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Arc News

Archetypes Breakdown

By SoFech
Tue 21 Feb 2023 08:55:00 AM PST

One of the biggest features of Remnant 2 is the completely revamped Archetype system. In the original game, Archetypes served as an initial gear loadout designed to provide a solid starting point for your journey based around a few different playstyles. Through play, everything was eventually available to every character, no matter what Archetype you started with. The only requirement was that you simply had to go out and earn it.

In Remnant 2, your starting choice matters!

While Archetypes still come with a custom gear loadout – consisting of their trademark armor set, three completely unique weapons, and their signature Archetype Trait – they also come with two amazing new additions, Archetype Perks and Archetype Skills! These new features are unlocked by gaining experience and leveling up the Archetype.

Yep, you heard that right… each Archetype has its own independent progression that unlocks exclusive gameplay features unique to that Archetype! So, let’s talk about what that means.

 

First off, Archetype Perks

There are 5 Perk Types: Prime, Damage, Team, Utility, and Relic.

The Prime Perk encompasses the core identity of the Archetype and typically provides a benefit that no other Archetype or item can provide. As we reveal more details on individual Archetypes, the importance of this perk will come into full view!

The Damage Perk is exactly what it sounds like: it’s the perk that scales the damage output of your character and gains effectiveness as you level up the Archetype. One Archetype may gain a Ranged and Melee damage buff from their Damage Perk, while another may get a boost to Mod Power or even Skill Damage (more on Skills later).

The Team Perk affects all allies whether you play alone or in a group. Some examples would be increased ammo drops, shared healing, or even boosting team defense. Each Team Perk is unique and provides a little extra "kick" to your gameplay, while also benefiting the team in a coop scenario.

The Utility Perk is considered a “Quality of Life” perk. It’s typically a small buff that blends well with the rest of the Archetype’s gameplay elements. For example, if an Archetype’s gameplay loop is reliant on Sprinting and Evading, their Utility Perk might reduce Stamina costs.

The Relic Perk is a temporary effect that becomes active for a short duration after using a Relic (Dragon Heart). These buffs can often turn the tide of battle but are limited by the availability of your Relic Charges. For damage Archetypes, the Relic Perks are damage-based. For support Archetypes, they are support based, etc. Consume a Relic to get a boost, but remember, they are also your primary heal!

As you gain more experience, your Archetype Perks will become more powerful. However, that’s not the only thing you get from Leveling Up!

 

Let’s talk about Archetype Skills

Archetype Skills are special abilities that can only be used by that Archetype. So unlike Weapon Mods from the original game, which usually added an alt-fire and could be swapped between Weapons, Archetype Skills cannot be shared between Archetypes. For example, if you want to use that special healing Archetype Skill, you’ll have to use the Archetype it’s attached to.

The second major feature of Archetype Skills is that they operate on a Cooldown as opposed to the Mod Power Buildup of Weapon Mods. Since Skills provide powerful buffs, auras, and even pure damage and healing, they are limited due to time. Using them at the right moment is essential!

Oh, and don’t worry, Weapon Mods haven’t gone anywhere! 

Did we mention that each Archetype has 3 Archetype Skills to choose from? That’s right! While each Archetype can only slot 1 Archetype Skill at a time, you may freely switch between unlocked Skills when out of combat at no cost! Tough boss battle coming up? Perhaps you should switch over to a defensive Skill. Maybe something more offensive is in the cards, instead. It’s up to you!

 

More on the Archetype Trait

Earlier, we briefly touched on the Archetype Trait, but it’s a much more important part of the Archetype System in Remnant 2. Each Archetype still comes with its own Trait. “That’s just like the first game, though!” you say, and you’d be right. However, there’s more to it!

First, the Trait is locked to that specific Archetype.

Second, as you Level Up your Archetype, you automatically gain +1 into that Trait. You don’t have to spend any of your hard-earned points. It’s free! This is vastly more important in Remnant 2 because Total Trait Points are limited. You can no longer have every Trait maxed out. You’ll have to decide what Traits to spend on and what Traits to forgo. Decisions! This is why getting a fully maxed out Archetype Trait for free (at maximum Archetype Level) is huge!

Third, when your Archetype reaches maximum level, the Archetype Trait is unlocked and can be used for ANY build you wish. The only caveat is that if it’s used in a build that it doesn’t belong to, you’ll have to spend your Trait Points on it. For example, you may play a support Archetype that comes with a healing effectiveness Trait. Once you get that Archetype to max level, you can now utilize that Trait on your DPS character… but it will cost you. Of course, your DPS Archetype comes with their own Trait, too!

 

Unlocking Archetypes

So, this is usually the point where people ask, “Am I locked into my starting Archetype?” and the short answer is “Of course not, this is Remnant!” Picking your starting Archetype only determines your initial playstyle. In Remnant, you can change your Weapons, your Armor, Mods, Rings, and more… so it should be no surprise you can also change your Archetype. What’s the catch? Well… you’ll have to earn it.

This means that even if you pick an Archetype that caught your eye at the start, you can still unlock all the other Starting Archetypes. You don’t even need to start a new game to use them, because as soon as you unlock another Archetype, you can switch to it! You could have your starting Archetype at Level 7, discover a new one, and then immediately change! You’ll still need to level that new Archetype up to reap the benefits of their Perks, Skills, and Archetype Trait… but that’s your choice to make.

Archetypes are unlocked in a multitude of ways, and we will leave that for the community to discover.

 

Why the Archetype Overhaul?

In the original game, we received a lot of great feedback from players who wished that the Archetypes meant something beyond just their starting loadout. We fully agreed, so we went about designing a system that encapsulated the guiding tenets of Remnant. You can still collect everything, your effort will be rewarded in kind, and the journey will be met with a sense of mystery and wonder. This meant that we couldn’t (meaning; didn’t want to) hard-lock players into their starting choice, and it also meant that we had some really special rewards for players that put in extra effort.

Additionally, each new Archetype Perk and Archetype Skill unlock should inspire new build ideas. When you unlock a new element to your Archetype, we hope it inspires you to think about all the other gear you’ve obtained up to that point and what new combinations are now possible.

 

AND THEN WE DOUBLED IT

At this point, we’re certain there’s been a lot to digest for new players and returning players alike… but there’s one final element to the Archetype System that we hope blows your socks off.

Two words:

Dual.
Archetypes.

That’s right. Dual Archetypes. Two at the same time. Double Perks, Double Skills, Double Traits.

Along your journey, you will eventually unlock the ability to combine any two of your Archetypes to create a “Class”. Each Archetype will have all their Perks, all their Skills, and both of their Traits represented within a Class. The only exception is the “Prime” Perk we talked about earlier. Depending on which Archetype is in the first slot (aka Prime Slot), their Prime Perk will be activated. The Archetype in the second slot will not have access to their Prime Perk. Archetypes in the Prime slot will have added benefits to their Skills. Things like increased effectiveness, additional charges, shorter cooldowns, etc.

As an example, a DPS ARCHETYPE (PRIME) + SUPPORT ARCHETYPE Class Combo will be different than the same exact SUPPORT ARCHETYPE (PRIME) + DPS ARCHETYPE. In the first example, the DPS Archetype will be featured and thus have their Prime Perk available. Their Archetype Skills will also be enhanced, so it’s safe to assume their DPS capabilities will be enhanced.

In the second example, the Support Archetype will have their Prime Perk available instead of the DPS Archetype’s Prime Perk. Additionally, their Archetype Skills will be enhanced which lends to better overall support capabilities.

Each Dual Archetype Class combination will have its own name. Depending on which Prime Perk is active, it will be added as a prefix to that Class. For example:

(UNNAMED) DPS Archetype Prime Perk: “Violent”
(UNNAMED) SUPPORT Archetype Prime Perk: “Preserving.”

(UNNAMED) DPS CLASS + (UNNAMED) SUPPORT CLASS: “Violent Guardian” *
(UNNAMED) SUPPORT CLASS + (UNNAMED) DPS CLASS: “Preserving Guardian” *

(*) NOTE: The above names are examples only.

Since every Class (Dual Archetype) Combo has its own name, that name automatically obtains a prefix which comes directly from the main Archetype's Prime Perk. We designed this system to make it easy to recognize what the Primary focus is for any Class combination, but to also recognize the individual Archetypes by keeping the same core Class name.

 

In the End…

If the goal of the Archetype System is to give players a playstyle foundation that they can build around with gear choices, then the goal of the Dual Archetype / Class Combination system is to provide them with an outlet for true build creativity and self-expression. Make the class that best suits you and supplement it with your favorite gear to truly make it one of a kind!

What combination will you create?!

 

Ben "tragic" Cureton 
Principal Designer
A.k.a "Supreme Commander of Progression and Gameplay and Representative of People That Want to Have Fun Builds and Do Other Things Good Too."

 

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