Steadfast

Mutator

steadfast mutator remnant2 wiki guide 200px
Charged Melee Attacks cannot be interrupted and gain 5% damage reduction from all sources.

Level 10: All damage taken during Charged Melee Attack is converted to Grey Health.

 

Steadfast is a Mutator in Remnant 2. Steadfast is a Melee Mutator granting Charged Melee Attacks immunity to interruption and providing 10% damage reduction from all sources.

 

Remnant 2 Steadfast Effect

Steadfast is a Melee Mutator that can be equipped on Melee Weapons with an availale Mutator Slot.

Once Steadfast is equipped on a Melee Weapon, it provides the following effect:

  • Charged Melee Attacks cannot be interrupted and gain 10% damage reduction from all sources.

 

Remnant 2 Steadfast Location

Steadfast can be found in the following locations:

 

Remnant 2 Steadfast Builds

Steadfast is used in the following Builds:

__builds__

 

Remnant 2 Steadfast Upgrades

 Steadfast can be upgraded upto level 10. To upgrade Steadfast you need to visit Dwell.

Upgrade Level
Effect
Crafting Cost
Upgrade Level 1
Charged Melee Attacks cannot be interrupted and gain 11% damage reduction from all sources.
Upgrade Level 2
Charged Melee Attacks cannot be interrupted and gain 12% damage reduction from all sources.
Upgrade Level 3
Charged Melee Attacks cannot be interrupted and gain 13% damage reduction from all sources.
Upgrade Level 4
Charged Melee Attacks cannot be interrupted and gain 14% damage reduction from all sources.
Upgrade Level 5
Charged Melee Attacks cannot be interrupted and gain 15% damage reduction from all sources.
Upgrade Level 6
Charged Melee Attacks cannot be interrupted and gain 16% damage reduction from all sources.
Upgrade Level 7
Charged Melee Attacks cannot be interrupted and gain 17% damage reduction from all sources.
Upgrade Level 8
Charged Melee Attacks cannot be interrupted and gain 18% damage reduction from all sources.
Upgrade Level 9
Charged Melee Attacks cannot be interrupted and gain 19% damage reduction from all sources.
Upgrade Level 10
Charged Melee Attacks cannot be interrupted and gain 10% damage reduction from all sources.
All damage taken during Charged Melee Attack is covered to Grey Health.

 

Remnant 2 Steadfast Notes & Trivia

  • Mutators in Remnant 2 are accessories that, once equipped, can grant players diverse benefits. Players can equip one Mutator at the same time, in the designated slot. 
  • Updated with the release of The Forgotten Kingdom DLC. Check Patch Notes for more information
  • Notes, Tips, and Trivia for Steadfast in Remnant 2 go here.

 

All Mutators in Remnant 2
Bandit  ♦  Battery  ♦  Battle Mage  ♦  Bottom Heavy  ♦  Bulletweaver  ♦  Deadly Calm  ♦  Dervish  ♦  Disengage  ♦  Disengange  ♦  Dreadful  ♦  Edgelord  ♦  Executor  ♦  Extender  ♦  Failsafe  ♦  Far-Sighted  ♦  Feedback  ♦  Fetid Wounds  ♦  Ghost Shell  ♦  Guts  ♦  Harmonizer  ♦  Ingenuity  ♦  Kill Switch  ♦  Latency  ♦  Lithely  ♦  Maelstrom  ♦  Misfortune  ♦  Momentum  ♦  Opportunist  ♦  Overdrive  ♦  Pressure Point  ♦  Prophecy  ♦  Refunder  ♦  Reinvigorate  ♦  Resentment  ♦  Searing Wounds  ♦  Sequenced Shot  ♦  Shield Breaker  ♦  Shocker  ♦  Slayer (Mutator)  ♦  Sleeper  ♦  Spellweaver  ♦  Spirit Feeder  ♦  Spirit Healer  ♦  Stormbringer  ♦  Striker  ♦  Supercharger  ♦  Tainted Blade  ♦  Thousand Cuts  ♦  Timewave  ♦  Top Heavy  ♦  Transference  ♦  Transpose  ♦  Twisting Wounds  ♦  Vampire Blade  ♦  Vengeful Strike  ♦  Weapon Lord  ♦  Weaponlord

 




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    • Anonymous

      This is THE mod for building a melee monster.
      If you can sustain:
      -Health (with DR / lifesteal / grey health regen / shields)
      -Stamina (with Matriarch's Insignia and/or Drakestone Pearl)
      You can sit in front of most bosses and enemies (maybe excluding flying and ranged enemies) and deal consistent charged attacks without dying (only tested up to veteran difficulty though).

      • Anonymous

        I'm playing a ranged character and put this mutator on Spectral Blade. Helps you get a breather when using Whirlwind if you're surrounded by weak enemies.

        • So, uh, how does this work while holding the charge attacks of the Hunter's Spear and Krell Axe? Does it only apply while the weapon is in flight? Or can you just hold it indefinitely to be unstaggerable and only take grey health? I've heard that it works with the flails, but holding the flail charge attack constantly drains your stamina whereas you only use up stamina when readying those two weapons to throw. You can't die from grey health, and the medic gives you 2 extra hits before your gray health goes away, so I have an idea. Go medic-summoner and use the ol' resonating heart+red Doe sigil+redemption to get you roughly 65hps or half your health a second for 25ish seconds which jumps to a stupid 75hps If you manage to go below half health and when you walk into the boss fight just plop down your heavy gun and charge your axe throw (axe is better because it charges up faster). They broke damage reduction in this latest patch, so once they fix it you can go full Leto's+max Fortify+hardcore metal ring to make you take a fifth damage. That means that, for you to go down during those 20 seconds you would need to take 700 damage THREE TIMES in under a second (4 with the ring that gives you 1 extra hit b4 grey health goes away) and even if that happens you can revive with black cat band/Thaen seed or increase skill duration for your redemption so you get back up with full health. Slap on Ring of Omens for a superdodge that takes grey health so you can run away like a baby until your redemption comes back and you've got a build that, as long as this mutator works, is effectively immortal.

          • Anonymous

            Does swinging a flail over your head count as a charged attack for the properties of this, cause that would be very funny if you could just walk armored to the gills while swinging a flail and being uninterrupted.

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