Weapon Mods in Remnant 2 are components that grant active abilities to Weapons, which can be used in and out of combat. These Remnant 2 Mods provide a variety of effects including dealing damage, healing, buffing players in one way or another, and more. Most Remnant 2 Weapon Mods can be freely slotted in and out of standard Weapons. Weapon Mod abilities require Mod Power to use, which is generated by attacking Enemies.
How to Get Weapon Mods in Remnant 2?
Players can obtain Weapon Mods from various sources. In Remnant 2, many Mods come pre-attached to specific Weapons, and they cannot be removed or replaced. However, there is also a wide range of Weapon Mods that can be crafted by visiting Ava McCabe, who can be found in her workshop located in Ward 13. Additionally, players can purchase a total of four Weapon Mods from Ava McCabe.
Visit Ava McCabe to craft Weapon Mods
How to Craft Weapon Mods in Remnant 2?
Players need to visit Ava McCabe in Ward 13 to craft Weapon Mods. The Materials required to craft each Weapon Mod vary depending on the selected Mod. Below, you will find a table that provides a comprehensive list of available weapon mods for crafting, along with the corresponding Materials needed for each.
How to use Remnant II Mods
Remnant II Weapon Mods can be equipped onto your Weapons in the game. Some Remnant 2 Mods work as toggles, allowing you to activate them with the prompted button and then use their effects. If needed, you can deactivate the mod by pressing the prompted button again.
Using Weapon Mod abilities has limitations as they consume Mod Power. To continue using Mods, you must replenish the Mod Power, which can be achieved by killing Enemies. Players can enhance Mod Power regeneration by obtaining specific Traits, Perks, and Rings, and Amulets.
Primary and secondary Weapons can be equipped with Mods, but each weapon only has one Mod slot. This necessitates careful consideration in choosing which Mod to equip on each weapon. Notably, Remnant 2 Mods are not permanent, and you have the flexibility to change the weapons and mods freely to discover the most suitable combination for your gameplay.
The game features Special Weapons that exclusively drop from Bosses. These Special Weapons often come with a powerful permanent Mod that cannot be removed or replaced, making them highly desirable choices even without further upgrades.
For Melee Weapons, Weapon Mod slots are not available, but players can use Mutators on them. The bonuses provided by Mutators can be leveled up. Once a Mutator reaches level 10, it gains an additional functionality, enhancing its usefulness for melee-focused gameplay.
The Awakened King Weapon Mods
The Awakened King DLC introduces a set of new Weapon Mods:
- Awakening
- Chain Of Command
- Creeping Mist
- Fathomless Deep
- Knight Guard
- Loath The Weak
- Reaver
- Ring Of Spears
All Weapon Mods in Remnant 2
Remnant 2 Weapon Mods Gallery
The Dark Horizon DLC Weapon Mods - NEW!
There are a total of 9 new Weapon Mods in The Dark Horizon
Kilonova
(Dark Matter Gauntlets only)
Mega Drive
(Genesis only)
Phantom Blade
(Harvester Scythe only)
The Forgotten Kingdom DLC Weapon Mods - NEW!
There are a total of 8 new Weapon Mods in The Forgotten Kingdom DLC
Abrasive Rounds [++]
Flying Bomb Trap [++]
Heatwave [++]
Power Stone [++]
(Crystal Staff Melee Weapon Only)
The Awakened King DLC Weapon Mods - NEW!
There are a total of 8 new Weapon Mods in The Awakened King DLC
Awakening [+]
(Wrathbringer Melee Weapon Only)
Chain of Command [+]
(Monarch Long Gun Only)
Creeping Mist [+]
Fathomless Deep [+]
(Abyssal Hook Melee Weapon Only)
Knight Guard [+]
Loath the Weak [+]
(Anguish Hand Gun Only)
Remnant 2 Base Game Weapon Mods
Accelerator
(Atom Smasher Melee Weapon Only)
Athibar
(Huntress Spear Melee Weapon Only)
Beta Ray
(Alpha-Omega Long Gun Only)
Beyond The Veil
(Nightshade Melee Weapon Only)
Bloodshot
(Corrupted Merciless Long Gun Only)
Bloodthirst
(Assassin's Dagger Melee Weapon Only)
Chaos Driver
(Enigma Hand Gun Only)
Cube Shield
(Cube Gun Hand Gun Only)
Deadpoint
(Corrupted Meridian Hand Gun Only)
Death Brand
(Corrupted Rune Pistol Hand Gun Only)
Death Sentence
(Feral Judgement Melee Weapon Only)
Dreadwalker
(Nightfall Long Gun Only)
Dreamwave
(Dreamcatcher Melee Weapon Only)
Dying Breath
(Gas Giant Melee Weapon Only)
Energy Wave
(Hero's Sword Melee Weapon Only)
Fission Strike
(Atom Splitter Melee Weapon Only)
Fracture
(Godsplitter Melee Weapon Only)
Guardian's Call
(Twisted Arbalest Long Gun Only)
Heat Sink
(Plasma Cutter Long Gun Only)
Krell Edge
(Krell Axe Melee Weapon Only)
Lifeline
(Red Doe Staff Melee Weapon Only)
Micronova
(Corrupted Aphelion Long Gun Only)
Moonlight Barrage
(Crescent Moon Long Gun Only)
Nano Swarm
(Nebula Hand Gun Only)
Remnant 2 Weapon Mods Comparison Table
Quick Search of all Weapon Mods in Remnant 2
Name |
Effect |
Mod Power Required |
How to Get |
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Accelerator |
Charge Melee Attacks increase the speed of all Melee Attacks by 10% for 5s. | N/A |
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Fires a short range burst of 7 star fragments which deal 70 damage each. Fragments bounce off walls up to 3 times, dealing 10% additional damage per bounce. Weakspot hits deal reduced damage. | 500 |
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Charge attacks use 25 stamina to throw the spear, which returns to the wielder's hand. | N/A |
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Brands a target for 30s. Branded enemies that die leave a Brand at their location. Reloading or Swapping detonates Brands dealing 275 damage. Addiotional Brands (3 Max) on the same target deal 50% damage. Salin enemies return 5-15% of Ammo and Mod power to the weapon. |
450 |
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Neutral Evade turns to mist, granting Nightshade 5% base damage as Lifesteal for 5s. Perfect Dodge doubles duration. | N/A |
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Funnels all current Mod Charges into the enxt shot. Projectiles deal 65 direct damage and 65 Explosive damage in a 5m per Charge consumed. Explosion applies 75 BURNING damage over 10s per Charge consumed. Additional Charges consumed increase all damage by 5%. Max 5 Charges |
420 |
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Shoots out razor-sharp Chain Shards which impale up to 5 targets within 15m, dealing 10 damage. On hit, chains are pulled towards the caster, dealing 250 damage split equally among enemies and applying 275 BLEEDING damage over 15s. | 450 |
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Fires a devastating blast which penetrates through all enemies in its path. Deals 120 damage with a 25% Critical damage bonus, and 2x additional stagger. Bloodline daage increases by 50% for each enemy penetrated. | 500 |
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While active, grants unlimited Reserve Ammo, increases Reload Speed by 30% and shots apply 250 BLEEDING damage over 10s. If 3 shots hit a Weakspot before reloading, Merciless will automatically perform a quick Reload. Lasts 13s. | 1,250 |
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Damage increases by +25% against BLEEDING enemies, and +25% when attacking from behind. Charge Attacks deal 100 BLEEDING damage over 10s | N/A |
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Fires a drill projectile which bores into enemies on contact, dealing 80 damage. After fully burrowing into an enemy, creates a Weakspot which grants 65% of normal Weakspot Damage on hit. If attached to an existing Weakspot, Ranged Crit Chance is increased by 15% when attacking the drill. Lasts 10s. | 750 |
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Drives electrified rods into targets which tether to other rods within 10m. Tethers deal 20 SHOCK damage per second. Targets embedded with a rod take 20 SHOCK damage per second. They take 20% additionally damage per extra rod in the target. Damage is increased by 1.5% if linked to another rod. Rods in the same target will not link. |
450 |
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Fires a focused blast of air through all targets within 8m, dealing 150 damage and 5x impact. | 450 |
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Imbues ammunition with TOXIC and increases Range Crit Chance by 15% for 20s. Shots also apply CORRODED, dealing 150 damage over 10s. | 1250 |
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Generates a shield which absorbs up to 500 damage from incoming enemy projectiles. Lasts 15s. Reactivating fires the Cube Shield damage enemies as is travels. Damge is increased if the Cube Shield has absorbed enemy projectile damage before firing. |
500 |
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Fires a cluster bomb which detonates on impact across 2.5m. each cluster deals up to 150 damage per explosion within 3.5m | 1,000 |
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Applies Death Brand to all enemies within 25m. increasing incoming damage by 10%. Enemies killed while bearing the Death Brand leave behind an Echo which lasts 10s before returning to the Nightmare Realm. Echoes are drawn to any survivor who walks within 3m. increasing Weakspot Damage dealt by 10% for 10s. | 850 |
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Dealing Melee Damage 6 times over 10s empowers Feral Judgement. When empowered, Neutral Backdash Charge Attacks apply Death Sentence. After 1.5s of being sentenced, the enemy will suffer 10 Phantom Strikes, dealing X25 Damage each. Deals 25% additional damage to BLEEDING enemies. | N/A |
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Infects weapon with Malware for 30s, causing shots to apply FRAGMENTED for 15s. When a FRAGMENTED enemy dies, they create a Glitch that lasts 5s. Picking up a Glitch increases All damage by 20% for 5s. Destroying a Glitch causes it to destabilize, creating a 5m Virus Pool which deals 25 damage per second and applies the FRAGMENTED debuff to enemies inside. Virus Pools last 15s. |
1500 |
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Enter the Nightmare Realm. Nightfall gains infinite Ammo, a 35% Fire Rate increase, 10% Lifesteal, and becomes fully automatic. The wielder becomes significatly harder to hit while moving. Disables other weapons and Skills for the duration, or until Dreadwalker is deactivated. Lasts 10s. |
1,250 |
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After dealing 250 damage, Charge Attack will release a Dreamwave, flowing outwards 20m and returning to caster. Dreamwave applies SLOW to all enemies for 10s and grants a Stack of REVERIE for each enemy affected. Each Stack grants +2% to All Damage and +2% Movement Speed, which lasts 15s. | N/A |
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Dying Breath |
When infused, Neural Backdash Charge Attack explodes in a 3m. AOE and leaves an ACID Cloud which last for 15s. | ? |
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Deploys an energy barrier on impact with ground. Allies can shoot through Energy Wall but enemy projectiles are absorbed (up to 500 damage received). Max 1 Wall at a time. Lasts 30s. | 500 |
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Charge attacks use 35 stamina to release an energy wave projectile allowing the wielder to strike enemies from much farther away. | N/A |
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Recalls ***s which deal 30 damage when pulled from a target and when striking targets on their return. Recalled bolts grant 2% of Max HP. Recalled bolts can also overfill Sorrow by up to +5. Any additional bolts will be returned to reserves. | 600 |
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Fires an explosive round that deals up to 175 damage within 9m. | 550 |
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Summons Faerie Familiar to aid in combat. The Familiar selects a random enemy within 10m and slashes through them for 25 damage each attack. Familiar will select a new target when the previous one dies. Lasts 20s. | 750 |
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Calls forth an eye of Legion to gaze at player's AIM target. For every 0.25s Fargazer focuses on a target within 25m, a stack of MADNESS Status is applied for 5s. Each stack deals 3 Damage per second. Max 10 stacks. Lasts 30s. | 1250 |
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Charge to fire off ground-based shockwaves which deal 115 damage. Costs 35 Stamina | N/A |
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Creates a whirling cyclone that sucks in nearby targets and applies BURNING for 10s. The center of the cyclone deals 75 FIRE damage per second. Lasts 15s. | 1,250 |
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On Neutral Evade Attacks Atom Splitter achieves Nuclear Fission, releasing a wave of charged particles which deals 151.5 Damage to targets within 10m. Charged Neutral Evade Attacks increase range by 3x and Damage by 25% | N/A |
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Charge Attacks taint the blood of targets, causing all attacks from Godsplitter to register as Weakspot hits for 3s seconds. Duration increases with additional fragments. Max 35s. | N/A |
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Calls down a Guardian Sword on enemies struck by an Energy Disc. Swords deal 100 damage and 3x stagger within 5m. | 750 |
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Launches a payload that explodes on contact with allies, healing 35% of their max health. When no ally is struck, payload lays dormant until an ally gets close. Dormant payload lasts 30s, slowly losing healing potency over time. | 600 |
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Forces open Plasma Cutter's heat vents dispersing all heat. While active, Plasma Cutter generates 50% less heat, and ramping damage cap is increased to 3x Damage. Overheats automatically when deactivated. Lasts 20s. | 850 |
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Shoots a helix of missiles, dealing 120 damage. On contact, divides into 6 smaller rockets which seek additional targets, dealing 30 damage on contact. | 850 |
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Imbues ammunition with FIRE and increases Ranged damage by 15% for 20s. Shots also apply BURNING, dealing 200 FIRE Damage over 10 seconds. | 1,250 |
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Charge to throw the Krell Axe which applies OVERLOAD on hit, dealing 50 SHOCK Damage every 5s for 10s. Shortly after throwing, another will appear in the wielders hand. Costs 25 Stamina | N/A |
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After dealing 250 damage, the next charge attack causes the spirit of the RED DOE to stampede forward, dealing 160 damage to enemies and regenerating 10% Health to allies in its path. | N/A |
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Fires 5 shattered compressed remains of a dying star. On contact or when hit with the primary fire, Micronova explodes for 75 FIRE damage, and 200 BURNING damage over 10s to all targets within 2.75m. Striking the Micronova with Corrupted Aphelion's primary fire increases its explosion radius by 25%, damage by 50%, and spawns a shockwave that deals 150 FIRE damage, detonates any nearby Micronovas and applies the initial BURNING amount. Generates 1 Primary Ammo on fire |
1000 |
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Empowers the Bow for 15s. Arrows apply Moonlight to enemies for 3s. Enemies struck by Crescent Moon while Moonlit release a Moon Essence which returns 1 arrow, heals 5% of Max Health, and grants 15% Fire and Reload Speed for 5s. Basic Shots automatically become Charged Shots. Manually Charged Shots fire two arrows. |
1,250 |
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Unleash a Swarm Nanomachines that seek after enemies within 20 meters and repeatedly attack dealing 3 ACID damage per hit each and applying CORROSIVE, dealing 50 ACID damage over 5s. Lasts 10 seconds. | 1000 |
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Conjures 6 sword fragments that encircle the wielder for 20s. Performing a Melee Attacks lets loose a Fragment which taints the blood of targets, causing all attacks from Deceit to register as Weaspot hits for a short period of time. Charge Melee attack fires all remaining Fragments at once but they taint blood for a shorter duration for each throw. | 750 |
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Imbues ammunition with SHOCK and increases Fire Rate by 15% and Reload Speed by 15% for 20 seconds. Shots also apply OVERLOADED, dealing 35 SHOCK Damage every 5s for 15s. | 1,250 |
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Fires a superheated beam which deals 125 Mod Damage per second. Sustaining the beam on a target causes an explosion which deals 300 Mod damage in a 3m AOE. | 50 per Pulse. |
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Launches a projectile which summons a Root Tentacle. Tentacles deal 30 damage and steal 1.5% of the hero's Max Health per hit. Lasts 20s. (Max 2) | 450 |
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Fires a rotten arrow that deals 110 damage and detonates for another 100 damage within 14m. Weakspot Damage increased by 150%. | 500 |
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Fires a caltrops grenade that explodes to cover an area of 6m. Caltrops apply BLEEDING, which deals 400 damage over 10s, and 3 seconds of SLOW to enemies that walk over them. Lasts 10s. | 750 |
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Fire a high-powered rocket that deals up to 200 damage within 2.5m. | 400 |
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Fires a Wretched Spear which embeds itself on contact. Spears deal 200 damage on hit, rapidly dividing inside the target until bursting, dealing 350 damage to all targets within 3m. Spears embedded in the environment remain in place for 10s. | 850 |
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Fires a shot infused with the binding power of the Song of Eafir. Staggers most ground enemies within 10m and deals 150 damage to Flying enemies within the same range. The song continues for 15s, afflicting targets within 15m with SLOW, and a 10% decrease to damage dealt. |
1,000 |
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Applies a Soul Brand to all enemies within 25m which lasts 25s. Enemies killed while bearing the Soul Brand leave behind an Echo which lasts 15s before returning to the Nightmare Realm. Echoes are drawn to any survivor who walks within 3m, granting 25% of Max Health on contact. | 750 |
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Fires a projectile that attaches to the enemy dealing 40 damage. Enemies within 7m become bound to the primary target after impact and share 60% of damage dealt to them. Lasts 15s. | 650 |
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Launch an alien egg that bursts on impact, releasing 5 Space Crabs. Crabs follow the caster, leaping towards enemies within 4m, and exploding, dealing 60 Damage each. | 450 |
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Fires a powerful arrow which deals 30 damage and opens a 7m portal that rains down star fragments. Each fragment deals 50 damage within 4m. Lasts 6s. | 750 |
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Fires a beam which deals 15 damage per second, and applies SLOW Debuff. After 2s of application to a target, SLOW becomes STASIS, freezing the target in place for 10s. | 50 per Pulse. |
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Fires the compressed remains of a dying star. On contact or hit wit the primary fire, causes Supernova to explode for 150 FIRE Damage, and 350 BURNING Damage over 10s to all targets within 4m. Generates 1 Primary Ammo on fire. |
1,250 |
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Creates a 6m blast which freezes all standard enemies for 7s. Dealing damage to frozen enemies immediately breaks the Time Lapse effect, applying SLOW for the remaining duration. |
1,000 |
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Fires a projectile that cracks the ground and spawns shockwaves that deal 75 damage Within 9m for 6s. Shockwaves inflict 3x impact. | 900 |
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Launches a slow-moving orb that pulses every 0.5s, striking enemies within 6m for 30 SHOCK damage and applying OVERLOADED for 15s. The orb lasts 20s. The orb can be overcharged by striking it with additional damage. | 850 |
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Neutral Backdash Charge creates a Whirlwind of slashes which strike all enemies within 8m for 75 damage. | N/A |
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Fires a ring of spinning blades which penetrates targets as it travels up to 20m before returning to the weapon. While traveling, activating Windfall again causes the projectile to spin in place for up to 3s. Activating it once more will recall it. Enemies struck by the Windfall obtain Tainted Blood for 3s causing all attacks from Deceit to trigger as Weakspot hits. | 720 |
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Fires a highly volatile projectile that explodes to leave a line of flaming terrain. Deals 150 FIRE Damage per second, and applies BURNING, dealing 200 damage over 10s. Lasts 10s. | 750 |
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Shoots a cannister out that shatters on impact to reveal an expanding mist, starting at 7.5m and growing to 15m over 5s. The mist lasts 20s. While affected, enemies receive 25% additional Status Effect Damage and are 5% more likely to be struck with a critical hit from any source. The mists debuff persists for 10s after target exits the mist. | 1000 |
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Calls forth 7 phantom spears to encircle the wielder for 25 seconds. This ring will deal up to 35 damage per second to nearby enemies, based on the number of spears remaining in the ring. While the mod is active, these spears can be thrown by tapping the mod button, dealing 100 damage to the first enemy hit. Spears will remain at their impact point for the duration of the mod or until recalled by holding the mod button. When recalled, spears will return to the wielder, dealing 50 damage to enemies along their path. When all recalled spears have reached the wielder, they cause an explosion dealing up to 350 damage based on the number of spears recalled. | 1250 |
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Harpoon Mode: Fire Harpoon to mark target causing primary fire to become Homing Rounds dealing 15% reduced damage. Enemies hit by Homing Rounds build Influence. Recasting exits Mode. When Influence fills, Monarch automatically reloads and creates a shockwave, and wielder becomes a Tyrant, gaining 20% Increased Damage and Infinite Reserves. Lasts 20s. | N/A |
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Charged Melee Hits grant Fathomless Deep which increases Melee Staggern by 10% per stack for 5s. Max 3 attacks. | N/A |
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Summons Knight Guard to aid in combat. The Guards hurl penetrating slashes at a random enemy dealing 65 damage. The Guards will melee enemies if close enough for 65 damage. Lasts 30s | 1000 |
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Rapidly fire volatile needles that explode after 1.5s dealing 30 explosive damage. Deals additional damage to targets with lower health. | 915 |
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Increases Melee Damage by 10% if the target is suffering from a Negative Status Effect. | N/A |
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Incoming damage grants Awakening which increases Melee Damage by 5% per stack for 10s. Max 10 stacks. | N/A |
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Imbues ammunition with BLEED and increases Lifesteal by 5% for 20s. Shots also apply BLEEDING, dealing 200 damage over 10s | 1,250 |
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Activates a 15m aura of sweltering heat, causing enemies inside the aura for 3s to begin BURNING for 250 FIRE Damage per second for 5s. Lasts 30s. | 700 |
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Fires a projectile that deploys up to 5 traps after contacting the ground Each trap can launch a flask of deadly liquid up to 15m when an enemy travels above and will rearm once every 0.9s. Flasks detonation release a 7m shockwave that deals 50 Damage and splashes targets within 4m of the center for 170 ACID Damage, applying CORRODED for 43.8 damage over 10s. Lasts 20s or 10 total flask launches. |
750 |
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Charged Melee empowers the staff for 10s, causing melee attacks to launch an energy bolt that seeks enemies within 30m, dealing 50 SHOCK Damage and grants 1 stack of POWER STONE. Max 10 stacks. While empowered, Charged Melee calls a 6m shockwave dealing 75 SHOCK damage and ends POWER STONE. For each POWER STONE stack built when ended, release 1 energy bolt that seeks a random enemy and applies OVERLOAD for 10s |
N/A |
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Launch a sphere of loam. Impact creates a 5m swirling storm of sand which seeks to center itself on an enemy and deals 225 Elemental damage per second. When Sandstorm‘s focused target dies, it will seek a new enemy within 10m. Lasts 15s. |
1250 |
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Maintaining an overhead Charged Melee forms a 5m cyclone, dealing 88 damage per second and pulls enemies foward the wielder. Each Cyclone hit applies EXPOSED for 3s. Max 15s. |
N/A |
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Switches the fire mode from the default "rifle" setting to the secondary "shotgun" mode. |
N/A |
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Disables automatic BLOWBACK, while increasing Thorn's Reload Speed by 25%. and fire Rate by 15%. Reactivating the Mod will trigger an EMPOWERED BLOWBACK, which detonates all needles at oncefor 100% additional damage. Lasts 20s. |
Mod Power Requirement: 1,000 |
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On Relic Use, Redeemer stores the wielder's equipped Relic effect within the weapon as a launchable payload. Upon firing, the payload bursts across 4m when contacting a human ally, or lays dormant up |
Mod Power Requirement: Relic Use |
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Releases 5 Harvester Bots for 30s that seek an enemy to siphon, granting allies within 30m astick of DRAIN. Gain 1% of base damage dealt as Lifesteal per stack. Max 5 stacks. |
Mod Power Requirement: 750 |
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Charged Attacks become INDOMITABLE INDOMITABLE: Grants 15% Damage Reduction, converts all damage taken to Grey Health, and prevents wielder from being staggered. Charging increases maximum damage by up to 400% |
Mod Power Requirement: N/A |
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Charged Melee empowers the Gauntlets for 15s, increases Standard Melee Damage by 25% and causing Charged Melee Attacks to release 8m penetrating blasts. Each blast reduces the duration. While empowered, performing a Charged Melee Attack during a Neutral Backdash gathers power for up to 5s, then fires a DARKNESS BEAM that deals 125 Melee Damage every 0.5s. The beam duration equals its time charge, then ends Kilonova after firing |
Mod Power Requirement: N/A |
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Activate while a valid target is in-sights, marking it with quantum Entanglement. All Genesis projectiles seek to the Entanglement target after initial impact, dealing 50% of Primary Fire damage. |
Mod Power Requirement: 1,250 |
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Charged melee attacks release a Phantom that trails behind the host weapon, dealing 35% of the Harvester Scythe's damage. Each hit of the Phantom Blade increases Melee Attack Speed and Melee Charge Speed by 6% for 5s. Max 5 stacks. | Mod Power Requirement: N/A |
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Activation stabilizes Monorail, increasing Charge Speed by 25% and reducing Recoil and Sway by 75%. Lasts 20s. Additionally, for each 5% of the Charge Meter filled upon firing, gain 1% Critical Chance and Critical Damage. Max 20%. |
Mod Power Requirement: 700 |
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Launches a payload that bursts on contact with allies, applying a SHIELD for 25% of their Max Health for 15s. Max 50% SHIELD. When no ally is struck, payload lays dormant until an ally gets close. Dormant payload lasts 30s and slowly loses Shield potency over time |
Mod Power Requirement: 500 |
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Launches a projectile that releases a Voidlight which remains dormant for 10s. While active, absorbs other damage sources. After expiration, explodes and fires up to 5 projectiles which hone in on enemies within 15m. Projectiles deal 250 Mod Damage split among enemies hit, dealing an additional 150 per 100 Base Damage absorbed. Max 5x. |
Mod Power Requirement: 850 |
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- Anonymous
Cube Room, Fusion Cannon, Gravity Core, Nano Phase, Guardian's Fury, Shatterstar & Will Of The Wisp Are All Missing From This Page.
[All The Corrupted Weapons, The Savior & Starkiller]
On "Weapon Mods Table", Knight Guard's URL need correction
https://remnant2.wiki.fextralife.com/Kight+Guard
-> ^
https://remnant2.wiki.fextralife.com/Knight+Guard
Kight into Knight :')
- Anonymous
- Anonymous
Is it just me, or there is a worrying lack of Yaesha equipable mods?
Like, bruh, they're the most fashionable, and you only give me like...? What? Two of them? :(
- Anonymous
Why do most if the mods suck...
Not to mention most of them make the guns looks bad especially the losomn
- Anonymous
I love Remnant 2 more then R1, but I can't express how much I hate mods in this game, when it comes to performance against bosses. Where in Remnant 1 there were just a few mods I didn't like, in R2 it is exact opposite, there are only few mods that I like. I don't know how they managed to messed this up so bad, but right now, choosing mod out of less then a dozen, because rest is underwhelming, is just sad.
- Anonymous
- Anonymous
i wish for some standalone labyrinth themed mods, if there wont be a labyrinth long gun
- Anonymous
- Anonymous
- Anonymous
Can someone explain to me pls this :
I was playing with random people online and one of them got (i think was) a mod that summon the little **** from N'Erud and an other that make a grenade that propulse everyone but deal no damage.
Can someone help me cause i don't even know what are those mods.
- Anonymous
I was on a multiplayer world and one of the player got a mod (i think it was a mod) that summon little baby ennemy from N'Erud and they fight for you (like the dog).
Can someone tell me what was that mod ??? i dont see anywhere this mod.
- Anonymous
- Anonymous
When playing multiplayer, I witnessed several players who were not equipped with mods. Is there any advantage to not daring to equip mods?
- Anonymous
I think weapon mods from first game where a lot better and more useful than the ones. I wish we would have all the previous game weapon mods for sale at McCabe since she was the one who craft them in previous game she would still have them for sale since we don't visit some words that we did before. Would not mind even if they would be sold for 2000 or 3000 scrap for peace as long as I can get them. lol
- Anonymous
would be great if it was filtered from fixed to weapon mods
- Anonymous
wait , No VoBT mod ?
https://remnantfromtheashes.wiki.fextralife.com/Veil+of+the+Black+Tear
- Anonymous
- Anonymous
Athibar mod says it's attached to the Huntress Spear which is wrong the mod attached to the Huntress Spear is called Javelin
- Anonymous
Can we separate this into boss mods, melee mods and equippable mods? The mod page is significantly less useful if you can't sort between these
- Anonymous
I think space crabs have by far the most damage awarded for the amount of mod charge, but they are too vulnerable to airborne enemies and ranged attacks. After Space Crab, what do you think is the next best mod in terms of damage dealt against mod charge amount, including normal and unique? Sustained systems are unstable in efficiency due to evasion and fright, so it's something that can be triggered with a single trigger.
- Anonymous
What are the chances Root Blades gets put into a sub-category or something to show it's cut content?
- Anonymous
Why are there no generic melee weapon mods?
Doesn’t that make every non-boss melee weapon effectively inferior by default?
- Anonymous
- Anonymous
I really wish whoever wrote this would run a simple spell check....
- Anonymous
Guys, How the level up mods works in this game?
Even if i use a lvl 10 or more gun my mod in it grey, don't show the extra addon in it.
- Anonymous
- Anonymous
Really should separate the mods into better categories.
Like "Built-In Mods" and "Modular Mods" or something along those lines.
- Anonymous
- Anonymous
It would help if they were separated based on if they're equipped on Guns or Melee weapons
- Anonymous
- Anonymous
Would be nice if the ones you can equip on weapons and the unique ones were seperate
- Anonymous
Ice , Plant and Song new weapons mods, please!
2
+11
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