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.
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
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.
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.
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.
All Remnant 2 Perks

Hunter Perks

Challenger Perks

Handler Perks

Medic Perks

Alchemist Perks

Explorer Perks

Gunslinger Perks

Summoner Perks

Engineer Perks

Invader Perks

Archon Perks
Quick Search of all Perks in Remnant 2
Name |
Type |
Archetype |
Effect |
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Utility Perk | Medic | Increases the hits Medic can take before losing Grey Health by 1 |
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Relic Perk | Medic | Increases Relic Use Speed by 20% |
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Team Perk | Medic | Increases Relic Efficacy by 15% and heals nearby allies for 30% of the total healing value. |
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Relic Perk | Handler | Using a Relic fully restores the Companion's health. |
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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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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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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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Damage Perk | Hunter | Gain 4% Ranged Damage and 1.5% Weakspot Damage. |
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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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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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Relic Perk | Alchemist | Using a Relic applies a random buff on the Alchemist for 30s. Cannot be overriden. |
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Relic Perk | Challenger | Using a Relic within 10m of an enemy grants 2 stacks of Bulwark for 10s. |
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Utility Perk | Alchemist | Picking up Scrap has a 15% chance to also award Ammo to the Alchemist. |
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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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Team Perk | Challenger | After activating a Challenger Skill, enemies within 10m deal 10% less damage for 15s. |
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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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Damage Perk | Medic | Grants a 2.5% increase to All Damage |
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Damage Perk | Alchemist | Gain 2.5% increase to All Damage. |
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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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Prime Perk | Explorer | Grants a 10% chance to spawn additional items and rarer drops when defeating stronger enemies. |
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Metal Detector | Explorer | Increase Ammo, Currecny, and Metal Drop Rate Chance for entire party by 10%. |
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Utility Perk | Summoner | Sacrifice grants 3% Lifesteal for each Minion Sacrificed. Lasts 10s. |
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Damage Perk | Handler | Gain 3% Ranged and Skill Damage while Companion is active and within 25m of the player. |
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Team Perk | Alchemist | Curative effects apply to all allies within15m and grant 15 additional Resistance. |
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Team Perk | Gunslinger | Ammo pickups award 20% additional Ammo per player with the bonus split equally among teammates. |
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Utility Perk | Challenger | The Stamina Cost increases for each weight bracket is reduced by 50%. |
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Utility Perk | Explorer | Relic Fragments discovered by Explorer drop at a higher quality. |
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Utility Perk | Gunslinger | Firearms gain 10% Reload Speed |
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Prime Perk | Medic | After restoring 350 Total Health to allies, regain a spent Relic charge. |
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Team Perk | Summoner | Minions that expire lave a 3m Aura which heals 2.5% Health per second. Lasts 10s. |
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Team Perk | Hunter | Kills due to Weakspot and Criticl Hits increase Ammo drops by 25% |
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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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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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Relic Perk | Explorer | Using a Relic instantly fills Scavenger Stacks and prevents Stack Decay for 15s. |
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Damage Perk | Gunslinger | Gain 1.5% Fire Rate and 2.5% Ranged Damage. |
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Relic Perk | Gunslinger | Using a Relic reloads equipped Firearm |
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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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Prime Perk | Alchemist | Alchemist can have 1 additional Concotion buff active. |
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Utility Perk | Handler | Handler and Companion gain 5% increased Revive Speed. |
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Utility Perk | Hunter | Firearms gain 15% Reload Speed after a Kill. Lasts 3s |
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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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Utility Perk | Engineer | Movement Speed while Carrying a Heavy Weapon is increased by 35%. |
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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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Team Perk | Engineer | Heavy Weapons grant 15% Damage Reduction to all allies within 2.5m. |
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Damage Perk | Engineer | Increaases Skill Damage by 5%. Heavy Weapons gain 5% Ammo Capacity, and +2.5% Max Health |
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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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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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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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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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Utility Perk | Invader | Reduce Cost of Evade and Combat Slide by 10% |
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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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Damage Perk | Archon | Increases Mod Damage by +5%. |
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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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Utility Perk | Archon | Reduces the Mod Power requirement for all Mods by 15%. |
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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:
- Swift Shot (Damage Perk)
- Posse Up (Team Perk)
- Quick Hands (Utility Perk)
- Sleight of Hand (Relic Perk)
- 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.
- 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
where are the archetype perks? (ex. gunslinger has % increase to ammo reserves)
- 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.
Alchemist Team perk seems bugged, resistance from the perk are gone if you died
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