Triage

Archetype Trait

triage medic archetype trait remnant2 wiki guide 200px
Increases Healing Mod

 

Triage is an Archetype Trait in Remnant 2. Triage is Medic's unique trait, it improves all healing capabilities. 

 

Remnant 2 Triage Trait Effect

Triage is an Archetype Trait that provides the following effect:

  • Increases Healing done by all sources, including Relics, skills, equipment, and weapon mods. 
  • At max level, Triage Increases healing by 50%

 

Where to find Triage in Remnant 2

Triage can be found:

Triage is the Archetype Trait of the Medic

 

Remnant 2 Triage Trait Levels

Triage upgrades its effect as you level up your Archetype, or spend more Trait Points in it. Note that for any Archetype Trait that reaches max level (Level 10), players can unlock that trait for any archetype from the archetype page, without needing to equip its respective Engram.

Level
Bonus
Level 1 Increases healing by 5%
Level 2 Increases healing by 10%
Level 3 Increases healing by 15%
Level 4 Increases healing by 20%
Level 5 Increases healing by 25%
Level 6 Increases healing by 30%
Level 7 Increases healing by 35%
Level 8 Increases healing by 40%
Level 9 Increases healing by 45%
Level 10 Increases healing by 50%

 

Remnant 2 Builds that use Triage

Triage is used in the following Builds:

 

 

Remnant 2 Triage Notes & Trivia

  • While the ability's own text description only says "Healing Mod", this Trait affects most abilities that provide healing, including Relics, skills, equipment, and weapon mods. It however does not effect ring effects like on Alchemy Stone
  • Unlike the Triage Trait from Remnant: from the Ashes, this iteration increases the healing you provide (even to yourself), instead of the healing received
  • It does affect health regeneration
  • It doesn't affect lifesteal

 

  • Traits are unique passive abilities that provide bonuses and buffs to a player. There are three types of Traits in the game. 
  • Core Traits are common for all four Classes, and are unlocked as soon as you begin the game.
  • Archetype or Class Traits, are locked behind their respective Archetypes, and only one can be equipped one at a time, unless you have the ability to combine any two of your Archetypes.
  • The third type, called simply Traits can be equipped by any Class, but have to be unlocked. Unique Archetype Traits can be leveled up as you level up the corresponding Archetype. On the other hand, the rest require Trait Points in order to be upgraded. Note that they cap at level 10.
All Traits in Remnant 2
Affliction  ♦  Ammo Reserves  ♦  Amplitude  ♦  Arcane Strike  ♦  Barkskin  ♦  Barrier  ♦  Blood Bond  ♦  Bloodstream  ♦  Chakra  ♦  Dark Pact  ♦  Endurance  ♦  Expertise  ♦  Fitness  ♦  Flash Caster  ♦  Footwork  ♦  Fortify  ♦  Gifted  ♦  Glutton  ♦  Handling  ♦  Insight  ♦  Kinship  ♦  Leech  ♦  Longshot  ♦  Perception  ♦  Potency  ♦  Preservation  ♦  Recovery  ♦  Regrowth  ♦  Resolute  ♦  Resonance  ♦  Revivalist  ♦  Rugged  ♦  Scholar  ♦  Shadeskin  ♦  Siphoner  ♦  Spirit  ♦  Strong Back  ♦  Swiftness  ♦  Untouchable  ♦  Vigor  ♦  Wayfarer



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    • Anonymous

      There was an inaccuracy (or it was fixed in patches) but this perk affects regeneration. It was tested on the Reserve Boosting Gem and Burden of the Stargazer rings - After using the ability without a perk, restoring 15% of HP takes 30s, and with the perk it takes 20s, which corresponds to a 50% increase in the received treatment

      • 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

          It's kind of insane how powerful this trait is. Life regenerating perks being affected by this translates to one of the most potent defensive setups you can build around.

          Nano-machines, son.

          • Anonymous

            On the off chance the someone runs a shield-based build like I do, Triage does work with the Generating Band.

            Tested using Excess Coil and Burden of the Stargazer at 130 health. Without triage was around 5.8 seconds. With triage was 3.9 seconds. This is from full health to the grey regen from Stargazer, then back to full. Numbers may be a bit off due to human error and multiple trials though.

            tl;dr - as of right now, this works with generating band.

            • Anonymous

              I don't think this works on rings...anything that is affected by a trait shows a number boost in the characer/inventory page...but none of the healing rings change numbers.

              • Anonymous

                Just tested with a number of other traits and rings:

                - Triage DOES increase the rate of health gained by Regrowth
                - Triage DOES NOT increase health gained from the ring Soul Link (summons gain lifesteal)
                - Triage DOES NOT affect (or has a negligible effect on) lifesteal from the trait Siphoner
                - Triage DOES increase healing to allies/summons with the Healing Shot mod

                That last one is a bit more obvious but I figured I'd include it since I can confirm it works.
                If I'm wrong you'll probably find the right answer in the replies ;)

                • Anonymous

                  To everyone that keeps mentioning that it says Healing weapon mods... it does not, it says "x% Healing Mod", as in it is giving you a +50% healing modifier, not +50% to healing mods. Horrible choice of wording in description, hopefully the devs correct it in a future update.

                  • Anonymous

                    Guys, for everyone asking "Does it work on..?" or performing tests - It clearly says "WEAPON MODS", i.e. Healing shot and 4-5 others, if I'm not mistaken.

                    • Anonymous

                      Just tested this with a friend in co-op, and I can confirm it DOES NOT work with:

                      Relic Heart Regen
                      Concoction Regen
                      Lifesteal

                      • Anonymous

                        Like others, I tested this as well and can confirm that this affects relic recovery as well as passive regen from the Regrowth trait.

                        • Anonymous

                          Currently levelling summoner and medic and the passive hp regen when it's not even maxed yet is kind of nuts. In game it does say it effects healing and not healing power of mods

                          • Anonymous

                            Confirmed this affects regen and consumables. Tested by counting "stutters" of my HP bar while regening over the effect of Reprocessed Heart. When I ate a Blood Root and bought 10 Triage my regen even overcame the drain of the relic. Pretty sure the only thing it doesn't affect is Grey Health Regen which is already obsolete if you built strong regular regen. I'm playing Engineer+Summoner with Leto set and Rusted Navigator Pendant for yellow 75 weight. At 80% DR hard cap everything either oneshots me or is harmless.

                            • Anonymous

                              Can confirm this affects more than just weapon mods. Easily verified by looking at Medic skills' descriptions: the healing amounts increase with trait level.

                              • This effects all types of healing, life regen, relic, etc - not just weapon mods. (Lifesteal unconfirmed though as it LS didn't benefit from it from the first game

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