Traits in Remnant 2 are special passive abilities that provide unique bonuses and buffs to a player. In Remnant 2, there are Core Traits, Archetype Traits, and regular Traits. There are currently 11 Archetype Traits, 4 Core Traits, and 17 Traits in the game. This page contains a full list of Traits available in Remnant 2 as well as their effects.
How to Unlock Traits in Remnant 2
All players start with the same four Core Traits unlocked: Vigor, Endurance, Spirit, and Expertise.
- Archetype Traits are automatically assigned based on which Archetype the player has equipped. If you have Dual Archetypes, you will have two Archetype Traits equipped. One for each Archetype.
- The remaining Traits are obtained through various methods that can be discovered while playing through the game.
Remnant 2 Trait Mechanics
Levelling Up Traits
In Remnant: From the Ashes, Traits had to be levelled up by spending Trait Points. Levelling Traits up in Remnant 2, however, has changed, with Archetype Traits automatically gaining +1 when you level its corresponding Archetype. Traits are fully maxed out at level 10. Players can have up to a maximum of 110 Trait Points that benefit their playstyle and build. The player's Prime and Secondary Archetypes will automatically assign up to 10 Trait Points per Archetype based on the Archetype level. Prime Archetypes will assign an additional 5 Trait Points into Core Traits that can not be reassigned. There is a maximum of 85 remaining Trait Points available for players to distribute freely, but or a total of 295 Trait Points to choose from. Because of this, players will not be able to level all their Traits to the maximum level and will need to pick and choose which Traits they want to prioritize. Players can reallocate their remaining 85 Trait Points using Orb of Undoing.
Initially, Archetype Traits are only available when a specific item is equipped. When capped out at level 10, however, players unlock that trait for use with any of the other available Archetypes. Using an Archetype Trait in this way will require players to spend Trait Points.
- With the release of The Awakened King DLC, players can spent up to 85 Trait points. Previously it was 65.
How to Acquire Traits in Remnant 2?
Players can acquire Traits from Bosses, Quests and by completing various puzzles throughout the course of the game.
Trait Points
Players will start with the same 4 Core Traits unlocked as well as 1 Trait unique to each equipped Archetype. Each Archetype has a specific set of 5 points that it will allocate into Core Traits when equipped as your Prime Archetype.
Core traits and their effects are:
Vigor: Increase max health
Endurance: Increase Max Stamina
Spirit: Increase Mod Power Generation
Expertise: Reduces Skill Cooldowns
This section will be updated with more information on using Trait Points when more info is available.
How to Acquire Trait Points in Remnant 2?
Players can earn Trait Points by killing Bosses, finding Tomes of Knowledge on the ground, and finally, from taking down Aberrations, which are special super elite Enemies that randomly spawn and have their own particular rewards.
Loadouts in Remnant 2 - New!
Loadouts are a new feature added with the patch released on October 27th. This allows players to create a gear preset and then recall it with a single button press, reducing the whole process to mere seconds. This includes Weapons, Mods, Mutators, Archetypes, Skills, Relics, Fragments, etc. Loadouts will also save and recall Traits, but will only recall them if you have the Orb of Undoing in your inventory.
Loadouts cannot be used in combat.
All Remnant 2 Traits
Remnant 2 Traits Gallery
Core Traits
Endurance
Max Level:
Increases Max Stamina by 30
Expertise
Max Level:
Reduces Skill Cooldowns by -20%
Spirit
Max Level:
Increases Mod Power Generation by 20%
Vigor
Max Level:
Increases Max Health by 30
Archetype Traits
Ammo Reserves
Max Level:
Increases Ammo Reserves by 50%
Kinship
Max Level:
Reduces Friendly Fire Damage Dealt and Received by 80%
Swiftness
Max Level:
Increases all Movement Speed by 15%
Triage
Max Level:
Increases all healing done by 50%
Longshot
Max Level:
Increases Weapon Ideal Range by 600(cm)
Potency
Max Level:
Increases Consumable Duration by 100%
Regrowth
Max Level:
Increases Health Regen by 1.5s
Strong Back
Max Level:
Increases carry weight by 15
Untouchable
Max Level:
Increases Evade Window by 30%
Fortify
Max Level:
Increases Armor Effectiveness by 50%
Flash Caster
Max Level:
Increases Casting Speed by 50%
Affliction
Max Level:
Increases Status Effect Duration by 100%
Traits
Amplitude
Max Level:
Increases AOE Size and Aura Size by +50%
Arcane Strike
Max Level:
Increases Mod Power Generation from Melee Damage by 50%
Barkskin
Max Level:
Reduces ALL incoming Damage by 10%
Blood Bond
Max Level:
Summons absorb 10% of damage taken by the caster
Bloodstream
Max Level:
Increases Grey Health regen by 3.0/s
Fitness
Max Level:
Increases Evade Distance by +30%
Footwork
Max Level:
Increases Movement Speed while Aiming by +50%
Glutton
Max Level:
Increases the Use Speed of Consumables and Relics by +35%
Handling
Max Level:
Reduces Weapon Spread and Recoil by 30%
Recovery
Max Level:
Increases Stamina Regen by 30/s
Chakra
Max Level:
Increases Mod Duration by +30%
Revivalist
Max Level:
Increases the Speed of Reviving and being Revived by +50%
Rugged
Max Level:
Increases the Health of Archetype Summons by +100%
Scholar
Max Level:
Increases Experience Gain by +15%
Shadeskin
Max Level:
Increases Resistance to Elemental Status Effect Damage by 20%
Siphoner
Max Level:
Increases Lifesteal by +3.0%
Leech
Max Level:
Increases Lifesteel Efficacy by +50%
Dark Pact
Max Level:
Increases Grey Health Conversion Rate by +30%
Resolute
Max Level:
Reduces Hit Reaction Time by 25%
Perception
Max Level:
+3.0% Haste Bonus +10% Slow Bonus
Quick Search of all Traits in Remnant 2
Name |
Type |
Effect |
Max Level |
---|---|---|---|
|
Archetype Trait | Increases the duration of all Skills |
Increases Skill Duration by 30% |
|
Archetype Trait | Increases Ammo Reserves | Increases Ammo Reserves by 50% |
|
Archetype Trait | Reduces Friendly Fire damage dealt and received | Reduces Friendly Fire Damage Dealt and Received by 80% |
|
Archetype Trait | Increases Weapon Ideal Range | Increases Weapon Ideal Range by 600(cm) |
|
Archetype Trait | Increases Consumable Duration | Increases Consumable Duration by 100% |
|
Archetype Trait | Increases Health Regeneration | Increases Health Regen by 1.5s |
|
Archetype Trait | Decreases Encumbrance | Reduces encumbrance by 10 |
|
Archetype Trait | Increases casting Speed | Increases casting speed by 50% |
|
Archetype Trait | Increases Armor Effectiveness | Increases Armor Effectiveness by 50% |
|
Archetype Trait | Increases Evade Window | Increases Evade Window by 30% |
|
Archetype Trait | Increases movement | Increases Movement Speed by 15% and Traversal Movement by 50% |
|
Archetype Trait | Increases Healing | Increases healing by 50% |
|
Core Trait | Increases Maximum Stamina | Increases Max Stamina by 30% |
|
Core Trait | Reduces Skill Cooldowns | Reduces Skill Cooldowns by -20% |
|
Core Trait | Increases Mod Power Generation | Increases Mod Power Generation by 20% |
|
Core Trait | Increases Maximum Health | Increases Max Health by 30% |
|
Trait | Increases AOE Size | Increases AOE Size and Aura Size by +50% |
|
Trait | Increases Mod Power Generation from Melee Damage | Increases Mod Power Generation from Melee Damage by 50% |
|
Trait | Reduces ALL incoming Damage | Reduces ALL incoming Damage by 10% |
|
Trait | Summons absorb a set amount of damage taken by the caster | Summons absorb 10% of damage taken by the caster |
|
Trait | Increases Grey Health regen | Increases Grey Health regen by 3.0/s |
Chakra - New |
Trait | Increases Mod duration | Increases Mod duration by +30% |
|
Trait | Increases Evade Distance | Increases Evade Distance by +30% |
|
Trait | Increases Movement Speed while Aiming | Increases Movement Speed while Aiming by +50% |
|
Trait | Increases the Use Speed of Consumables and Relics | Increases the Use Speed of Consumables and Relics by +35% |
|
Trait | Reduces Weapon Spread and Recoil | Reduces Weapon Spread and Recoil by 30% |
|
Trait | Increases Lifesteal Efficacy | Increases lifesteal efficacy by +50% |
|
Trait | Increases Stamina Regen | Increases Stamina Regen by 30/s |
|
Trait | Reduces Hit Reaction Time | Reduces Hit Reaction Time by 25% |
|
Trait | Increases Aura Size | Increases Aura Size by +50% |
|
Trait | Increases the Speed of Reviving and being Revived | Increases the Speed of Reviving and being Revived by +50% |
|
Trait | Increases the Health of Archetpye Summons | Increases the Health of Archetpye Summons by +100% |
|
Trait | Increases Experience Gain | Increases Experience Gain by +15% |
|
Trait | Increases Resistance to Elemental Status Effect Damage | Increases Resistance to Elemental Status Effect Damage by 20% |
|
Trait | Increases Lifesteal | Increases Lifesteal by +3.0% |
|
Trait | Increases Enviroment Movement Speed (Vaulting, Ladders, Wading) |
Increeses Traversal Movement by +50% |
|
Trait | Increases Grey Health Conversion Rate | Increases Grey Health Conversion Rate by 30% |
|
Archetype Trait | Increases STATUS EFFECT duration against enemies |
Increases STATUS EFFECT duration against enemies by 100% |
|
Archetype Trait | Increases Shield Amount | Increases Shield Amount by 15% |
|
Trait | Increases HASTE and SLOW bonuses. | +3.0% Haste Bonus +10% Slow Bonus |
|
Trait | Automatically Generate Mod Power per second. | +10/s Mod Regen |
|
Trait | Increases SHIELD Duration Received | +30% Shield Duration Received |
- Anonymous
Can someone explain why I retain points in certain traits ( such as Endurance for example ) whenever I reset my trait points?
- Anonymous
New Trait (Insight)
Automatically generate 0 mod power per second.
Level 1: +1/s Mod Regen
Level 2: +2/s Mod Regen
Level 3: +3/s Mod Regen
Level 4: +4/s Mod Regen
Level 5: +5/s Mod Regen
Level 6: +6/s Mod Regen
Level 7: +7/s Mod Regen
Level 8: +8/s Mod Regen
Level 9: +9/s Mod Regen
Level 10: +10/s Mod Regen
- Anonymous
not listed trait
insight: 1/s mod power regen -> 10/s
got when i ran an easy adventure of new dlc with warden engineer and got an alt kill on the boss
- Anonymous
New trait: Preservation. increases duration of shield application. Restart all the broken harvesters in the dark horizon dlc. I think there was three of them if I remember correctly.
- Anonymous
Lifesteel sounds like it should be dropping a new album in October
- Anonymous
Trait points feel disappointing this time around compared to the 1st game. For the most part, the traits don't really make much impact and boil down to basically be another ring
I kinda miss the uncapped trait points from the 1st game where besides the main traits, most of the other traits were useless. I would totally rather have started completely nerfed the character's starting point and earn the base crit chance, crit damage, and weakspot starting from 0%. It would make trait leveling feel rewarding twice ... 1st where on level up, "i got goodies to spend", and 2nd just looking back on the game in a sense of "everything I endured got me to where I am". With trait points capped, I kinda feel like burn out kicks in faster because the only real progress is collecting rings and amulets to make builds, while collection is based off rng maps... where uncapped traits would of perfectly fit in for making world runs feel un-wasted if u got a bad roll
I know it was capped for "build diversity", but it could of been where classes only provide thier traits if the class itself are equipped or some variation of this. I feel like builds could of thrived even more if we had 8 rings slots that focus more on conditionals like "if grey health is present, do x thing, scales higher based off more grey health present" and u can make a grey health build that wants you to play at low hp, creating the potential for other new rings like "reload cost 5% hp as grey hp, + 25% reload speed", similar to the burden ring set, but u turn that burden into a desired benefit...
What I'm saying is that, "build diversity" currently is very lack lustering since most people are running enigma shock pop on survivor and veteran, or hypertank on nightmare and apoc since alot of rings have flat out been nerfed to the ground or have very little impact since rings only provide 10%-15% buffs per ring slot... which would require you to full spec into 1 thing with no room for comfort
- Anonymous
I’m seeing build guides where they are max lvl yet only have 6 points into their main trait, is this a mod that allows them to reassign main trait points? If so why tf are you making build guides for builds no one else can do because we can’t mod on console?!?
- Anonymous
I may not be a math teacher and I don't even know how to write English, but I spent 2 hours testing all types of regen efects and the only ones that are increased by triage are the health regen per second, whether in number or percentage. gray health and life steal, are not affected and this applies to rings, traits and all kinds of healing
- Anonymous
If leech enhances the lifesteal effect by 50%, does that mean that 10% lifesteal becomes 15% when using Dreadwalker?
- Anonymous
I have opened a new trait - Resolute by fighting in Earth collisium with boss for 2 days
- Anonymous
- Anonymous
Chakra, from beating the room inside the ship after Cancer, before Venom
- Anonymous
- Anonymous
- Anonymous
It'd be way more fun if devs managed to bind traits to loadout as well
- Anonymous
- Anonymous
- Anonymous
Note: The DLC increased the trait point cap by at least at least 10. I knew that the total was too low and that it would expand!
- Anonymous
did anyone else notice the Dark Pact archetype trait under general traits with after the Awakened king DLC releasing
- Anonymous
I love the game by all means, in fact I think it should win game of the year. But I do believe they got skimpy on the traits. In from the ashes there were sooo many traits. Idk why they wouldn't have added a good amount of those in this sequel. That way, they actually could increase the limit to 80 or 100.
And I somewhat get what they were trying to accomplish with implementing a limitation on trait points. But I do somewhat agree with the one dude on here. You reach a point where multiple playthroughs is less and less rewarding. Especially once you have a few builds/loadouts and leveled up a few archtypes.
I think an easy fix would be adding about 20-30 more traits and then get rid of the capped trait points. There's no PVP, so who cares if you overplay the game cuz you enjoy it and inadvertently become completely OP
- Anonymous
the trait limitation is awful, too many traits, not enough points, and investing like 1-2 pts in a trait is useless cause the bonuses are so low
i had basically reached the trait cap with 1 story playthrough and 2 adventure playthrough, at that point there feels like 0 progression because you cant upgrade armor, once you max out the weapons you like no need to upgrade those, trait limit is so low so its hugely disappointing when you find a trait book and it gives you nothing
at this point all i have left is leveling classes, which itself is not useful as hitting 10 unlocks, guess what, a trait you dont have points to fill out because your capped, so theres no point in maxing out all of the classes either
the trait limit sucked all of the fun out of this version of remnant because once you hit the cap, there is no more progression
- Anonymous
i dont mind the cap, ive already completed the game and messed about in some of the rerolled worlds and ive still only got 57 points so the cap doesnt bother me as ive not reached it yet.
this is a hard game but a simple thing to do is to leave the gun leveling to 1 below the vanilla area level as the areas slowly level up as u go through the game so the more u level up the harder your making it, until necesery for the world bosses (enter the boss arena and if your getting clubbed then u can level up to the boss level) as leveling up the weapons increases the area levels to 1 passed your level maxing at 21 so in most senerios it hinders u to level up.
i think my annihilator fight was level 15 lol got clubbed so i level`d up and still got wrecked but it made it more manageable :)
- Anonymous
Builds all but didn’t exist in Remnant 1 because unlimited points mean you aren’t making any choices. And adding in damage traits just means those will be mandatory for every character. The point limit is fine as is for people who actually want to make choices and meaningful builds and not just have everything
- Anonymous
- Anonymous
I think they are afraid to add in crit change/damage traits because of how busted hunter/gunslinger can be.
- Anonymous
For tanky summoner, I'm leaning towards these 9:
Class: Fortify, Regrowth, Triage, Untouchable.
Non-class: Bloodstream, Rugged, Amplitude, Shadeskin, Vigor(5pts.)
Did I overlook something?
- Anonymous
So many complaining about traits. Traits are NOT the primary way of creating a build. The huge amount of rings/amulets and archetype perks are the bread and butter. Traits are nothing more than a passive way to further buff and synergize the powerful stuff. None of the traits are absolutely necessary, they're meant to add a finer layer of tuning.
- Anonymous
When you haven't got NG+ gear the trait cap is a bit of a pain in the backside suposidly.
Have players explored enough to get the right rings, amulets, mods, guns and armour to fill in the missing extra trait points???
Probably not. One ring can make any weight load fast roll, yes even Letto Mk2 full gear (vigor, armour and damage reduction traits fixed)
If in doubt use this Wiki and youtube to find what you are missing.
I get the limit of trait points but I feel like they could've given us like 30 more or something
- Anonymous
People crying about the cap. Are you all so bad at this game so you need every trait?
- Anonymous
Looking to level Archetypes fast to unlock their traits? Here's how you can increase your XP gain:
- Max out the "Scholar" trait (requires beating the game)
- Equip the "Sagestone" ring (Yaesha random world drop)
- Buy a bunch of "Mudtooth's Elixir" from Mudtooth
I think that's everything but if there's more just add them in the replies.
- Anonymous
- Anonymous
Why we dont level up the core traits without using points those are base game traits is stupid to spend points to better my life pool or stamina
- Anonymous
Once you allocate to the skills needed for survival, you are left with only a few points to end up with those that enhance the direct numbers needed from the archetype combination. there is no build as Traits, you allocate more to what you allocate in common, and the rest is determined from the archetype combination. But even if the cap goes up, you'll still only be shifting more to the next most useful skill, and it still won't be a build for Traits. Not only is the cap a problem for building, but there are no Traits that enjoy synergy or combination. If there were some caps to choose from after the base stats are all set, and if there were less than a ring, even a small multiplier, such as critical chance, weakness multiplier, mod charge rate on weakness, mod charge rate on crit, etc..., I think there would be room to choose and enjoy as a build if there were such things as
Definitely disappointed by the lack of offensive traits. I suppose with the new level cap they would be auto-include and reduce the options you can pick between even further, but still I get way more excited putting points in headshot damage or crit chance than I do about the other stuff on this list. Not really sure why the level cap exists if I am honest.
- Anonymous
What Archetypes do y'all think are worth maxing out for their traits?
- Anonymous
For anyone that has problem with unlocking the achievement for 20+ traits, I think the one that triggers it cannot come from maxing archetype. I had 26 traits unlocked, but "Resonance" was the one that triggered the achievement even though I already had 20 new ones (and still less than 20 of non-archetype ones).
- Anonymous
So, my friend and I beat the game with 60 total, but I just (on a re-roll of Yaesha) found a random book, and got to 61... not sure if this is because "it's new to me", or if they recently patched the game and pushed it further...?
But the Wiki is serverely lacking on "Which methods are most-effective at reaching the cap for Trait Points".
- Anonymous
My proposal - raise the trait cap to 80 and increase the strength of the weaker traits.
The latter is easier said than done, because no matter how high of a number you assign to "traversal movement" it will still never compare to something like health or damage reduction. So I have another idea - give each trait a bonus when maxed, and give the weaker traits more impactful bonuses.
For example, maxed Wayfarer could also give you a big move speed and evasion window buff after vaulting, while a stronger trait like Vigor would just give 0.1 hp regen when maxed.
- Anonymous
What are y'all's staple traits?
I haven't unlocked them all yet but right now I'm using Vigor, Endurance, Expertise, and Spirit (the 4 core traits) and more specific to my build, Rugged and Blood Bond (might swap out Blood Bond for Barkskin when I find Meidre again).
- Anonymous
There’s 32 traits and you can only max out 6 lol that includes health and stamina so basically only 4. What the hell was they thinking with this bad decision ?
- Anonymous
According to the Devs they are reviewing raising the trait cap limit, also they did mention adding more traits later on. I think a few traits might need to be improved, like strong back is a nice trait idea but its too easily replaced by accessories. If it was 15 or 20 points at rank 10 then I think it would be a great perk as it frees up an accessory slot.
- Anonymous
People don't realize that many of the traits from Remnant 1 have moved over to the archetype perks.
- Anonymous
Diversity of builds? That's just for the fun of building in synergy with mods and perks. All you get are direct numerical enhancements with no fun. They only choose to increase the essential statuses. Considering the combat aspect, there is no room to allocate a Trait for QOL, which is only used when running through low difficulty levels. The cap system only works to show off skills that practically increase comfort, but only to keep us from using them.
- Anonymous
I don't mind the cap, it makes builds feel more diverse. But I do agree with a lot of people that most of these traits are pretty lame. Remnant 1 had a lot of cool traits, while here we are stuck with... these. I do hope the devs will make cooler traits in either DLCs or updates.
- Anonymous
Wish unlocking a trait at least gave us a point in it so we had that feeling of progression for collecting them. Even the less desirable ones.
- Anonymous
The trait limit isn't bad, but the investment you need for each trait to be effective is. There is no reason that I should be able to put 10 points into fitness in the first place, lower that to a smaller number and scale the benefits.
- Anonymous
They put a 10% damage reduction trait behind choosing the submissive doe answers and they don't even have the courtesy of giving a flat hp regen trait to ravagers, just some stupid, "regen gray hp," garbage. If I had known I was going to need a guide to play this without having to remake my character after 50 hours I wouldn't have even started playing it.
- Anonymous
Simple traits worked in "Remnant From the Ashes" exactly BECAUSE there was no limit. It was a game of "catch em all", so to speak. And it seems developers can't decide whether they want to have their cake or eat it. I don't consider simple stat increases to be something worthy of a limitation. Especially when there are options on the list that are objectively better than others and can be utilized by ALL archetypes. If devs want to keep the trait limit they should probably rework all the traits. As in, an actual overhaul instead of nerfs and buffs that would decrease or increase existing trait stats by 2,539%. If they want us to treat traits like something build-defining, they should probably make traits that have synergies with certain Archetypes. Perhaps give them negative effects, similar to what games like Fallout New Vegas do with their traits. Make it so that I actually have to make an interesting choice when selecting traits, instead of making me spec into Health/Stamina/Life Leech every time because its the obvious choice. Boring stuff like that should be handled by Archetype level ups now that we have them.
- Anonymous
People complaining about trait cap just want to be amazing at everything. The game is deeper than ever now, you can two classes you can equip. Many of the traits from the game have become passive perks for the classes. Not to mention mutators, relic shards, more rings and amulets than you could ever need, active skills from each class. I do agree that 60 is on the low side maybe 80 would be the sweet spot. I imagine they will increase the trait cap with the expansions as new traits become available.
- Anonymous
- Anonymous
I'm fine with a cap on traits, but 60 is way too low. 100 might feel a little better
- Anonymous
what about crit %, crit dmg etc like in the first game? most of these traits and uber boring and not to mention we get the exp boost trait after the final boss?? this is such a downgrade from the first game imo
- Anonymous
I don't think it is a problem that he have a cap on trait points. The game has RPG elements and this is what RPGs do. The problem is how very obvious the difference in some traits is. Most people will just put the points in the same traits, because there is no reason to pick something like lets say Wayfarer. It's sure QOL, but it doesn't help you getting stronger really.
- Anonymous
Damn I hate the trait cap limit of 60, wish at least it was double the amount. I miss taking my time and maxing everything out in Remnants 1, gave me so many hours!
- Anonymous
how can you say there is a cap when you say nothing about tomes of knowledge or if there is a cap on them? what is to stop me from farming adventure mode and capping whatever i want?
- Anonymous
- Anonymous
Most traits are useless. Core traits , Siphoner have highly investment Benefits . So you may have less than three traits to choose from.
- Anonymous
hope they make it so we can have more then 60. being capped makes it feel like 80 % off the traits is useless and force u into picking the 6 u think u get the most out off.
I don't think it's intended but I somehow kept summoner health Regen trait as well as engineer's trait while being a challenger / alchemist so I have those traits as well. Is that a bug?
Cause it's kinda crazy having full Ledo on without any rings, just concoctions, maxed DR (actually goes beyond 80% which I think isn't supposed to happen) with challenger defense skill and iron skin, still without any rings.
1
+10
-1