Rings in Remnant 2 are accessories that, once equipped, can grant players diverse benefits. Players can equip four Rings at the same time, unlike the previous game, in which players only had two slots max. Most Rings can be found scattered throughout various Locations, are rewarded through Random Events or sold by Merchants. Others can be acquired by defeating specific Bosses.
How to Get Rings in Remnant 2
Rings are valuable items in Remnant 2 that can be obtained through various means. Players have the chance to discover them as random drops while exploring different locations in the game world. Engaging in combat and looting containers are excellent ways to uncover these precious items.
Alternatively, players can purchase specific rings from Merchants like Reggie, using Scrap as the currency of exchange. Additionally, completing Quests or participating in Special Events within the game world can lead to receiving Rings as rewards.
Players can also visit the Bloodmoon Altar to craft the Soul Guard ring, which requires the use of Blood Moon Essence.
All Rings in Remnant 2
Remnant 2 Rings Gallery
The Dark Horizon DLC RIngs - NEW!
There are a total of 31 new Rings in The Dark Horizon DLC
The Forgotten Kingdom DLC Rings
There are a total of 24 new Rings in The Forgotten Kingdom DLC
The Awakened King DLC Rings - NEW!
There are a total of 26 new Rings in The Awakened King DLC
Remnant 2 Base Game Rings - (144 total)
Blood Jewel
Blood Tinged Ring
Booster Ring
Braided Thorns
Burden of the Audacious
Burden of the Destroyer
Burden of the Divine
Burden of the Follower
Burden of the Gambler
Burden of the Mariner
Burden of the Rebel
Burden of the Stargazer
Burden of the Warlock
Captain's Insignia
Cataloger's Jewel
Celerity Stone
Compulsion Loop
Conservation Seal
Constant Variable Ring
Dead King's Memento
Deceiver's Band
Deep Pocket Ring
Defensive Action Loop
Dense Silicon Ring
Fae Bruiser Ring
Fae Hunter Ring
Fae Protector Signet
Fae Shaman Ring
Fae Warrior Ring
Faelin's Sigil
Frivolous Band
Galvanized Resupply Band
Game Master's Pride
Generating Band
Grounding Stone
Guardian's Ring
Kinetic Cycle Stone
Lithic Signet
Lodestone Ring
Low Yield Recovery Ring
Mechanic's Cog
Metal Driver
Probability Cord
Propulsion Loop
Provisioner Ring
Reaping Stone
Rerouting Cable
Reserve Boosting Gem
Restriction Cord
Ring of Crisis
Ring Of Deflection
Ring of Diversion
Ring of Flawed Beauty
Ring of Grace
Ring of Omens
Ring Of Restocking
Ring Of Retribution
Ring of the Damned
Ring of the Forest Spirit
Ring of the Robust
Spirit Stone
Stockpile Charger
Stone of Balance
Stone of Continuance
Stone of Expanse
Stone Of Malevolence
You can search by Name, Effect or Location. Just type into the search box what you are looking for.
Quick Search of All Remnant 2 Rings
Name |
Effect |
Location |
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Applying a Negative Status Effect on an enemy also applies SLOW for 1s. Applying or refreshing additional Negative Statuses will increase the duration by 1s. Max 5s. |
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On Relic Use, increases Critical Chance by 10% and Critical Damage by 10% for 15s. Reduce bonus by 1% once every 1.5s. |
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When wearer's Health drops below 25%, gain a SHIELD for 50% of total current Grey Health for 10s. Max 50% SHIELD. Does not stack with itself. |
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Missing Health is converted to 10 Grey Health per second. Reduces Grey Health Regeneration by 90% | |
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Increases Movement Speed and Physical Damage by 5%. Bonus is doubled when HASTE is active |
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Explosions cannot Critical Hit. Increases Explosive Damage by 35% |
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Reduces incoming SHIELD Duration by 50%. Increases SHIELD Amount by 15% |
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On Perfect Dodge, reload current Firearm |
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After 10s of not being damaged, generate a SHIELD for 10% of Max Health over 2s. |
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While in combat, Crouching or Combat Slide generates a stationary 3m x 1.5m Energy Shield with 300 Health which blocks enemy projectiles. Lasts 10s or until broken by damage. Can only happen once every 10s after expiring. |
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Increases Armor by 1 per 2% of active SHIELD. Max 100 Bonus Armor. |
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Unarmed Charged Melee Attacks explode when hitting an Enemy, dealing 30% additional Explosive Damage over 1.5m |
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On Relic Use, increases Explosive Damage by 10% for 15s and casts a 3m Explosive AOE which deals 100 Base Damage. |
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Increases Ranged Damage by 15%. Slows Firearm Charge Time by 10% and reduces Fire Rate by 10%. |
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While in combat, auto-consume the compatible item in the first quick-slot every 30s: Increases Consumable and Relic Use Speed by 10%. Not compatible with Concoctions, Grenades and some Unique Consumables. |
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Overcharging Charge Weapons grants 1.05x Weapon Damage Per 0.5s while Charge is held beyond Perfect Release Window. Max 1.3x. |
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When a single source of Enemy Damage exceeds 15% of Max Health, increases All Damage dealt by 3% for 10s. Max 5 stacks. |
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Reloading an Empty Magazine refills 10% of the stowed weapon's Max Ammo. When stowed weapon is full, the refill amount applies to the primary weapon instead. |
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Increases All Damage dealt by 1% for every 2% of the wearer's total Lifesteal. Max 20% All Damage. |
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Increases SHIELD Amount by 10%. |
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On Perfect Dodge, increases base Lifesteal by 5% for 10s. | |
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Stowed weapons generate 15 Mod Power per second. |
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On Relic Use, increases All Damage by 10% for 15s. |
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On Relic Use, sacrifices 15% of Max Health and grants a SHIELD for 10% of the wearer's Max Health to allies within 8m. Conversion cannot kill wearer. Lasts 15s. |
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Activating a Mod that costs 100 Mod Power or greater, generates a SHIELD for 20% of Max Health. Lasts 15s. Cannot stack with itself |
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Increases All Damage dealt by an amount equal to an active HASTE bonus. Grants HASTE when within 15m of an entity suffering from SLOW. |
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Incoming SHIELD grants 150% of the SHIELD generated as Mod Power |
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Increases Mod Generation and Mod Damage by 5%. Bonus is doubled against EXPOSED targets |
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Slows Firearm Charge Time by 30% and increases Ranged Charge Damage by 20%. |
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On Perfect Dodge, grants 1 stack of BULWARK for 10s. Max 3 stacks |
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Decreases Firearm Charge Time by 10% and increases Perfect Charge Window for applicable ranged weaponry |
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Increases ACID damage by 15% and ACID Resistance by 20%. | |
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Deal 5% additional damage for each Status Effect the target is suffering from. | |
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Perfect Dodges increase Critical Chance by 10% and Critical Damage by 10% for 15s. |
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Increases base Lifesteal by 6% while suffering from a negative STATUS or BLIGHT Effect. |
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Increases all Elemental damage dealt by 10%. |
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When the wearer's Health drops below 35%, all incoming damage is reduced by 25% and wearer becomes immune to Temporary Status Effects. |
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When receiving healing effects, gain HASTE for 10s. |
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Increases Projectile Speed by 20% and Decreases Weapon Charge Time by 25%. |
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Reduces enemy Awareness Range by 25%. Increases all damage dealt to enemies not targeting wearer by 10%. |
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Increases Speed of Revive and being Revived by 35%. Increases Downed Health and Downed Movement Speed by 100%. |
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Ammo acquired on pickup is increased by 50% per ally also wearing this ring and is shared with other allies. |
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Increases Melee Speed by 10% and reduces Melee Stamina Cost by 30%. |
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Gain Infinite Stamina. All damage received is increased by 15%. |
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When taking fatal damage, instead of dying, the wearer's Health will drop to 1, and Movement Speed will increase by 25% for 10s. 2m cooldown. |
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Reduces Cooldowns of Skills by 10%. |
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Increases Reload Speed by 3% for every 20% of Magazine missing. |
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Increases Explosive damage by 15%. |
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After receiving a benefit from a Relic, gain 2 Stacks of BULWARK for 30s. |
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Charged Melee Attacks apply BLEEDING, dealing 460 BLEED damage over 20s. |
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Gain 2 Health Regeneration per second when within 25m of a BLEEDING entity. |
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Increases all Status Resistances by 25. |
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Increases Critical Chance by 10%. |
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Increases Melee Attack Speed by 15% and Melee Critical Chance by 5%. |
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Decreases all healing by 50%. Perfect Dodges heal for 25% of Max Health. |
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Decreases Ideal Range of all Firearms by 35%. Increases all damage dealt by 15%. |
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All damage dealt by wearer is reduced by 15%. 30% of self healing applies to allies. |
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Reduces Fire Rate by 15%. Increases Mod Power Generation by 30%. |
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Disables Weakspots. Increases Critical Chance by 10% and Critical Damage by 15%. |
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Increases Skill Cooldowns by 15%. Generate 15% additional Mod Power for each Skill on Cooldown. |
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Reduces Relic Use Speed by 25%. Reduces Skill Cooldowns by 15%. |
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Reduces Skill Cooldowns by 15%. Activating a Skill costs 15% Health. |
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Reduces Mod Power Requirement by 15%. Activating a Mod costs 15% Health as Grey Health. Activation cannot kill wearer. |
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Increases Revive Speed and Relic Consume Speed by 25% per downed or dead ally. Max 2 stacks. |
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Automatically generates 10 Mod Power per second. |
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Increases Consumable and Relic Use Speed by 25%. |
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After killing an enemy, gain 5% Fire Rate and Melee Attack Speed for 10s. Stacks 3x. |
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For every 10% of Health missing (Max 50%) gain 10% chance to not consume Relic and 5% increased Relic Efficacy on next use.| |
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Increases Ranged damage up to 20% based on current Weapon's Overheat value. |
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Increases Health by 15. |
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After performing a Slide, gain 15% Evade Speed and 10% Movement Speed for 12s. |
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Increases Ammo Reserves by 35%. |
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While reloading, and for 3s after reload completes, incoming damage is reduced by 10%. |
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Gain 200% of Health Regenerated as Mod Power. |
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Critical Hits have 1% chance to reset Skill Cooldowns. Can only occur once every 10s. Increases all incoming damage by 10%. |
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Improves Dodge roll by 1 weight class. |
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Enables Stamina Regeneration during Melee Attacks at 20% of the normal rate. | |
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Increases Max Stamina by 20 and reduces Encumbrance by 5. |
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Collecting Scrap, Iron, and Ammo pickups regenerates 50% of Max Health and increases all damage dealt by 8% for 30s. | |
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Increases Grey Health Regeneration rate by 2 per second. |
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Increase the minimum damage at Max Fallof Range from 20% to 40%. | |
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Gain 6% of base Melee damage dealt as Lifesteal. |
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Wearer gains 7.5% incoming damage reduction for each Negative Status Effect or Blight they are suffering from. Max 2 stacks. |
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Using a Mod regenerates 20% of max HP over 10s. Reapplication increases duration up to a max of 30s. |
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After Sprinting for 1s, the wearer gains 2 Health Regeneration per second until they stop Sprinting. |
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Activating a Skill grants a SHIELD for 25% of Max Health. Cannot stack with itself. Lasts 15s. |
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Dealing Melee damage grants 2 Stack of BULWARK for 15s. Does not stack with itself. |
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Increases Range of Firearms by 35%. |
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Increases Max Health and Stamina by 10 and Reduces Encumbrance by 5. |
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Increases Health Regeneration by 0.35 and Relic Use Speed by 25%. |
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Increases Melee Damage by 15%. |
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Melee Damage generates 15% additional Mod Power. |
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Critical and Weakspot Hits generates 12.5% additional Mod Power. |
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Increases active Concoction Limit by1. |
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Perfect Dodge triggers a 3m AOE blast that deal 115 SHOCK Damage and applies OVERLOADED, which deals SHOCK damage every 5s. |
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Increases FIRE damage by 15% and FIRE Resistance by 20. | |
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Increases Melee damage while Armor Encumbrance is below 50. Damage bonus increases with lower Encumbrance, up to 25% at 0 Weight. |
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Aiming Down Sights gradually reduces Spread up to 70% over 4s. |
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Increases Evade Speed by 10%. Perfect Evades increase Fire Rate by 10% and Melee Speed by 10% for 7s. |
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Increases Ammo Pickups by 100%. |
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Reduces all healing by 50%. Splits all damage and remaining healing evenly amoung all allies wearing this ring. |
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Regenerate 3% of Max Health per second while a Shield is active. |
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Increases SHOCK damage by 15% and SHOCK Resistance by 20. | |
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Adds 1 Stack of BULWARK when within 15m of an enemy. Increases to 2 Stacks for 10s after taking Melee damage. |
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Increases Firearm Swap Speed by 30% and Reload Speed by 10%. |
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Taking damage adds 1 stack of BULWARK which individually falls of after 10s. Max 3 stacks. |
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Reduces all incoming damage by 3% for each 10% missing Health. Max 15% reduction. |
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Increase Melee damage by 0.2% for every 1 points of Armor Encumbrance. |
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Increases Max Stamina by 25 and Movement Speed by 10%. |
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Prevents CURSE Blight. |
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Increases Mod and Skill Cast Speed by 20%. |
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Reduces all incoming damage by 7%. |
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Increases all damage dealt against illuminated enemies by 5%. |
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Killing an enemy regenerates 6% Max Health over 6s. Additional kills increase duration by 6s. Max 30s. |
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While carrying an Engineer Heavy Weapon, gain 15% Movement Speed and 1 stack of BULWARK |
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Killing Blows increase Reload Speed by 10% for 15s. Stacks 3x. |
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Increases Encumbrance by 50. Increases Unarmed damage by 50%. |
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Reduces Heat Generation when firing weapons that Overheat by 30%. Increases Heat Reduction Rate by 30%. |
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After Sprinting for 1.5s, Movement Speed is increased by 15% and Stagger Level reduced by 1. |
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Increases Reload Speed by 5% for 10s after reloading. Stacks 5x. |
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Reduces Initial Spread and Recoil by 30%. |
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Power Complex |
Increases All Damage dealt by 1% per second to a maximum of 15%. Dodging resets Power Complex to 0% |
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At Max Health, gain a 35% chance to not use a Relic charge. |
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Increases Crit Damage by 20%. |
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After killing an enemy, increases Movement Speed by 5% and Consumable Use Speed by 10% for 10s. Stacks 3x. |
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Firearms reload over time while stowed. |
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After an Elemental Status Effect is removed from wearer, they become immune to all Elemental Status Effects and gain 5% of base damage dealt as Lifesteal for 10s. |
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Gain 5% of Max Health as a SHIELD for 5s after spending 20 Stamina. Accumulation resets after 5s of inaction. Max 50% SHIELD. |
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Increases Health Regeneration by 0.5 per second. 1s after going below 50% Health, increases regeneration value to 2.5 per second until 50% Health is reached. |
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Restricts the wearer from Healing above 50% of their Max Health and reduces all incoming damage by 15%. |
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When wearer's Health drops below 25%, gain a Shield for 25% of Max Health. Lasts 10s. |
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Direct Damage against wearer has a 50% Chance to be converted entirely to Grey Health. |
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Increases invulnerability window while evading and sliding. |
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Ranged Weakspot damage is increased by 25%. Ranged damage is reduced by 15% when failing to hit a Weakspot. |
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Taking enemy damage causes 15% of Maximum Health to regenerate over 10s. |
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Evades cost 15% Max Health as Grey Health instead of Stamina. |
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Reloads within 5s of a Critical Hit or Weakspot Kill are 20% faster. |
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Incoming enemy damage increases Reload Speed and all outgoing damage by 15%. Lasts 15s. |
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Increases All Damage by 0.4% for every 1% of Grey Health. Increases Critical Chance by 5% if at least 50% of Max Health is Grey. |
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Relic Healing Effectiveness is increased by 15%. |
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Increases Max Health by 10, and Armor by 20. |
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Gain 5% Movement Speed and 7.5% Reload Speed for every 25% of Max Healthmissing. |
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Prevents ROOT ROT Blight. |
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Grants 2 Stacks of BULWARK below 50% Max HP. |
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Increases earned Experience by 10%. |
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Critical Hits reduce Skill Cooldowns by 4%. Can only happen once every 2s. |
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Increases Max Health by 20. Reduces Max Stamina by 5. |
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Increases Mod damage by 12%. |
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Reloading grants 25-50 Mod Power to both weapons based on percentage of Magazine reloaded. |
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Increases all damage dealt to BURNING enemies by 12%. |
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Increases Melee damage by 25% when attacking enemies from behind |
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Gain a stack of BULWARK for each active Summon. |
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Summons Lifesteal 5% of base damage dealt which returns to the wearer as Health. |
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Increases Mod Power generation by 10%. |
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After picking up ammo, increases the damage of that Ammo Type by 15% for 20s. |
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Increases all damage by 7%. |
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Increases Skill Duration by 15%. |
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Increases Ranged damage by 12%. Reduces all other damage dealt by 5%. |
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Elemental damage generates 15% as additional Mod Power. |
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Using a Skill regenerates 25% of Max Health over 10s. |
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After killing an enemy, increases the Cast Speed of the next Mod or Skill Cast by 35%. Lasts 15s or until consumed. |
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Prevents SUPPRESSION Blight. |
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Increases Range on all Firearms by 4m. Reduces Spread by 15%. |
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Increases damage of Unarmed Attacks by 30%. |
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Increases Relic capacity by 2 while equipped |
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After receiving Elemental Damage, increases all damage dealt by 15% and Resistance to the received Element by 20 for 15s. |
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When spending 75% or more of current magazine, gain a SHIELD for 15% of Max Health for 5s. Does not stack with itself. |
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Increases the duration of all Status Effects applied by wearer. Durations varies per status. |
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Increases Movement Speed by 10% for 15s after Vaulting, Climbing, Leaping, and entering Water, stacks 3x. Reduces Fall Damage by 50%. |
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Increases Automatic Pickup Range for Scrap by 150%. Picking up Scrap, Iron, or Ammo grants a SHIELD for 15% of Max Health for l0s Does not stack. |
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After 5s of not being damaged, increases Ranged and Melee Damage by 10%. |
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Killing blows increase Ranged and Melee Damage by 4% for 15s. Stacks 3x. |
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Reduces Mod Power Requirement by 10%. |
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Increases Reload Speed by 12%. |
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All damage received is increased by 200%. All damage dealt is increased by 15%. | |
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Dealing Weakspot damage increases Weakspot damage by 5% for 5s. Stacks 4x. |
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Increases Mod Duration by 20%. |
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A'taerii Booster |
Heavy Weapons gain 10% Damage and 10% Critical Chance in both Carry Mode and Turret Mode |
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Self-inflicts BLEEDING Status upon the wearer, causing 1.1 BLEED damage per second. Increases Critical Chance by 5% |
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Increases Status Effect Damage by 30% and reduces Status Effect Duration by 50% |
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Sets 1% of wearer's Max Health as Grey Health. Using a skill converts 33.5% Max Health into Grey Health. Conversion cannot kill the wearer. |
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Perfect Dodge increases Melee Damage by 20% for 10 seconds. Perfect Evade Flop also gains 10% Damage Reduction for the duration. |
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Reduces Total Relic Charges by 33%. Increases all damage dealt by 10%. |
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Reduces Ammo Reserves by 20%. Increases Mod and Skill Damage by 15% |
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Crit hits increase Skill Damage 2% for 5s. Max stack 10. |
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Reloading increases Mod Damage by 15% for 7s. |
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Grants 1 stack of BULWARK. Increases All Damage by 50% of the total Damage Reduction granted by BULWARK stacks |
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Increases Dodge Weight Threshold by 10. Reduces Encumbrance by 10 |
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On Relic Use, increase Mod Damage by 15% for 15s |
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Automatically generate 4 Mod Power per second for each entity within 15m suffering from a Negative Status Effect. Max 5 stacks. |
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Dealing Ranged Damage increases all Damage by 1% for 1s. Stacks 15x. After killing an enemy, extends the duration to 10s. |
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When Grey Health is present, gain HASTE and 1 stack of BULWARK. |
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Duplicates the last damaging Negative Status applied to target. Reduces outgoing Status Effect Damage by 10%. |
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Increases fire rate by 8%. |
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Increases base Consumable Duration by 50% |
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Reduces Invulnerability Window on Evade and Combat Slide by 35%. Increases Movement Speed while aiming by 35% |
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Increase Status Effect Damage by 20% |
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Increases Skill damage by 15% |
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Soul Shard |
Increase all damage dealt by 5% for each summon. Max 15% |
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Increases Stagger Damage by 15% |
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Perfect Dodge applies a SHIELD for 15% of Max Health. Lasts 10s. Cannot Stack with itself. |
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Reduces Max Health by 20%. Increases All Damge by 1% for every 5% of the wearer's total Damage Reduction. |
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Perfect Dodge reduces Charge Melee Stamina Cost by 100% for 7s. |
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Increases All Damage by 5% and Critical Chance by 5% while BLEEDING |
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Increases All damage by 5%. Gain 10% Critical Chance against EXPOSED targets. |
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Increases Healing and Lifesteal Efficacy by 20%. Reduces Healing Efficacy bonus by 1.5% for each 10% of missing Relic Capacity. |
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Melee Strikes convert Grey Health into Health. Each melee strike converts up to 10% of Max Health. |
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Grants 1 stack of BULWARK and 2 Stamina Regen per second for each BULWARK stack. Increases BULWARK maximum stacks to 6. |
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Perfect Dodge triggers a 3m AOE blast that deals 310 Explosive Damage. |
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Increases projectile speed by 15% and decreases Weapon Charge Time by 10%. Bonus is doubled when HASTE is active. |
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Increases Damage Reduction by 10%. Each Weight Class above LIGHT reduces Damage Reduction bonus by 2.5% (up to 3x). |
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Increases Mod Generation by 3% for each active consumable. Max 5 stacks. |
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Gain 4% of base Ranged Damage dealt as Lifesteal. |
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Impairs Dodges by 1 Weight Class. Increases Melee damage by 35% of the wearer total Damage Reduction. |
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Applying a Negative Status Effect grants 2% Max Health per second for 3s. Applying or refreshing a Negative Status Effect while buff is active will increase the duration by 1.5s. Max 15s. |
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On Relic Use, increases All elemental Damage dealt by 15% for 15s. |
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When wearer's Summon enters the battlefield, conjure a 5m Summoning Circle. Allies in the Summoning Circle have their Stagger Level reduced by 1 and generate 5 Grey Health per second. Lasts 10s. Can only happen once every 10s after expiring. |
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Gain 5% of Max Health as a SHIELD for 10s after a Charged Shot. Accumulation resets after 10s of inaction. Max 25% SHIELD. |
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Increases Weakspot Damage by 12% bonus is doubled against EXPOSED targets. |
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Grants 1 stack of Bulwark. Increases Health Regeneration by 0.3 per second for each stack of Bulwark. |
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Allows 20% of Mod power Generation to continue during an active mod. |
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Melee attacks can be cancelled mid action by Dodging. |
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Allows Heavy Weapon Ammo to gradually regenerate while in both Heavy Carry or turret modes. Doubles the stowed Ammo Regeneration Rate of Heavy Weapons. |
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Increases Movement Speed and Reload Speed by 3% and Fire Rate by 2% for each ally wearing this ring. |
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When human, companion or minion is downed or killed, reduce skill Cooldowns by 8%. |
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- Anonymous
bizarre j'en ai deja 235 anneaux et il m en manque encore bcp et pourtant votre total anneux et egal a 225 , ds les anneaux du jeu base il en plus 20
- Anonymous
- Anonymous
There is a ring randomly dropped in the N'erud area, which increases the energy recovery speed of Warden and Engineer's drones and turrets by 75%. The turrets can replenish bullets when deployed.
- Anonymous
Did they not add the random drop rings for Yaisha in The Dark Horizon DLC?
I thought they were always added to every world in the previous DLCs...
- Anonymous
Whoever is stating certain rings in the base game require DLC needs to stop. Stating something requires paid DLC when it doesn't is literally false advertising. You're basically telling people they need to buy a DLC to get someting they already have a chance to get. How would you like it if you spent money to get something and later discovered you didn't need to spend money to get it?
"DLC" rings I found while NOT owning DLC: A'taerii Booster, Brawler's Pride, Offering Stone, Painles Obsidian, Power Complex, Red Ring of Death, Ring of the Vain, Shadow of Misery, Soul Shard. Wood Ring, Ring of Ordinance.
There could be more "DLC" rings in the base game, but these are the ones I personally found. Now please stop tricking people.
- Anonymous
I swear there have to be 2 more rings for Yaesha, the numbers dont add up.
- Anonymous
my does ne'rud have such bomb rings/amulets hahahaha i love the planet but its just funny to me
- Anonymous
need to add: Leaking Gemstone - Allows 20% of Mod power Generation to continue during an active mod. Losomn random drop
- Anonymous
Need to add: Ring of Ordnance - Allows Heavy Weapon Ammo to gradually regenerate while in both Heavy Carry or turret modes. Doubles the stowed Ammo Regeneration Rate of Heavy Weapons.
- Anonymous
Infested Abyss has a coop puzzle. I player on Pressure Plate, other Player gets on the pillar that was lowered. Player on Pressure plate then steps off of plate. Reward is Pan War Band: 3% Movement and Reload Speed, 2% Fire Rate for Each Ally wearing this Ring.
- Anonymous
dlc ring - sealed resin loop = melee attacks can be cancelled mid action by dodging
- Anonymous
dlc ring thats not on here, soul feast, random yaesha drop, when human, companion or minion is downed or killed, reduce skill cd by 8%
- Anonymous
Proving Grounds dungeon dlc: Floodlit Diamond - Increases Weakspot Damage by 12% bonus is doubled against Exposed targets.
- Anonymous
Needs to be added to dlc rings: Random drop Kolket Eyelet - Grants 1 stack of Bulwark. Increases Health Regeneration by 0.3 per second for each stack of Bulwark.
- Anonymous
- Anonymous
I found Dried Clay Ring and Red Ring of Death in the base game. I did not buy the DLC. I’m not sure if my version of the game came with the DLC or if those rings just come in the base game, but I have the rings without spending any money on any purchase other than buying the game disc. It could be that these rings were just added in a patch and were not actually DLC material.— The Fist of Fury
- Anonymous
Also, on top of Soul Shard I know I got Offering Stone in base game before owning the DLC. Were rings added for everyone when the DLC dropped or are these mistakes?
- Anonymous
found a new one! Shaed stone - its a ring that grants skill damage, found it in the Glistening cloister - there was a room with mirrored floor and a book with a riddle. looking in the reflection on the floor, there was a glowing golden pot on one of the shelves in the room. Shot where the pt would be in the world, and it broke and dropped the rin
- Anonymous
Sad all these ammo and reload rings and almost all of them don't work with sorrow and cube gun..... potentially fun builds but NOOO
Dull Steel Ring, has a different Image. It's more like a "Steel"-coloured ring and not a Black-coloured ring anymore.
- Anonymous
Power Complex is not a DLC ring. You can get it as a random drop from N'Erud even without having any DLC
- Anonymous
Found a new ring. Dull steel ring, brought from reggie for 500 Scrap. Improves Dodges by 1 Weight class. Not sure on how you get it to appear.
- Anonymous
Who is putting X next to random items on here. This site isnt your checklist to mark off.
- Anonymous
Found another one not listed; A'Taerii Booster "While carrying a Heavy Weapon, gain 10% Damage and 10% Critical Chance." Got it from a random body in the first open zone of N'Erude, specifically the Phantom Wasteland from the Forgotten Prison start.
- Anonymous
um i have a ring that isnt on this list, found it in Yeasha hardcore, Soul Shard - Increase all damage dealt by 4% for each summon. Max 12%.
I have never seen this ring and there is no mention of it what so ever anywhere, i have played this game for 100+ hours and have a character that has most things, guess i missed one ha
- Anonymous
Bright Steel Ring changed to Dull Steel Ring. Dull Steel Ring reduces your dodge by 1 weight class
- Anonymous
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As a new player coming across this page is a bit overwhelming 0w0;;;
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I'm sorry but my ring inventory appears to be full. I'm on PS5 and I can't figure out how to scroll which I've heard is an option on PC. Any tips? Please.
- Anonymous
Thank you wiki, as i find myself for once - using the updated rings page here to actually refer back to my inventory. It's, well, quicker/easier lol. Eep
- Anonymous
Can someone add the quick search bar to this page like the amulet page has? It's really nice being able to search by keywords.
- Anonymous
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It says Ring of the Robust increases Armor Effectiveness by 15 when in fact it only increases Armor by 15. Armor Effectiveness is % (percentage) increase to armor.
- Anonymous
Srsly!... We need to know how to get the bright steel ring!!!
- Anonymous
Would like to suggest to divide rings and amulets by place of acquisition. For the completionists out there who wants an easier way to make a checklist on where to get what.
- Anonymous
- Anonymous
Have 2 Rings that is not in the wiki list yet
1. Band of Accord - Ammo acquired on pickup is increased by 25% per ally also wearing this ring and is shared with other allies.
2. Bright Steel Ring - Gives the wearer the fastest evade roll regardless of their Armor Encumbrance
- Anonymous
Great list. Other than the ones mentioned (black cat, Brightsteel) Zohee's Ring is also missing from the list.
- Anonymous
For some reason i have 3 more rings than the wiki and i think im missing some still O_o i didnt check wich ones i have that the wiki dosnt xP to lazy
- Anonymous
130+ rings, more unfound, and what - 5 armour sets to find in total (outside buying nearly all at the NPC). It does seem to be a little lopsided, but I guess, mechanically can work just fine to address the less emphasis on armour this time around. I've got about 55 or so playing now on Apoc, after beating the previous difficulties and normal play - but while they all have their caveat's, I can't deny it's a bit agitating to sort through/track without a wiki - and kind of feels like a bunch address the same mechanics. Awesome to have a nice selection always, but seems a bit lopsided in some regards, not to mention sheer easiness in getting them. For instance, I've only found 2 so far (from the first title) that address pet summons or increasing the summon amount (given it's a moddable figure stated next to the description) (lot's that can augment mod summons though), and while quite a few seem to address evasion roll/I-frames, I've yet to find any that address going for a flop build.
- Anonymous
Anyone run across summoner items, outside the blood altar ones - that modify class summons and amount by any chance? Notice the summoning amount is highlighted similar to other values that can be modified by equipment.
- Anonymous
- Anonymous
I tried, man I tried. Coming off the first title, and fairly stoked - after about 30-35hrs in game thus far, I can just can't make peace with all the damn rings/accessories. Lol, did one of the development team lose a bet? Hell, with the little love armor had left, there's a ring to literally +10 all resistances, and if relegated to belly flopping for fun/damage, I've yet to see much help in that regard on heavy armor sets either. There's almost no (haven't seen a one yet) of these overabundant rings, to help with summoners (pet's) (some mod based interaction with mods only). Having a total of 5 armour set's thus far (found/bought), i laugh when I see the three pages of rings, and 5 slots only of armor collected. Who the hell thought this was a good idea? O.o
- Anonymous
Ring of the Damned is missorted on here alphabetically, should come before Ring of the Forest Spirit in the Gallery.
- Anonymous
Need to add the Bright Steel Ring... I somehow got Reggie to sell it. Dunno how. Does what it did in remnant: from the ashes. Bright Steel Ring, "Gives the wearer the fastest evade roll regardless of their Armor Encumbrance." I have beaten the game on survivor, it showed up after I rerolled the world. But I have done tons of adventure modes. So dunno what the confition is for it to unlock.
- Anonymous
Generating Band: Regenerate >>> 3% <<< of Max Health per second while a Shield is active.
- Anonymous
- Anonymous
Reggie sells the Provisioner Ring for 500 scrap after defeating the Labyrinth Sentinel (Cube rolling boss) on Hardcore. I was on the survivor difficulty so I don't think the difficulty matters as long as you are on a hardcore character.
- Anonymous
bright steel rings unlock might be defeat 2 world bosses on all worlds. i was able to buy it after defeating a 2nd yaesha boss(not unique)
- Anonymous
Provisioners Ring: Bought from Reggie for 1000 Scrap: EFFECT -- Reloads your stowed weapon from the reserves at a rate of 2 ammo per second
- Anonymous
I've got the Devoured loop ring and I can confirm that it DOES NOT need to be Hardcore. I don't remember exactly where but I think I got it after an apocalypse campaign run. I only have one character and it's not hardcore
- Anonymous
Some youtubers show the Devouring Ring in their videos, but there is no information anywhere on how to get it. Please, if someone knows how to get it, be the hero and share it. I suspect that it has something to do with hardcore mode, but it’s not clear if you need to have a hardcore character in certain specific difficulties or if you can get the ring by playing hardcore mode in survivor difficulty. Also, if you finish the game in that condition, will you unlock the hardcore rewards for all existing non-hardcore characters directly in their inventory?
- Anonymous
Just unlocked the Bright Steel Ring from Reggie (normal mode, not completed campaign yet) and I had a thought.
If what’s said about how you unlock Lego’s Amulet (flop enough times?) then is it possible the BSR is unlocked similarly by completing a hidden prerequisite?
The fight I had previously was the Nightweaver and during which I was dodged nearly everything she threw at me - so perhaps the hidden prerequisite is to perfect dodge enough times?
- Anonymous
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Black cat ring - When taking fatal damage that'd kill you, survive on 1 hp instead and gain 25% movespeed for 10 seconds. 2min cd.
Location: Sold by reggie in ward 13 (Hardcore mode)
- Anonymous
Bisected Ring - Gain Infinite Stamina. All Damage recieved is increased by 25%.
Location: The Backrooms, where you get Archon archetype
- Anonymous
The band you unlock for doing N'Erud in hardcore, is the Drzur Sniper Sigil
Increases the minimum damage at Max Falloff Range from 20% to 40%
Cost 500 scrap at Reggie
- Anonymous
I got the Black Cat Band: I talked to that mudtooth guy, listened to his stories > rerolled the world > went to the first area > rolled off a ledge 8 times in a row and Reggie sold it at Ward 13
- Anonymous
- Anonymous
Beating the game on normal causes Reggie to sell the Black Cat Band
- Anonymous
- Anonymous
You can buy Band of Accord to reggie when you use the five high emote with another player.
- Anonymous
support handler -> perma regen -> perma uptime on haste(7% increase all wearer actions, cast speed, relic speed, reload speed etc.)
Black Cat Band is back from the first game. You get it from Reggie the ring vendor as soon as you start the game, but only after you die several times in a row. I got it after rolling off a ledge 7 times. On death, keeps you at 1hp and gives you both 25% more movement speed and makes you immune to temp status effects for a few seconds. 2 minute cool down instead of 1 minute from the last game.
- Anonymous
Would it be possible to have it in table form like in Remnant 1's wiki? It's hard to use the search function to look for stuff you want (say a ring that gives anything damage, or spread, or range...)
- Anonymous
A heads up to everyone. The Provisioner Ring is a reward from defeating the Nightcrawler boss in Lossom on hardcore. Defeating the Ravager on hardcore rewards you with a ring that gives 5% damage per status effect on the target.
- Anonymous
I do not see Provisioner Ring :( bye bye my Coach Gun and Sawed-Off build from the first game :(
- Anonymous
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Ring of the Forest Spirit is located in Yaesha in The Twisted Chantry, just lying on the ground
Typo: Ring of restocking should be 'critical kill' not 'critical hit'.
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