Archetypes

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Archetypes are the "classes" or "specializations" of Remnant 2. They determine the starting items when creating a character, as well as that character's stats and perks. Each archetype has 5 perks and 3 skills, with only the primary Archetype choice granting the Prime Perk.

There are currently 12 archetypes available in the game.

AlchemistArchonChallengerEngineerExplorerGunslingerHandlerHunterInvaderInvokerMedicRitualistSummoner

When starting a new save file, a choice of only Challenger, Handler, Hunter, or Medic will be given to start with. Other archetypes after the initial selection must be unlocked over time through various gameplay objectives, which can then be switched to or from at any time on all characters.

Core Traits[edit | edit source]

Each Archetype has five points allocated between four core traits when selected as your primary archetype.

Archetype Endurance Expertise Spirit Vigor
Alchemist 0 2 2 1
Archon 1 0 3 1
Challenger 2 0 0 3
Engineer 3 0 0 2
Explorer 2 1 2 0
Gunslinger 1 2 0 2
Handler 1 3 0 1
Hunter 2 2 0 1
Invader 4 0 1 0
Invoker 0 3 0 2
Medic 0 2 1 2
Ritualist 1 2 2 0
Summoner 0 1 3 1

Unlocking[edit | edit source]

Some Archetypes must be unlocked through gameplay, requiring various objectives that specific to that Archetype, ranging from buying an item then converting it to its respective engram at Wallace, to wearing a specific set of gear and going to a specific location, to running in to deadly fog. For more information about unlocking an individual Archetype, refer to their respective page's Unlocking section.

Once the player has unlocked any Archetype on a character, Wallace will continue to sell the unlocked archetype's engram crafting material to any other character for 1,500.

Leveling[edit | edit source]

Archetypes gain levels as the character kills various foes in their adventure. The amount of experience gained depends on the type of enemy killed, with the weaker ones giving lesser experience than the stronger ones. Leveling an Archetype grants access to skills and perks, as well as upgrades to their associated perks and Archetype trait. Each level gained passively allocates one point to their trait.

Upon reaching the max level (10) with an Archetype, the traveler unlocks their Archetype trait without needing the engram equipped. However, points will now need to be allocated to make use of the trait.

Experience gain may also be increased through various sources, such as:

Skills[edit | edit source]

Each Archetype has their own set of three skills that unlock with Archetype levels, but only one skill may be active at a time. Some skills are charge-based, meaning the skill may store multiple uses that can be expended at once and refreshed one use at a time. Other (most) skills enter a cooldown period after each use.

These skills are tied to Archetypes themselves, and cannot be used when the associated Archetype engram is not equipped. If the skill is changed at anytime, the new skill will immediately go on cooldown without charges.

Perks[edit | edit source]

Each Archetype also comes with a set of five perks that unlock or upgrade with Archetype levels. Each perk is sorted into the following categories: Prime, Damage, Team, Utility, and Relic.

Prime perks are only available from the traveler's primary Archetype. These are typically powerful effects that define the Archetype's strength that could be considered as individually powerful as the Archetype skills themselves. These perks are unlocked at the Archetype's base level, and are further upgraded at level 5 and 10.

Other perks are passive effects that begin unlocking from level 1 through 4, and upgrade again from level 6 through 9 unless stated otherwise.

Traits[edit | edit source]

Main article: Trait

Each archetype have their own trait.

These traits are unique to the archetype associated with the trait, and can only be used when said archetype is equipped. The number of points allocated into the trait is dependent on the level of the archetype itself. For example, if a Traveler has Challenger level 5, the associated trait, Strong Back, will have 5 point allocated to it. This allocation does not use the Traveler's Trait Points, and is "free".

Once the archetype has reached level 10, the archetype-specific trait can be used by the Traveler without equipping the archetype. However, if the archetype is not equipped, the trait will not have points automatically allocated into it, and Travelers will have to use their own Trait Points to allocate the unlocked traits. This is useful for some traits like Challenger's Strong Back or Explorer's Swiftness, as it allows the player to still maintain some strong utilities from the archetypes without needing to equip them.

Should the traits' associated archetype be equipped while there are Trait Points allocated to them, those Trait Points will be refunded.

Dual Archetypes[edit | edit source]

Travelers can have up to two archetypes equipped at any one time if they have unlocked more than one archetype. Doing so will provide them with the trait, skills and perks of the secondary archetype (minus their prime perk and core trait allocation i.e. Endurance, Expertise, Spirit, Vigor). In addition to that, the character's title will be updated based on the combination of the archetypes. Refer to the list of archetype names for more information.

When the traveler has two archetypes equipped, experience gained will be distributed evenly between the two. However, Archetypes that have reached the level cap (10) will not take a portion of experience gained. While aiming to level a specific Archetype, it is highly recommended to equip an already max level Archetype.