Perks in Remnant 2 are the various Perks that provide passive effects to the player when equipped. Each Archetype Perk is locked behind a certain Archetype. They are split into five different groups depending on their function: Prime, Damage, Team, Utility, and Relic. Players will only be able to equip one Perk per Perk Type. This page contains a full list of Perks available in Remnant 2 as well as their effects.

 

Prime Perks

Found at the very center of the character screen, Prime Perks define the playstyle of your build.

This perk is dictated by the Archetype Item in the left slot and is the core identity of the Archetype and typically provides a benefit that no other Archetype or item can provide.

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Damage Perks

Damage Perks improve the damage output of your character. This buff increases in effectiveness as you level up your character's Archetype.

One Archetype may gain a Ranged and Melee damage buff from their Damage Perk, while another may get a boost to Mod Power or even Skill Damage

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Team Perks

Team Perks have effects that focus on providing buffs and other effects to your allies, the team in general, or yourself if playing alone.

A few of these are perks that grant increased ammo drops, shared healing, or even boost team defense. Each Team Perk is unique and provides a little extra "kick" to your gameplay, while also benefiting the team in a coop scenario.

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Utility Perks

Utility Perks can be seen as "Quality of Life" perks. They provide small but helpful buffs that blend well with the rest of the Archetype’s gameplay elements.

The effects they provide include reduced stamina cost or increased movement when evading.

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Relic Perks

Relic Perks are strong perks that grant temporary effects for a short duration upon using Relics. By consuming a Relic while having a Relic Perk equipped, you can trigger these buffs and effects to turn the tide of battle if you are caught in a difficult situation.

These Perks can be activated as long as you have charges on your Relics. There are different relic perks that focus on damage, support, and many more.

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All Remnant 2 Perks

 

Perk Comparison Table

Quick Search of all Perks in Remnant 2

Name

Type

Archetype

Effect

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Backbone

Utility Perk Medic Increases the hits Medic can take before losing Grey Health by 1

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Benefactor

Relic Perk Medic Increases Relic Use Speed by 20%

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Benevolence

Team Perk Medic Increases Relic Efficacy by 15% and heals nearby allies for 30% of the total healing value.

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Best Friend

Relic Perk Handler Using a Relic fully restores the Companion's health.

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Bonded

Prime Perk Handler When Handler is downed, Companioon will attempet to revive them at 50% Max Health. Can be used to revive allies with Command. Downed ally must have a Relic charge.

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Close Quarters

Damage Perk Challenger Grants a 3.5% increase to All Damage to enemies within 10m. Damage bonus tapers off until 20m.

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Dead to Rights

Prime Perk Hunter Dealing 65 Base Ranged Weakspot Damage extends the duration of active Hunter Skills by 2.5s. Can extend timer beyond its initial duration

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Deadeye

Damage Perk Hunter Gain 4% Ranged Damage and 1.5% Weakspot Damage.

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Die Hard

Prime Perk Challenger When receiving fatal damage, the Challenger becomes invulnerable for 2s and regenerates 50% of Max Health.
Can only happen once every 10 minutes. Resets at Wordstone or on death.

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Dominator

Damage Perk Summoner Increases Mod and Skill Damage by 3.5% while a Minion is active. Sacrificing a Minion increases Ranged and Melee Damage by 3% for 30s or until another Minion is summoned. Increases with Summoner level

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Experimentalist

Relic Perk Alchemist Using a Relic applies a random buff on the Alchemist for 30s. Cannot be overriden.

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Face of Danger

Relic Perk Challenger Using a Relic within 10m of an enemy grants 2 stacks of Bulwark for 10s.

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Gold To Lead

Utility Perk Alchemist Picking up Scrap has a 15% chance to also award Ammo to the Alchemist.

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Incite

Relic Perk Summoner Using a Relic grants Minions 5% Max HP per second, and increases their damage dealt by 15%. Lasts 30s.

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Intimidating Presence

Team Perk Challenger After activating a Challenger Skill, enemies within 10m deal 10% less damage for 15s.

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Intuition

Relic Perk Hunter Using a Relic extends the duration of any active Hunter Skill by 5s. Effect degrades with each subsequent use.

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Invigorated

Damage Perk Medic Grants a 2.5% increase to All Damage

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Liquid Courage

Damage Perk Alchemist Gain 2.5% increase to All Damage.

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Loaded

Prime Perk Gunslinger When activating any Gunslinger Skill, both weapons are instantly reloaded, and gain infinite reserve ammo on all weapons for 5s.

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Lucky

Prime Perk Explorer Grants a 10% chance to spawn additional items and rarer drops when defeating stronger enemies.

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Metal Detector

Metal Detector Explorer Increase Ammo, Currecny, and Metal Drop Rate Chance for entire party by 10%.

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Outrage

Utility Perk Summoner Sacrifice grants 3% Lifesteal for each Minion Sacrificed. Lasts 10s.

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Pack Hunter

Damage Perk Handler Gain 3% Ranged and Skill Damage while Companion is active and within 25m of the player.

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Panacea

Team Perk Alchemist Curative effects apply to all allies within15m and grant 15 additional Resistance.

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Posse Up

Team Perk Gunslinger Ammo pickups award 20% additional Ammo per player with the bonus split equally among teammates.

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Powerlifter

Utility Perk Challenger The Stamina Cost increases for each weight bracket is reduced by 50%.

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Prospector

Utility Perk Explorer Relic Fragments discovered by Explorer drop at a higher quality.

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Quick Hands

Utility Perk Gunslinger Firearms gain 10% Reload Speed

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Regenerator

Prime Perk Medic After restoring 350 Total Health to allies, regain a spent Relic charge.

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Residue

Team Perk Summoner Minions that expire lave a 3m Aura which heals 2.5% Health per second. Lasts 10s.

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Return to Sender

Team Perk Hunter Kills due to Weakspot and Criticl Hits increase Ammo drops by 25%

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Ruthless

Prime Perk Summoner When the Summoner deals damage to their Minion, it causes them to ENRAGE. Minions gain 30% increased Damage, Attack Speed, and Movement Speed. Lasts 20s

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Scavenger

Damage Perk Explorer Pickups increase All Damage Dealt by 0.5% per stack for 15s. Addiotional Stacks increase Duration, up to 60s. Max 5 Stacks.

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Self Discovery

Relic Perk Explorer Using a Relic instantly fills Scavenger Stacks and prevents Stack Decay for 15s.

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Shift Shot

Damage Perk Gunslinger Gain 1.5% Fire Rate and 2.5% Ranged Damage.

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Sleight of Hand

Relic Perk Gunslinger Using a Relic reloads equipped Firearm

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Spirit of the Wolf

Team Perk Handler Increases Movement Speed by 10%. All allies within 10m of the Handler gain the Handler's Movement Spped (if faster).

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Spirited

Prime Perk Alchemist Alchemist can have 1 additional Concotion buff active.

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Teamwork

Utility Perk Handler Handler and Companion gain 5% increased Revive Speed.

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Urgency

Utility Perk Hunter Firearms gain 15% Reload Speed after a Kill. Lasts 3s

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Surplus

Relic Perk Engineer Using a Relic refills 15% of Heavy Weapon Ammo. Bonus is doubled when Heavy Weapon is stowed. If the Stowed Heavy Weapon is overfilled, the Engineer will drop additional Ammo based on the surplus.

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Heavy Mobility

Utility Perk Engineer Movement Speed while Carrying a Heavy Weapon is increased by 35%.

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High Tech

Prime Perk Engineer Holding the SKILL button will Overclock a Carried or Deployed Heavy Weapon. Overclocking grants infinite Ammo, increased Fire Rate, and a 25% damage increase for 15s.

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Magnetic Field

Team Perk Engineer Heavy Weapons grant 15% Damage Reduction to all allies within 2.5m.

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Metalworker

Damage Perk Engineer Increaases Skill Damage by 5%. Heavy Weapons gain 5% Ammo Capacity, and +2.5% Max Health

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Shadow

Prime Perk Invader Casting an Invader Skill leaves a Decoy for 3s which draws enemy fire. Deal +5% additional damage to enemies not targeting Invader.

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Shark

Damage Perk Invader Sprinting for 1s or Evading adds 1 Stack of Momentum which increases Ranged and Melee damage by 0.7% for 15s. Max 5 Stacks.

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Override

Relic Perk Invader Using a Relic reduces Threat Generation by 25% for 10s. While Override is active, the next Evade leaves a Empowered Decoy which lasts 4s.

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Loophole

Team Perk Invader All ally Ranged and Melee damage against enemies distracted by the Invader's Decoy grants 5% as Lifesteal

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Circumvent

Utility Perk Invader Reduce Cost of Evade and Combat Slide by 10%

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Tempest

Prime Perk Archon Automatically generate 2 Mod Power per second. Casting a Mod increases all Mod Generation by 50% for 6s

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Amplify

Damage Perk Archon Increases Mod Damage by +5%.

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Power Creep

Team Perk Archon After casting a Mod, 5% of the Mod Power spent will be regenerated by all allies over 10s.

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Spirit Within

Utility Perk Archon Reduces the Mod Power requirement for all Mods by 15%.

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Power Leak

Relic Perk Archon Using a Relic grants 200 Mod Power for both equipped Mods.

 

Remnant 2 Archetype Perk Mechanics

Unlocking new Perks

When you choose your starting Archetype, you'll be able to choose a Prime Perk associated with it. Not all Perks and Perk Types will be available from the get-go and you may need to progress through the game or level up your Archetype to unlock them. As you level up, your Perks will start unlocking one per level, and when you reach level 5, your Prime Perk, will unlock. From level 6 to 10, this process starts over, and every Perk gets enhanced.

For example, in the Gunslinger Archetype it will be like this:

  1. Swift Shot (Damage Perk)
  2. Posse Up (Team Perk)
  3. Quick Hands (Utility Perk)
  4. Sleight of Hand (Relic Perk)
  5. Loaded (Prime Perk)

 

Levelling Up Perks

Similar to Traits in Remnant: From the Ashes, you will be able to upgrade your Perks using certain types of skill points. It is likely that you will be able to earn these points by progressing and levelling up your character. This section will be updated once more is known about levelling up Perks.

 

 




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    • Anonymous

      Can you include the highest leveled of these perks in the description? Hard to see things like which perks give the crit stat

      • Anonymous

        Is it correct that you can only one perk per category? I started dual classing and both damage perks seem to be active, there is no selection option to activate one or the ther.

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