Skills in Remnant 2 are active abilities that can be used during combat. Each Archetype Skill is locked behind a certain Archetype. Only one Archetype Skill can be equipped at a time, but players may freely swap between the three skills available to them. This page contains a full list of Skills available in Remnant 2, as well as their effects.
All Remnant 2 Skills

War Stomp
Challenger
Automatically Unlocked

Juggernaut
Challenger
Unlocked at Level 5

Rampage
Challenger
Unlocked at Level 10

Support Dog
Handler
Unlocked at Level 5

Attack Dog
Handler
Unlocked at Level 10

Wellspring
Medic
Automatically Unlocked

Healing Shield
Medic
Unlocked at Level 5

Redemption
Medic
Unlocked at Level 10

Hunter's Mark
Hunter
Automatically Unlocked

Hunter's Focus
Hunter
Unlocked at Level 5

Hunter's Shroud
Hunter
Unlocked at Level 10

Vial: Stone Mist
Alchemist
Automatically Unlocked

Vial: Frenzy Dust
Alchemist
Unlocked at Level 5

Vial: Elixir Of Life
Alchemist
Unlocked at Level 10

Plainswalker
Explorer
Automatically Unlocked

Gold Digger
Explorer
Unlocked at Level 5

Fortune Hunter
Explorer
Unlocked at Level 10

Quick Draw
Gunslinger
Automatically Unlocked

Sidewinder
Gunslinger
Unlocked at Level 5

Bulletstorm
Gunslinger
Unlocked at Level 10

Minion: Hollow
Summoner
Automatically Unlocked

Minion: Flyer
Summoner
Unlocked at Level 5

Minion: Reaver
Summoner
Unlocked at Level 10

Void Cloak
Invader
Automatically Unlocked

Heavy Weapon: Vulcan
Engineer
Automatically Unlocked

Heavy Weapon: Flamethrower
Engineer
Unlocked at Level 5

Heavy Weapon: Impact Cannon
Engineer
Unlocked at Level 10

Reality Rune
Archon
Automatically Unlocked

Chaos Gate
Archon
Unlocked at Level 5

Havoc Form
Archon
Unlocked at Level 10
Quick Search of all Skills in Remnant 2
Name |
Archetype |
Description |
Unlock |
---|---|---|---|
|
Handler | Companion will follow the Handler and deal 20% additional damage. SINGLE PRESS: Compabion engages enemies near the targeted location. DOUBLE TAP: Companion returns to the Handler and remains by their side. HOLD: Howl increases damage by 20% for all allies within 20m. Lasts 20s. Cooldown: 84.6s |
Unlocked at Level 10 |
|
Gunslinger | Unleashes the full power and speed of the Gunslinger. Increases Fire Rate 20% and Reload Speed 50% of all ranged weapons. Lasts 20s. Single Shot Weapons become fully-automatic. Kills instantly reload the current weapon. Instead of becoming fully-automatic, Bows and Crossbows gain 15% Critical Chance and 50% incresed Projectile Speed. Cooldown: 57.6s |
Unlocked at Level 10 |
|
Explorer | Increases the Explorer's treasure sense bto reveal special items within 40m for all allies. Lasts 60s. Cooldown: 88.2s |
Unlocked at Level 10 |
|
Explorer | Dig into the ground to spring a fountain which grants a random buff. Fountains last 45s and their buffs last 15s. Fountains can grant either: 10% increased damage, 15% damage reduction, 1.5 Health Regeneration per second, or HASTE. Cooldown: 44.1s |
Unlocked at Level 5 |
|
Handler | Companion will follow the Handler and generate 15% incresed Threat while attacking. All damage to them is reduced by 20%. SINGLE PRESS: Companion engages enemies near the targeted location. DOUBLE TAP: Companion returns to the Handler and remains by their side. HOLD: Howl reduces damage by 15% to all allies within 20m and the Companion generates additional Threat. Lasts 20s. Cooldown: 84.6s |
Automatically Unlocked |
|
Medic | The Medic Quickly expels healing energy to SHIELD all allies within 25m for 100% of their Max Health for 10s. While shielded, allies regenerate 21% of their Max Health over the duration. Cooldown: 96s |
Unlocked at Level 5 |
|
Hunter | Heightnes the Hunter's senses wwhich causes Aiming at an enemy for 0.01s to apply MARK. Continously Aiming Down Sights uninterrupted and without shooting for 1s causes the Hunter to enter a FOCUSED state. FOCUSED reduces Weapon Spread, Recoil, and Sway by 75% and grants 25% Ranged & Ranged Weaspot Damage, and 10% Ranged Crit Chance. Lasts 20s. FOCUSED state can last up to 10s after the Skill duration expires. Cooldown: 48s MAR: Crit Chance against MARKED enemies is increased by 15% for all allies. |
Unlocked at Level 5 |
|
Hunter | Increases the Hunter's spatial awareness by casting an Aura that automatically applies MARK to all enemies within 35m. While senses are heightened, Hunter also gains 15% increased Ragend and Melee damage. Lasts 25s. Cooldown: 67.2s MARK: Crit Chance against MARKED enemies is increased by 15% for all allies. |
Automatically Unlocked |
|
Hunter | Hunter becomes Shrouded, reducing enemy awareness and making them harder to hit while moving. Attacking or activating a Mod or Skill will instantly exit Shroud. Exiting Shroud applies MARK to all enemies within 10m and grants AMBUSH to the Hunter for 2s. AMBUSH: Increases Ranged and Melee Damage by 50% which diminishes over its duration. Ranged and Melee attacks apply MARK. Hunter will automatically Shorud again after 1.15s if no offensive action are performed. Lasts 15s. Coolown: 86.4s MARK: Crit Chance against MARKED enemies is increased by 15% for all allies |
Unlocked at Level 10 |
|
Challenger | Become nearly unstoppable, gaining 3 Stack of BULWARK, 15% increased Movement and Melee Speed, and 50% increased Melee damage. Stagger Level reduced by 1. Lasts 25s. Cooldown: 60s |
Unlocked at Level 5 |
|
Summoner | PRESS: Summons a Root Flyer Minion to fight by your side. Costs 10% of Max Health to summon, but will not kil Summoner. Max (2). HOLD: SACRIFICE all Root Flyer Minions, dealing 50 damage within 3m and spawning 3 homing projectiles which explode on contact for 150 damage each Cooldown: 44.1s |
Unlocked at Level 5 |
|
Summoner | PRESS: Summons a Root Hollow Minion to fight by your side. Costs 15% of Max Health to summon, but will not kil Summoner. Max (2) HOLD: SACRIFICE Root Hollow Minion to explode, dealing 150 damage within 2m. Reduces Skill Cooldown by up to 50% based on remaining Health of each Minion Sacrificied. Cooldown: 29.4s |
Automatically Unlocked |
|
Summoner | PRESS: Summons a Root Reaver Minion to fight by your side. Costs 35% of Max Health to summon, but will not kil Summoner. Max (1). HOLD: SACRIFICE all Root Reaver Minion, dealing 200 damage within 6m and spawning Spore Bombs which bounce and explode on contact for 200 damage each. Reduces Skill Cooldown by up to 50% based on remaining Health of Minion. Cooldown: 117.6s |
Unlocked at Level 10 |
|
Explorer | Increases movement speed by 20% and reduces Stamina Cost by 80% for all allies. Lasts 30s. Cooldown: 58.8s |
Automatically Unlocked |
|
Gunslinger | Pull out your trusty side piece and unload up to 6 Critical Shots from the hip. Each shot deals 35 base damage and double stagger value. PRESS: Instantly fires towards all enemies in view within 25m. Upon release, rounds will be divided evenly among all targets. HOLD & RELEASE: Allows manual Aim and fires one single powerful shot upon release. Cooldown: 38.4s |
Automatically Unlocked |
|
Challenger | Enters a heightened state of battle which increases Fire Rate by 15%, Reload Speed by 20%, and Movement Speed by 10%. Lasts 10s. Kills and dealing significant damage grant 1 Stack of RAGE which increases Ranged Damage by 2.5% per Stack. Upon reaching 10 Stacks, the CHallenger goes BERSERK, which reloads their current firearm and doubles Rampage efects for 15s. Cooldown: 90s |
Unlocked at Level 10 |
|
Medic | The Medic unleashes a 30m shockwave that revives downed allies and resotres 52.5% Max Health over 10s. For each additional 1s holding the SKILL button, the heal gains an additional 52.5% (up to 210% max) Revived allies will only receive 50% of the healing amount. If revived, allies cannot be revived again by Redemption for another 180s. Resets at Wordstone or on death. Cooldwon: 115.2s |
Unlocked at Level 10 |
|
Gunslinger | Calls upon the power of the Desert Sidewinder snake to increase ADS Movement Speed and Draw/Swap Spped by 50%. Cycling weapons will automatically reload incoming Firearms. Lasts 12s. Cooldown: 76.8s |
Unlocked at Level 5 |
|
Handler | Companion will follow the Handler and continuously heal allies within 3.5m for 0.25% of Max Health per second. SINGLE PRESS: Companion engages enemies near the targeted location. DOUBLE TAP: Companion returns to the Handler and remains by their side. HOLD: Howl grants 2% of Max Health per second and 25% increased Movemente Speed to all allies within 20m. Lasts 25s Cooldown: 84.6s |
Unlocked at Level 5 |
|
Alchemist | Creates a mysterious vapor cloud that lasts 10s and applies LIVING WILL. LIVING WILL grants 5 Health Regeneration per second, and automatically protects against fatal damage while active. Can revive downed players if it heals them to full when downed. Lasts 20s. Revived allies canno be affected by Living Will for 180s. PRESS: Slam Vial on the ground, creating the effect at the Alchemist's feet. HOLD & RELEASE: Aim and throw the Vial causing the same effect where it lands. Cooldown: 86.4s. |
Unlocked at Level 10 |
|
Alchemist | Creates a mysterious vapor cloud which lasts 10s and applies FRENZIED. FRENZlED increases Fire Rate, Reload Speed, and Melee Speed by 20%, and Movement Speed by 15%. Lasts 15s. PRESS: Slam Vial on the ground, creating the effect at the Alchemist's feet. HOLD & RELEASE: Aim and throw the Vial causing the same effect where it lands. Cooldown: 72s |
Unlocked at Level 5 |
|
Alchemist | Creates a mysterious vapor cloud which lasts 10s and applies STONESKIN. STONESKIN reduces incoming damage by 25%, greatly increases Blight Buildup Decay Rate, reduces Stagger by l, and makes the target immune to Status Effects. Lasts 15s. PRESS: Slam Vial on the ground, creating the effect at the Alchemist's feet. HOLD & RELEASE: Aim and throw the Vial causing the same effect where it lands. Cooldown: 72s |
Automatically Unlocked |
|
Challenger | Creates a high impact tremor that deals 150 damage and additional stagger in a forward cone up to 7.5m. Deals damage in all directions at point blank range. Cooldown: 50s |
Automatically Unlocked |
|
Medic | The Medic channels healing energy into their fist, punching a hole in the ground to create a 3m Healing Spring AOE wich restores 10.5 Health per second and greatly increses Blight Decay Rate. Lasts 15s. Cooldown: 57.6s |
Automatically Unlocked |
|
Invader | Initiates a Data Backup of the caster's current Health, Stamina, Relic Charges, Ammo, and Negative Status Effects, which are stored for 30s. While the Backup is active, increases Movement Speed by 15% and Damage Reduction by 10%. Reactivating the Skill restores all saved values from the Backup and spawns a Decoy which lasts 3s. Cooldown: 55s |
Unlocked at Level 10 |
|
Invader | Automatically Perfect Dodge incoming direct damage for 60s. Each auto-evade reduces timer by 33% - 100% based on damage absorbed nd , spawns a Decoy for 3s. Cooldown: 75s |
Automatically Unlocked |
|
Invader | Warps the caster forward through space-time. The next Melee or Ranged attack within 5s will deal 300% damage. Holding the Skill button will show the targeting device. If an enemy is directly targeted, the caster will emerge behind them. Cooldwon: 35s |
Unlocked at Level 5 |
|
Engineer | PRESS: Deploys a Flamethrower turret which lasts until its Ammo is exhausted. Turrets that can aim will prioritze targts taht the player Aims at. Press SKILL again to enable autonomous targeting. HOLD: Deploys to Heavy Carry Mode. If Engineer Prime is available, will Overclock the weapon if already in hand or on the battlefield. DOUBLE PRESS: The weapon is reclaimed, returning 75% of its remaining ammo Heavy weapon ammo is regenered by 1.02% every second, and heavy weapons can only be deployed if at least 25% ammo is available. |
Unlocked at Level 5 |
|
Engineer | PRESS: Deploys a Impact Cannon Turret which lasts until its Ammo is exhausted. Turrets that can aim will prioritze targts taht the player Aims at. Press SKILL again to enable autonomous targeting. HOLD: Deploys to Heavy Carry Mode. If Engineer Prime is available, will Overclock the weapon if already in hand or on the battlefield. DOUBLE PRESS: The weapon is reclaimed, returning 75% of its remaining ammo. Heavy weapon ammo is regenered by 1.02% every second, and heavy weapons can only be deployed if at least 25% ammo is available. |
Unlocked at Level 10 |
|
Engineer | PRESS: Deploys a Vulcan Turret which lasts until its Ammo is exhausted. Turrets that can aim will prioritize targets that the player Aims at. Press SKILL again to enable autonomous targeting. HOLD: Deploys to Heavv Carry Mode. If Engineer Prime is available, will Overlock the weapon if already in hand or on the battlefield DOUBLE PRESS: The weapon is reclaimed, returning 75% of its remaining ammo. Heavy weapon ammo is regenered by 1.02% every second, and heavy weapons can only be deployed if at least 25% ammo is available. |
Automatically Unlocked |
|
Archon | Conjures a 7m protective dome which applies SLOW to any enemy or enemy projectiles. Allies inside gain 25% Damage Reduction. Lasts 15s. Cooldown: 75s |
Automatically unlocked |
|
Archon | Conjures a 7m unstable zone which grants allies a 15% to all Damage Dealt, 25% increased Mod Generation, but increases the damage that allies take by 15%. Lasts 20s. Cooldown:85s. |
Unlocked at Level 5 |
|
Archon | Unleashes the powers of the Labyrinth to empower the caster with new abilities. Lasts 30s. Duration is reduced when Havoc Form special abilities are used. FIRE: Blasts Lightning Tendrils from the Archon's hand, dealing 84.2 SHOCK Damage per second to targets within 15m. AIM: Raises a 3m Energy Shield which deals 35 SHOCK damage per second and reduces incoming damage to all allies by 50%. DODGE: Performs a Blink Evade that deals 100 SHOCK damage to enemies within 3m. Cooldown: 120s |
Unlocked at Level 10 |
Remnant 2 Archetype Skill Mechanics
Equipping Skills in Remnant 2
When you choose your starting Archetype, you will have one Skill available to you. The other two Skills will be unlocked as you level your Archetype. Of the three available Skills each Archetype has, only one can be equipped per Archetype at any given time. You can, however, swap between the three Skill freely at no cost while out of combat.
Using Skills in Remnant 2
Whereas Weapon Mods require you to defeat enemies in order to recharge their special abilities, Skills in Remnant 2 will work on a cooldown; after using a skill, you will have to wait a certain period of time before using it again. These cooldowns can be long, so timing will be essential when using them.
I wonder it that if power level could make a difference to skill dmg(like higher dps or total dmg in 20 power level than 8 with all the SAME equipments and classes level).
For example, I have a charactar with both level 10 Archon and Gunslinger, equipped with all +0 weapons. Now I have power level 8.
Then I choose 3 weapons (unequipped) and strengthen them to MAX level. And now I have power level 20.
Is there any skill dmg improvement in this case?
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+10
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