% to BLEEDING targets. | This weapon's Ranged Weakspot and Ranged Critical Hits apply BLEEDING, dealing 150 BLEED damage over 20s. |
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Vampire Blade |
Melee | Increases Melee Damage by 10-[30]% while within 10m of a BLEEDING entity. | Melee Hits vs BLEEDING targets will Lifesteal 3% of base damage dealt. |
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Vengeful Strike |
Melee | Increases Melee damage by 25-[50]% when below 50% Max Health. | Increases Melee Critical Chance by 15% when below 50% Max Health. |
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Weaponlord |
Melee | Basic Melee Attacks increase the damage of the next Charge Attack within 5s by 7-[15]%. Max 3 Stacks. | At max stacks, the next Charge Attack gains 100% Critical Chance. |
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Dreadful |
Ranged | Increases Ranged Damage by 1-[2]% for every 5% of total Health present as Grey Health. Max 20% increase. | Increases Reload Speed for this weapon by 25% while Grey Health is present. |
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Executor | Melee | Charged Melee Attack increases the duration of Negative Status Effects on enemies by 10-[30]% of the original duration. Cannot exceed original max duration. |
Increases Melee Charge Speed and Melee Attack Speed by 5% per entity within 20m with a Negative Status Effect. Max 4 stacks. |
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Fetid Wounds |
Ranged | Increases Critical Chance of this weapon by 1-[3]% per unique Negative Status Effect on the enemy. Max 15% increase. | This weapon's Ranged Weakspot and Ranged Critical Hits apply CORRODED, dealing 75 CORROSIVE damage over 10s. |
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Maelstrom |
Ranged | Increases this weapon‘s Elemental Damage by 5-[10]% for each unique Elemental Status Effect on the target. | Increases Mod Power Generation of Elemental Damage and Elemental Status damage by 20%. |
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Prophecy |
Ranged | Using this weapon's mod increases Mod Power Generation by 3-[6]% for 10s. Max 5 stacks. | Increases Movement Speed by 3% per stack. |
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Sleeper |
Ranged | This weapon becomes EMPOWERED when stowed for 5 seconds, granting 25% Critical Chance for 5-[10] seconds after it is drawn. | While EMPOWERED, increases Critical Damage of this weapon by 15%. |
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Guts |
Melee | Increases Melee Critical Chance by 5%-[20%] when Grey Health is present. | Increases Melee Critical Damage by 0.5% for every 1% of Grey Health. |
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Tainted Blade |
Melee | Increases Melee Damage by 5-[8]% per stack of CORRODED on the target. max 5 stacks. | Charged Melee Attacks apply CORRODED, dealing 250 ACID Damage over 10s. |
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Pressure Point |
Ranged | Increases this weapon's Ranged and Mod Damage by 5-[15]% to enemies within 7m. | Activating this weapon's Mod triggers a fixed 7m blast, dealing 50 Explosive Damage per 100 Mod Power spent in a single cast. Inflicts 1.5 Stagger Damage. |
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Battle Mage |
Melee | Skill activation grants Mage Strike for l0s increasing Melee Mod Generation by 25-[50]%. | Mage Strike also increases Melee Damage by 15%. |
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Far-Sighted |
Ranged | Increases Ranged Damage of this weapon by 1.25-[2.5]% for every 2.5m from the shooter to the target. Max 25% | Increases this weapon's ideal, Falloff, and Max Range by 5m. |
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Searing Wounds |
Ranged | Increases Ranged damage of this weapon by 1-[10]% to BURNING targets. | This weapon's Ranged Weakspot and Ranged Critical Hits apply BURNING, dealing 50 FIRE damage over 5s. |
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Spellweaver |
Ranged | Increases this weapon's Mod Damage and Mod Generation by 10-[15]% for l0s when activating a Skill. | Activating this weapon's Mod reduces Skill Cooldowns by 1% for every 100 Mod Power spent. |
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Thousand Cuts |
Ranged | Increases this weapon's Critical Chance and Critical Damage by 0.1-[0.5]% for each shot fired. Lasts 0.125s. Max 50 stacks. | Increases this weapon's Reload Speed by 1% per stack. |
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Near-Sighted |
Ranged | Increases Ranged Damage of this weapon by 10-[20]% to enemies within 7m. | Increases ranged Critical Chance of this weapon by 10% to enemies within 7m. |
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Gladiator |
Melee | While Brandishing a Melee Weapon, receiving Enemy Damage increases Melee Damage by 25-[50]% for 5s. | Receiving Enemy Damage while brandishing a Melee Weapon grants 1 stack of BULWARK for 5s. |
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- Anonymous
- Anonymous
The Forgotten Kingdom DLC Ranged Mutator that isn't listed:
Near-Sighted - When speaking to The Emissary statue boss, choose to fight him/not submit. Upon defeating him, you'll be rewarded with this gun mutator.
- Anonymous
- Anonymous
There is a typo on this page. 'Disengage' is listed as 'Disengange'.
- Anonymous
are you adding lore to mutators how are they made or were? they come from are they made from a specific metal ore? gem or what.
- Anonymous
12 New Mutators Introduced With 10.26.23 Patch
Bottom Feeder - Increases this weapon's Ranged Damage by 7.5% for every 20% reserve ammo missing
Bottom Heavy - Increases fire rate by 7.5% and an additional 1% for every 10% of Magazine missing
Ingenuity - Reduces the Heat Generation of this weapon by 25%
This was listed in Wiki alreadt but not obtainable until this current patch
Kill Switch - Switching to this weapon creates an Explosive Burst which deals 50 Damage to all enemies within 7m
Sequenced Shot - This weapons charged shot decreases the Charge time of Subsequent Charge Shots by 10% for 3s
Spirit Healer - Regenerates 5% Health over 5s for every 500 Mod Power spent
Top Heavy - Increases this weapon's Ranged Damage by up to 7.5% based on how close the magazine capacity is to full
Edgelord - Increases Melee Charge Speed by 35% and Melee Attack Speed by 10%
Latency - Melee Weapons with special abilities which become readied by dealing melee damage require 35% less damage to charge
Opportunist - Perfect Dodge activates Opportunity which increases Melee Critical Chance of the next Melee Attack by 100% for 3s
This was listed in Wiki alreadt but not obtainable until this current patch
Shocker - Empowers weapon after 5 hits. While empowered, the next Charged Melle hit strikes all enemies within 10m with 100 SHOCK Damage
Stormbringer - Increases the Status Effect Damage applied by Melee Attacks by 50%
- Anonymous
- Anonymous
Do some mutators effect both weapons?
Like some buffs turn off immediately when i switch weapons but others stay on (I.E: Ammo Pickup Damage)
Everywhere I look there seems to be a different answer
Gunfire has to clarify this
- Anonymous
They have the same count of lumenite as boss weapons when it comes to upgrading 0 to +10, a total of 25 is needed to max rank a single mutator.
Requiring 750 corrupted lumenite to max all 30 currently listed.
- Anonymous
- Anonymous
mutators are either bugged or function in a specific manner that the descriptions don say none about
- Anonymous
please add another column to the comparison table with the level 10 effects
- Anonymous
- Anonymous
It seems like mutators are bugged on at least two melee weapons (Red Doe Staff and Godsplitter), possibly all boss melee weapons. Shield breaker generates no shields and works normally for non-boss melee weapons.
I was eagerly awaiting the other attribute versions of Tainted Blade.
It was great to see the implementation of mutators for all attributes for guns, but I would love to see them added to melee weapons as well.
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