Mutators in Remnant 2 are a type of EquipmentMutators 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

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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 WeaponsModsMutatorsArchetypesSkillsRelics, 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.

 

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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

Mutators Comparison Table

 

 

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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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 Ranged Hits increase the next weakspot Hit by 10-[20]% per stack. Max 5 Stacks. At Max Stacks, the next weakspot Hit deals 15% additional damage over 3s.

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Bottom Feeder

Ranged Increases this weapon's Ranged Damage by 5% for every 20% reserve ammo missing. When the weapon runs out of ammo, it gains infinite ammo for 5s. Can only happen once every 60s.
  • Location goes here

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Bottom Heavy

Ranged Increases Fire Rate by 7.5% and an additional 1% for every 10% of Magazine missing. Reload Speed is increased by 20% when this weapon's magazine is empty.
  • Location goes here

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Bulletweaver

Ranged Mod use increases Fire Rate of this weapon by 10-[20]% for 7s. Reloading from empty increases Mod Generation of this weapon by 15%. Lasts 7s.

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Deadly Calm

Ranged Continuously Aiming increases Ranged Damage by up to 10-[20]% over 3s. Ranged Critical Hit Chance increased by 10%.

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Dervish

Melee Increases Melee Damage by 10-[40]% for 10s when activating a Skill. Melee kills reduce skill cooldowns by 5%. Can trigger once every 5s.

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Disengange

Melee Melee Strikes increase the damage of the next Backdash Evade Attack by 4-[10]%. Max 5 Stacks.
Lasts 7.5s.
Perfect Neutral Evades grants 5 stacks

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Edgelord

Melee Increases Melee Charge Speed by 15% and Melee Attack Speed by 10%. Gain 3% of based Charged Melee Damage dealt as Lifesteal.
  • Location goes here

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Extender

Ranged Increases Magazine Capacity of this weapon by 20-[40]%. Increases Reload Speed of this weapon by 15% when reloading from empty.

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Failsafe

Ranged Attached Mod deals 10-[20]% additional Mod Damage. Attached Mod use gains a 15% chace 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 10% of damage dealt as Mod Power.

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Ghost Shell

Ranged After 3 consecutive Weakspot Hits, increase the damage of the next Weakspot Hit by 20-[40]%. 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 Damage to all enemies within 7m. This weapon's kills with any Explosive Damage reduce Kill Switch cooldown by 1s
  • Location goes here

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Ingenuity

Ranged Reduces the Heat Generation of this weapon by 25%. Reduces the Heat Generation of this weapon by 25%.
  • Location goes here

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Latency

Melee Melee Weapons with special abilities which become readied by dealing melee damage require 10% less damage to charge. Increase the potency of readied Melee Special abilities by 25%.
  • Location goes here

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Lithely

Ranged Increases this weapon's Reload Speed by 4-[7]% for each enemy killed between reloads. lasts 15s Max 5 Stacks. Reloading this weapon at Max Stacks increases Ranged Damage by 20% by 15s

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Misfortune

Melee Increase Melee damage by 5-[8]% for each unique Negative Status the target is suffering from. Melee Attacks apply SLOW for 2s.

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Momentum

Ranged When this weapon scores a Critical Hit, it increases Critical Chance and Critical Damage by 1.5-[3]% 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 of the next Melee Attack by 50% for 3s. While OPPORTUNITY is active, any dodge or combat slide refreshes the duration.
  • Location goes here

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Overdrive

Melee Melee Critical Hits increase Melee Critical Chance and Critical Damage by 5% for 7.5-[15]s. stacking up to 5 times. Melee Critical Strikes deal 20% additional damage.

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Refunder

Ranged Shots from this weapon have a 20-[30]% chance to return Ammo to reserves. Refunded Ammo has a 50% 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 15% additional damage and 10% Critical Chance.

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Resentment

Melee Gain 10-[30]% 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% for 3s. While active, Charged Primary Shots grant 1% Ranged Critical Chance per round spent. Max 20%.
  • Location goes here

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Shield Breaker

Melee Melee Attacks grants a Shield for 2-4% of Max Health. Max 20-40%. Last 10s. Charged Melee Attacks consume all Shield to increase damage of next strike by 1% per Shield Consumed. Max 100%.

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Shocker

Melee Empowers weapon after 5 hits. While empowered. the next Charged Agelee hit strikes all enemies within 10m with SHOCK Damage. The SHOCK Damage now applies OVERLOADED dealing 100 damage over 5.05s.
  • Location goes here

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Slayer

Ranged Reloading increases the damage of this weapon's next shot by 10-[20]%. Last 3s. Increases reload Speed by 15%.

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Spirit Healer

Ranged Regenerate 5% Health over 5s for every 500 Mod Power spent. Allies within 15m are healed for 50% of the primary effect.
  • Location goes here

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Steadfast

Melee Charged Melee Attacks cannot be interrupted and gain 10-[20]% 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%. Charged Melee Attacks lower enemy's Resistance to All Status Damage by 10%. Lasts 10s.
  • Location goes here

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Striker

Melee Melee Hits increase Melee Damage by 3-6% for 10s Max 5 Stacks. Increases Movement Speed by 3% per stack.
  • Morrow Parish - Losomn. The boss is found inside the shed located outside of the asylum courtyard. Players have to open the door to let him out.

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Supercharger

Ranged Increases Charge Speed of Bows and Fusion Rifles by 10-[30]%. Charged Primary Shots of Bows and Fusion Rigles gain 15% Critical Chance.

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Timewave

Ranged Mod Use applies SLOW status on all enemies within 7.5m for 5-[7]s. Increase this weapon's Ranged damage by 15% to enemies inflicted with SLOW status.

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Top Heavy

Ranged Increases this weapon's Ranged Damage by up to 7.5% 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.
  • Location goes here

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Transference

Melee Melee Hits generate 5% Ammo Reserves for both Firearms. Cooldown 10-[5]s. When a Firearm reserve is full, melee Strikes generate 25% additional Mod Power for that weapon.

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Transpose

Ranged Picking up Ammo increases Ranged damage by 10-[20]% for 20s. 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 10-[20]% to BLEEDING targets. This weapon's Ranged Weakspot and Ranged Critical Hits apply BLEEDING, dealing 100 BLEED damage over 10s.

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Vampire Blade

Melee Increases Melee Damage by 10-[25]% 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 20-[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 next Charge Attacks by 7%. Max 5 Stacks. At Max Stacks, the next Charge Attack gains 100% Critical Chance.

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Dreadful

Ranged Increases Ranged Damage by 2% for every 10% of total Health present as Grey Health. Max 20% increase. Increases Reload Speed for this weapon by 15%while Grey Health is present.

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Executor

Melee Increases the duration of Negative Status Effects on enemies by 10% of the original duration. Cannot exceed original max duration.

Increases Melee Charge Speed and Melee Attack Speed by 5% per entity within 10m with a Negative Status Effect. Max 4 stacks.

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Fetid Wounds

Ranged Increases Critical Chance of this weapon by 3% per unique Negative Status Effect on the enemy. Max 15% increase. This weapon's Ranged Weakspot and Ranged Critical Hits apply CORRODED, dealing 200 CORROSIVE damage over 10s.

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Maelstrom

Ranged Increases this weapon‘s Elemental Damage by 5% 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% for 10s. Max 5 stacks. Reduces Mod Power requirement of this weapon's mod by 10%.

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Sleeper

Ranged This weapon becomes EMPOWERED when stowed for 7 seconds, granting 20% Critical Chance for 3 seconds after it is drawn. While EMPOWERED, increases Critical Damage of this weapon by 15%.
  • Can be found in Derelict Lighthouse. As you approach the lighthouse, make your way to the left corner of the map, facing the tower. Inside a large building, you will find both Thunderpiercer and Gorecarver aberrations. Defeat them to obtain the Sleeper Mutator.

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Guts

Melee Increases Melee Critical Chance by 5%-[25%] when Grey Health is present. Increases Melee Critical Damage by 2.5% for every 10% of Grey Health.

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Tainted Blade

Melee Increases Melee Damage by 5% per stack of CORRODED on the target. Charged Melee Attacks apply CORRODED, dealing 500 ACID Damage over 205.

 




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    • 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

          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

              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.

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