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
Warden Perks
- New!
Invoker Perks
- New!
Ritualist Perks
- New!
Hunter Perks
Challenger Perks
Handler Perks
Medic Perks
Alchemist Perks
Archon Perks
Engineer Perks
Explorer Perks
Gunslinger Perks
Invader Perks
Summoner Perks
Quick Search of all Perks in Remnant 2
Name |
Type |
Archetype |
Effect |
Upgrade 1 |
Upgrade 2 |
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Utility Perk | Ritualist | Reduces damage received from Negative Status Effects by 25%. | Reduces damage received from Negative Status Effects by 25%. Reduces Blight Buildup by 50%. | N/A |
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Relic Perk | Ritualist | On Relic Use, cleanses all Negative Status Effects. | On Relic Use, cleanses all Negative Status Effects. Negative Status Effects cleansed by Purge are applied to all enemies within 7.5m. | N/A |
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Team Perk | Ritualist | Killing an entity applies TERRIFIED to all enemies within 5m of killed entity for 20s. TERRIFIED enemies deal 5% less damage. | Killing an entity applies TERRIFIED to all enemies within 5m of killed entity for 20s. TERRIFIED enemies are more likely to drop additional ammo on death. TERRIFIED enemies deal 5% less damage | N/A |
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Prime Perk | Ritualist | Negative Status Effects applied by Ritualist inflict Infected Infected: Victim receives 5% more Status Effect damage, On death, spreads all statuses to nearby enemies within 5m | Infected: Victim receives 10% more Status Effect damage. On death, spreads all statuses to nearby enemies within 10m |
Infected: Victim receives 15% more Status Effect damage. On death, spreads all statuses to nearby enemies within 15m |
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Damage Perk | Ritualist | Increases all damage to enemies affected by a Negative Status Effect by 2%. Damage increases with Ritualist Level. | Increases all damage to enemies affected by a Negative Status Effect by 12%. Increases all Critical Chance against enemies affected by a Negative Status Effect by 10%. | Increases all damage to enemies affected by a Negative Status Effect by 20%. Increases all Critical Chance against enemies affected by a Negative Status Effect by 10%. |
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Damage Perk | Archon | Increases Mod Damage by +5%. | Upgrade: Increases Mod Damage by +30% and grants +10% Mod Critical Chance. Damage increases with Archon Level. | N/A |
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Utility Perk | Medic | Increases the hits Medic can take before losing Grey Health by 1 | Increases the hits Medic can take before losing Grey Health by 2 | N/A |
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Relic Perk | Medic | Increases Relic Use Speed by 20% | Increases Relic Use Speed by 20%. Relic Use gains -1 Stagger- | N/A |
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Team Perk | Medic | Increases Relic Efficacy by 15% and heals nearby allies for 30% of the total healing value. | Increases Relic Efficacy by 15% and heals nearby allies for 30% of the total healing value, increasing to 60% for any below 35% ma health. | N/A |
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Relic Perk | Handler | Using a Relic fully restores the Companion's health. | Using a Relic fully restores the Companion's health and grants them 25% Damage and 35% Damage Resistance for 15s. | N/A |
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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. Cooldown: 120s | 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. Cooldown: 105s | 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. Cooldown: 90s |
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Utility Perk | Invader | Reduce Cost of Evade and Combat Slide by 10% | Reduce Cost of Evade and Combat Slide by 15%. perfect Dodges gain an additional 15% reduction | N/A |
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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. | Grants a 35% increase to All Damage to enemies within 10m. Damage bonus tapers off until 20m. Critical Chance is increased by up to 10%. | N/A |
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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 | Dealing 60 Base Ranged Weakspot Damage extends the duration of active Hunter Skills by 3s. Can extend timer beyond its initial duration | Dealing 55 Base Ranged Weakspot Damage extends the duration of active Hunter Skills by 3.5s. Can extend timer beyond its initial duration |
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Damage Perk | Hunter | Gain 4% Ranged Damage and 1.5% Weakspot Damage. Increases with Hunter Level | Gain 40% Ranged Damage and 15% Weakspot Damage. Increases with Hunter Level | N/A |
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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. |
When receiving fatal damage, the Challenger becomes invulnerable for 2.5s and regenerates 75% of Max Health. Can only happen once every 10 minutes. Resets at Wordstone or on death. |
When receiving fatal damage, the Challenger becomes invulnerable for 3s and regenerates 100% 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 | Increases Mod and Skill Damage by 35% and Skill Critical Chance by 5% while a Minion is active. Sacrificing a Minion increases Ranged and Melee Damage by 30% and Ranged and Melee Critical Chance by 5% for 30s. Damage increases with Summoner level | N/A |
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Relic Perk | Alchemist | Using a Relic applies a random buff on the Alchemist for 30s. Cannot be overriden. | Using a Relic reduces Threat Generation by 25% for 10s. While Override is active, the next Evade leaves a Empowered Decoy which lasts 5.5s. | N/A |
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Relic Perk | Challenger | Using a Relic within 10m of an enemy grants 2 stacks of Bulwark for 10s. | Using a Relic within 10m of an enemy grants 2 stacks of Bulwark and 10% Increased Damage for 10s. | N/A |
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Utility Perk | Alchemist | Picking up Scrap has a 15% chance to also award Ammo to the Alchemist. | Picking up Scrap or Metals also has a 15% chance to award Ammo to the Alchemist | N/A |
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Utility Perk | Engineer | Movement Speed while Carrying a Heavy Weapon is increased by 35%. | While Carrying a Heavy Weapon, Movement Speed is increased by 35% and both Evade Speed and Evade Distance are increased by 25% | N/A |
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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. | 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 20s. Cooldown: 58.8s | 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 25s Cooldown: 20s |
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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. | Using a Relic grants Minions 5% Max HP per second, and increases their damage dealt by 15% and Crit Chance by 15%. Lasts 30s. | N/A |
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Team Perk | Challenger | After activating a Challenger Skill, enemies within 10m deal 10% less damage for 15s. | After activating a Challenger Skill, enemies within 10m deal 10% less damage for 15s, with an additionl 2.5% dmge reduction per enemy ffectedf. (Mx 10%) | N/A |
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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. | Using a Relic extends the duration of any active Hunter Skill by 10s. Effect degrades with each subsequent use. Weakspot Kills against MARKED enemies increase speed of next Relic Use within 15s by 5%. Stacks 10x. | N/A |
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Damage Perk | Medic | Grants a 2.5% increase to All Damage | Grants a 25% increase to All Damage and 5% Critical Chance. | N/A |
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Damage Perk | Alchemist | Gain 2.5% increase to All Damage. | Grants a 25% increase to All Damage and 5% Critical Chance | N/A |
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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. | When activating any Gunslinger Skill, both weapons are instantly reloaded, and gain infinite reserve ammo on all weapons for 6.5s. | When activating any Gunslinger Skill, both weapons are instantly reloaded, and gain infinite reserve ammo on all weapons for 8s |
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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 | All ally Ranged and Melee damage against enemies distracted by the Invader's Decoy grants 7.5% as Lifesteal | N/A |
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Prime Perk | Explorer | Grants a 10% chance to spawn additional items and rarer drops when defeating stronger enemies. | Grants a 20% chance to spawn additional items and rarer drops when defeating stronger enemies. | Grants a 35% chance to spawn additional items and rarer drops when defeating stronger enemies. |
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Team Perk | Engineer | Heavy Weapons grant 15% Damage Reduction to all allies within 2.5m. | Heavy Weapons grant 15% Damage Reduction and gradually restore Ammo to allies within 2.5m | N/A |
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Team Perk | Explorer | Increase Ammo, Currecny, and Metal Drop Rate Chance for entire party by 10%. | Prospector increases the chance of Consumables being rewarded from Chests | N/A |
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Damage Perk | Engineer | Increaases Skill Damage by 5%. Heavy Weapons gain 5% Ammo Capacity, and +2.5% Max Health | Increases Skill Damage by 50% and Skill Critical Chance by 10%. Heavy Weapons gain 50% Ammo Capacity, 25% Max Health, and 25% Weakspot Damage | N/A |
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Utility Perk | Summoner | Sacrifice grants 3% Lifesteal for each Minion Sacrificed. Lasts 10s. | Sacrifice grants 3% Lifesteal for each Minion Sacrificed, and increases Movement Speed by 15%. Lasts 10s. | N/A |
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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. | Using a Relic reduces Threat Generation by 25% for 10s. While Override is active, the next Evade leaves a Empowered Decoy which lasts 5.5s. | N/A |
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Damage Perk | Handler | Gain 3% Ranged and Skill Damage while Companion is active and within 25m of the player. | Gain 30% Ranged and Skill Damage and 5% Ranged and Skill Critical Chance while Companion is active and within 40m of the player. | N/A |
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Team Perk | Alchemist | Curative effects apply to all allies within15m and grant 15 additional Resistance. | Allies affected by Panacea gain +10% Status and Blight Resistance. | N/A |
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Team Perk | Gunslinger | Ammo pickups award 20% additional Ammo per player with the bonus split equally among teammates. | Ammo pickups award 30% additional Ammo per player with the bonus split equally among teammates. Causes Ammo Box to drop additional ammo on the ground. | N/A |
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Relic Peark | Archon | After casting a Mod, 5% of the Mod Power spent will be regenerated by all allies over 10s | While Power Creep is active. allies will also gain 5% Mod Power Generation. | N/A |
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Team Peark | Archon | Using a Relic grants 200 Mod Power for both equipped Mods. | After casting a Mod. instantly regain 200% of the Mod Power spent. | N/A |
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Utility Perk | Challenger | The Stamina Cost increases for each weight bracket is reduced by 50%. | Both the Stamina cost increase for each weight bracket and Stamina Regen Delay are reduced by 50%. | N/A |
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Utility Perk | Explorer | Relic Fragments discovered by Explorer drop at a higher quality. | When picking up a gem, Explorer has a 5% chance of picking up a second one of the same type/quality | N/A |
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Utility Perk | Gunslinger | Firearms gain 10% Reload Speed | Firearms gain 10% Reload Speed. Bonus is DOUBLED if magazine is empty | N/A |
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Prime Perk | Medic | After restoring 350 Total Health to allies, regain a spent Relic charge. | After restoring 300 Total Health to allies, regain a spent Relic charge. Resting or Respawning at a Worldstone resets healing accumulation. Each additional player increases the healing requirement by 50%. |
After restoring 250 Total Health to allies, regain a spent Relic charge. Resting or Respawning at a Worldstone resets healing accumulation. Each additional player increases the healing requirement by 50%. |
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Team Perk | Summoner | Minions that expire lave a 3m Aura which heals 2.5% Health per second. Lasts 10s. | Minions that expire lave a 3m Aura which heals 2.5% Health per second. and increases Healing by 20%. Lasts 10s. | N/A |
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Team Perk | Hunter | Kills due to Weakspot and Criticl Hits increase Ammo drops by 25%. Damage increases with Hunter Level. | Kills due to Weakspot and Criticl Hits increase Ammo drops by 50% and double the chance of Ammo drops. | N/A |
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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 | When the Summoner deals damage to their Minion, it causes them to ENRAGE. Minions gain 40% increased Damage, Attack Speed, and Movement Speed. Lasts 20s. | N/A |
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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. | Sprinting for 1s or Evading adds 1 Stack of Momentum which increases Ranged and Melee damage by 7% and Ranged and Melee Critical Chance by 1% for 15s. Max 5 Stacks. | N/A |
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Damage Perk | Explorer | Pickups increase All Damage Dealt by 0.5% per stack for 20s. Additional Stacks increase Duration, up to 60s. Max 5 Stacks. | Pickups increase All Damage Dealt by 5% per stack, and All Crit Chance by 5% for 20s. Additional Stacks increase Duration, up to 60s. Max 5 Stacks. |
N/A |
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Relic Perk | Explorer | Using a Relic instantly fills Scavenger Stacks and prevents Stack Decay for 15s. | After using a Relic, Self Discovery gains +30 Stack and prevents Stack Decay for 1s. | N/A |
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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. | Casting an Invader Skill leaves a Decoy for 3s which draws enemy fire. Deal +10% additional damage to enemies not targeting Invader. | Casting an Invader Skill leaves a Decoy for 3s which draws enemy fire. Deal +15% additional damage to enemies not targeting Invader. |
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Damage Perk | Gunslinger | Gain 1.5% Fire Rate and 2.5% Ranged Damage. | Gain 15% Fire Rate and 25% Ranged Damage and 5% Crit Chance for all firearms. | N/A |
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Relic Perk | Gunslinger | Using a Relic reloads equipped Firearm | Using a Relic reloads equipped Firearm and increases Ranged Damage by 15% for 10s. | N/A |
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Utility Peark | Archon | Reduces the Mod Power requirement for all Mods by 15%. | Upgrade After casting a Mod instantly regain 15% of theMod Power spent | N/A |
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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). | Increases Movement Speed by 10%. All allies within 10m of the Handler gain the Handler's Movement Spped (if faster). Reduces the Stamina Cost of actions for allies by 15%. | N/A |
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Prime Perk | Alchemist | Alchemist can have 1 additional Concotion buff active. | Alchemist can have 2 additional Concotion buff active. | Alchemist can have 3 additional Concoction Buffs actlve. |
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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. | Using a Relic refills 15% of Heavy Weapon Ammo. Bonus is doubled when Heavy Weapon is stowed | N/A |
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Utility Perk | Handler | Handler and Companion gain 5% increased Revive Speed. | Handler and Companion gain 30% increased Revive Speed. While Handler or Companion are reviving, they receive 50% less damage | N/A |
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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 | Automatically generate 2.5 Mod Power per second. Casting a Mod increases all Mod Generation by 50% for 6s | Automatically generate 3 Mod Power per second. Casting a Mod increases all Mod Generation by 100% for 10s. |
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Utility Perk | Hunter | Firearms gain 15% Reload Speed after a Kill. Lasts 3s | Firearms gain 15% Reload Speed and 15% Increased Movement Speed after a Kill. Lasts 3s | N/A |
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Prime Perk | Invoker | Doubles Base Skill Charges for all Archetypes. Skill activation reduces all Skill Cooldowns by 10%. For Heavy Weapons, doubles Heavy Weapon Base Ammo instead. |
TBA | TBA |
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Team Perk | Invoker | Reduces Skill Cooldowns by 1% and Heals 2% Max Health once every 3s for allies while an Invoker Skill is active | TBA | N/A |
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Damage Perk | Invoker | Increases Skill Damage by 30%, Elemental Damage by 15%, and Skill and Elemental Critical Chance by 5%. Damage Increases with Invoker level. |
TBA | N/A |
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Utility Perk | Invoker | Increases Movement Speed by 5% and Damage Reduction by 5% while an Invoker skills is active. | TBA | N/A |
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Relic Perk | Invoker | On Relic use, extend the duration of active Invoker skills by 20% of the base duration. Cannot exceed base duration Relic Use Speed increased by 25% while an Invoker skill is active. |
TBA | N/A |
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Prime Perk | Warden | After 10s of not being damaged, the Warden generates a SHIELD for 10.1% of their Max Health over 2s. Increases base N'erudian Energy Reservers for Turret and Drone by 25% |
Increases base N'erudian Energy Reservers for Turret and Drone by 35%. | Increases base N'erudian Energy Reservers for Turret and Drone by 50%. |
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Damage Perk | Warden | Grants a 2.5% increase to All Damage. | Damage increases whit Warden Level. | N/A |
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Team Perk | Warden | The Warden's Drone grants 1 stack of BULWARK to its Warded Target. | Healing Effectiveness by 10% to its Warded Target. | N/A |
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Utility Perk | Warden | When the Warden's health drops below 25%, gain a SHIELD for 25.4% of Max Health. Lasts 10s. Can only happen once every 30s. | While active, increases Movement Speed by 15%. | N/A |
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Relic Perk | Warden | On Relic Use, grants a SHIELD for 25.4% of Max Health. Cannot stack with itself. Lasts 10s or until SHIELD is removed by damage. |
While active, actions which consume N'erudian Energy have no cost. | N/A |
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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