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Remnant II Patch Notes: 444,163 - 9/24/2024

--|The Dark Horizon DLC Launch|--

The wait is over, The Dark Horizon DLC is available September 24th! Discover hidden secrets, explore new dungeons, collect powerful gear, encounter unexpected allies, and face fresh dangers as you strive to solve the mystery of The Dark Horizon.

Introducing the Warden Archetype!

No matter your playstyle, the new Warden Archetype has you covered—especially with its secret weapon: The Drone. This fully automated ally can shield you from danger, heal your wounds, and even strike at enemies, making it the ultimate battlefield companion.

The Dark Horizon storyline is seamlessly integrated into all new campaigns!

To dive straight into The Dark Horizon content, simply head to “Adventure Mode” from the Ward 13 World Stone and select “One Shot.” Like the original DLC, this will fill your Adventure with the latest quests, NPCs, enemies, and, of course, new loot!

--|Free Content: Boss Rush Launch|--

Boss Rush is the ultimate game mode for players who crave non-stop action and boss battles.

Jump into the mode solo or team up with fellow Travelers in multiplayer and choose from three intense challenges: Triple Threat (a three-boss run), Trial by Fire (a seven-boss run), or The Gauntlet (a grueling nineteen-boss showdown). Test your survival skills as you fight through waves of enemies, including challenging Aberrations, on your way to face off against powerful bosses.

During the run, you'll also earn temporary buffs—stat boosts and powerful passive bonuses—that will give you an edge when the battles heat up.

Getting started is easy. Simply head to the World Stone in Ward 13, select Boss Rush from the menu (just like you would for Campaign or Adventure), pick your difficulty, and dive in!

--|Free Content: Prism System|--

A brand-new power-boosting system that’s part of the free update. It works directly with the preexisting Fragments that have been in the game since day 1.

For a full list of all bug fixes and updates:

https://gunfiregames.com/blog-five/2024/9/24/remnant-ii-patch-notes-444163-9242024
or
https://steamcommunity.com/app/1282100/discussions/0/4846526057021960410/

The Dark Horizon DLC – Now Live!

[previewyoutube][/previewyoutube]
Return to N’Erud and uncover a mysterious place preserved in time, where alien farmlands are tended by robots for inhabitants who have long since perished. But time corrupts all, and rogue AI and robotic creations threaten at every turn while you search for the secrets of the colossal entity that dominates the skyline. In a brand-new storyline, uncover the secrets within the necropolis world of N’Erud. As you enter this new overworld, you will explore new dungeons, experience a new glider traversal system not found in other worlds, acquire powerful gear—including a new Archetype, “The Warden"— meet unexpected allies, and face new threats as you set off to defeat the colossal entity that watches over N’Erud!

Players that own the DLC can access it by going to a World Stone, choosing “Adventure Mode” then selecting “The Dark Horizon”. If players choose to experience the DLC through the Campaign Mode instead, the DLC is added seamlessly to the main campaign and may or may not appear like any other storyline upon rolling a new campaign.

A unique feature of The Dark Horizon DLC, as well as the previous REMNANT II DLCs, is that players without the DLC can still play through the storyline by teaming up with those who own it. However, to make use of any DLC-specific items they acquire, they will need to own the DLC themselves.


[h2]The Dark Horizon features[/h2]
New Storyline, Dungeons and Area Based in the World of N’Erud: Delve deeper into the world of N’Erud and take on a brand-new storyline where players will enter a mysterious place preserved in time and search for the secrets of a colossal entity that dominates the skyline.

New Glider Traversal System: In this new overworld, you will be able to experience a new glider traversal system that allows you to navigate the overworld and uncover the origins of the ominous presence that lies above. With this system, you can choose which parts of the overworld you want to explore, including how you want to face off against the new world boss.

New Archetype – The Warden: When it comes to enhancing any playstyle, this new archetype, The Warden, and its secret weapon – The Drone – have you covered. The fully automated drone can shield, heal, or even attack enemies, making it the perfect partner to have on the battlefield. In case you missed it, you can find out more about the Archetype in this trailer.

Many Items and Powerful Weapons that Enhance Gameplay: Outfit the Traveler to survive this more deadly version of the world of N’Erud by choosing from a host of new weapons and modifications, along with new items, like amulets and rings.

New Bosses, Characters and Fearsome Creatures to Encounter: Mysterious threats and survivors of unknown origin emerge from the long extinct civilization with rogue AI and robotic creations lurking around every corner bringing new challenges for all players.


[h2]About the Free Boss Rush Update [/h2]
Along with the final DLC, as part of a major update, a brand-new game mode, Boss Rush, along with major quality of life improvements is available for free across all platforms. Boss Rush will be a new game mode for players who want to get straight into the action and go up against bosses.

You will have the option to play the mode either solo or with fellow Travelers via multiplayer, choose from three difficulty options -- Triple Threat (a three-boss run), Trial by Fire (a seven-boss run) and The Gauntlet (a nineteen-boss run) -- and put your survival skills to the test. For the mode, the goal is simple yet extremely challenging: Successfully fight hordes of enemies, including an Aberration, to go up against bosses in the run to earn the elusive drops, including weapons, that you’ve been missing. Along the way, you will earn temporary buffs during the run that grant stat bonuses and/or powerful passive bonuses as well that will prove to be helpful.

Accessing the mode will be easy as you can head to the World Stone in Ward 13 and select Boss Rush (similar to selecting Campaign or Adventure). Here, you will choose your preferred difficulty and go into your run.

In addition to the new game mode, quality-of-life improvements, including a new system, Prisms, along with an Item Search Filter feature, have been introduced in the free content update. Prisms are a new feature to the rebalanced fragment system and can be leveled up to grant additional stat bonuses.

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The Dark Horizon DLC & Free Major Update - Patch Notes

--|The Dark Horizon DLC Launch|--

The wait is over, The Dark Horizon DLC is available September 24th! Discover hidden secrets, explore new dungeons, collect powerful gear, encounter unexpected allies, and face fresh dangers as you strive to solve the mystery of The Dark Horizon.

Introducing the Warden Archetype!

No matter your playstyle, the new Warden Archetype has you covered—especially with its secret weapon: The Drone. This fully automated ally can shield you from danger, heal your wounds, and even strike at enemies, making it the ultimate battlefield companion.

The Dark Horizon storyline is seamlessly integrated into all new campaigns!

To dive straight into The Dark Horizon content, simply head to “Adventure Mode” from the Ward 13 World Stone and select “One Shot.” Like the original DLC, this will fill your Adventure with the latest quests, NPCs, enemies, and, of course, new loot!

--|Free Content: Boss Rush Launch|--

Boss Rush is the ultimate game mode for players who crave non-stop action and boss battles.

Jump into the mode solo or team up with fellow Travelers in multiplayer and choose from three intense challenges: Triple Threat (a three-boss run), Trial by Fire (a seven-boss run), or The Gauntlet (a grueling nineteen-boss showdown). Test your survival skills as you fight through waves of enemies, including challenging Aberrations, on your way to face off against powerful bosses.

During the run, you'll also earn temporary buffs—stat boosts and powerful passive bonuses—that will give you an edge when the battles heat up.

Getting started is easy. Simply head to the World Stone in Ward 13, select Boss Rush from the menu (just like you would for Campaign or Adventure), pick your difficulty, and dive in!

--|Free Content: Prism System|--

A brand-new power-boosting system that’s part of the free update. It works directly with the preexisting Fragments that have been in the game since day 1.

[h2]PATCH NOTES[/h2]

--|Performance and Crashes|--
- Fixed an issue where Atonement Fold could potentially cause hitching after prolonged use.

--|Quality of Life|--
-|General|-
- Fixed an issue where Dale was too chatty.
DEV NOTE: We had a talk with Dale and let him know not everyone is as enthusiastic about his hunting excursions as he is.
- Fixed an issue where a small amount of players were unable to unlock Achievements.
DEV NOTE: Using the World Stone in Ward 13 should reward the achievements that were not previously unlocked when they should have been.

--|Player|--
--|Archetypes|--

|Engineer|
- Fixed an issue where turret would shoot past Mother Mind.
- Fixed an issue where Engineer’s Flamethrower would sometimes create floating fire after destroying a projectile.
|Archon|
- Fixed an issue where Reality Rune skill was reducing player’s damage when inside the bubble.
- Fixed an issue where entering Havoc Form while the Ravenous status was active would cause players to flinch repeatedly.
|Invoker|
- Fixed an issue where Way of Kaeula lightning strikes could go beyond outer ring indicator when scaled by Amplitude Trait.
- Added Line of Sight check for Way of Kauela lighting strikes.
DEV NOTE: Reverting the change from the previous build as it caused too many issues.
- Fixed an issue where Visionary was not granting the 10% cooldown reduction on some skills.
- Fixed an issue where when two players are using Way of Lydusa, sometimes activating it could cause the generated Sand Devils to instead go to the other player and not the original caster, preventing the original caster from manually detonating it.
|Gunslinger|
- Fixed an issue where single shot weapons wouldn’t perform an instant reload for clients after Bulletstorm killed an enemy during multiplayer.
|Invader|
- Included Grey Health in Reboot calculation / memory (will restore previous amount).
- Fixed an issue where Worm Hole would not trigger Bitter Memento's effect when used twice in a row.
|Hunter|
- Fixed an issue where Intuition perk would start reducing the duration of Hunter skills after 6 relic uses.
|Handler|
- Fixed an issue where skill cooldowns could be bypassed through animation canceling.
|Ritualist|
- Fixed an issue where Deathwish was not doing correct damage and tooltip description was inconsistent.
- Added Line of Sight check for Miasma and Eruption.
DEV NOTE: Reverting the change from the previous build as it caused too many issues.
|Medic|
- Fixed an issue where using Healing Shields in multiplayer would potentially cancel each other out.
- Fixed an issue where Healing Shield's radius was not affected by effects that increase AOE radius.
- Fixed an issue where Redemption was not benefiting from healing effectiveness.
- Fixed an issue where Redemption was not capping the skill use speed stat to determine how quickly the skill becomes fully charged. Subsequent casts of Redemption now refresh the heal.
|Challenger|
- Fixed an issue where Challenger's DieHard prime perk triggered after Bitter Memento activated at low health.

--|Gear / Items|-- -|Weapons & Mods|-
- Fixed an issue where Nebula Mod Nano Swarm was incorrectly considered Ranged Damage type.
- Reduced damage of Nebula Nano Swarm.
- Fixed an issue where Sporebloom was not benefiting from Physical Damage bonuses.
- Fixed an issue where Micronova Mod was dealing more damage than intended.
- Fixed an issue where Defrag Mod was generating Mod Power while the Mod was active.
- Fixed an issue where Thorn explosions could destroy multiple weak points off The Labyrinth Sentinel.
- Fixed an issue where Monolith Sandstorm Mod would jitter when used on some bridges in the Labyrinth.
- Reduced damage of Monolith Sandstorm.
- Fixed an issue where Anguish’s secondary fire was not doing splash AOE damage if fired at the ground.
- Added a fix to prevent multiple stacks of Monolith Sandstorm from being active.
- Fixed an issue where Gravity Core Mod was double dipping on mod and explosive damage
- Fixed an issue where Anguish charge grey health persisted on melee weapon when player did a charged melee attack just before crouching.
- Fixed an issue where Aphelion and Corrupted Aphelion would sometimes not hit enemies when having a high fire rate.
- Fixed an issue where Merciless Bleed could trigger Bandit Mutator.
- Fixed an issue where Star Shot mod and Corrupted Savior’s mod, Fusion Cannon, did not have their maximum amount of charges consumed on activation.
- Fixed an issue where Hellfire was not using the correct animations which was causing issues while firing projectiles during the recoil,
- Fixed an issue where Deceit Mod was not deactivating once the final Sword Throw was thrown.
- Increased Reload Buff Duration of Polygun from 5s to 10s.
- Increased Reload Buff Lock duration of Polygun from 5s to 10s.
- Reduced Polygun Rifle and Shotgun Recoil
- Increased Polygun Shotgun Mode Fire Rate from 1.6 to 1.75.
- Reduced Polygun Shotgun Mode Spread
- Fixed an issue where Alpha / Omega was inconsistently auto-reloading after depleting ammo rounds to destroy Beta Rays.
- Increased Alpha / Omega fire rate from 6.89 to 7.42
- Increased Alpha / Omega Charge Buff decay delay from 1.5s to 3.5s
- Increased Alpha / Omega Charged Shots required to reach max speed from 3 to 5.
- Increased Alpha / Omega Beta Ray Mod base damage from 225 to 275.
- Increased Trinity Damage from 44 to 48 per bolt (132 to 144)
- Increased Trinity Magazine Size from 18 to 24
- Increased Trinity Reserves from 90 to 96
- Increased Trinity Reload Speed slightly
- Increased Corrupted Savior magazine from 40 to 50
- Increased Corrupted Savior Mod Drain Delay from 5s to 10s
- Reduced Corrupted Savior Mod Drain Rate
- Fixed an issue where Corrupted Savior mod drain can count as a "cast" for Pressure Point and Spell Weaver.
- Fixed an issue where Savior mod was not benefiting from mod damage trinkets.

-|Trinkets, Mutators, Relics|-
- Fixed an issue where performing a perfect dodge while Symbol of Royalty was equipped was causing the player to receive 2 stacks of Bulwark instead of the intended 1.
- Fixed an issue where Effigy Pendent was not activating correctly in all cases.
- Fixed an issue where Overloaded effect applied from Enigma was granting a stack of Repercussion on explosion
- Fixed an issue where Overloaded was inconsistent when stacking in some cases.
- Fixed an issue where Timelapse Mod could cause enemies to disappear.
- Fixed an issue where Weightless Weight would sometimes not apply bonuses consistently.
- Fixed an issue where Shocker Melee Mutator had an inconsistent Overloaded duration.
- Fixed an issue where Flying Bomb Trap could damage summons.
- Fixed an issue where client players could sometimes not move freely when struck by Ring of Spears Mod.
- Fixed an issue where Ring of the Damned was calculating damage incorrectly.
- Reduced Hardcore Metal Band max Bulwark from 5 to 3.
- Fixed an issue where Gift of the Unbound's movement speed buff did not re-apply when removing every burden ring currently equipped on character and re-equipping them.
- Fixed an issue where equipping Painless Obsidian Ring was not granting Bulwark stack when equipped if Bulwark was already active.
- Fixed an issue where Soul Stone would not work on Rootlash.
- Fixed an issue where Bitter Memento was not working with Ring of the Damned in relation to Health.
- Fixed an issue where Burden of the Audacious wass doubling up value giving 50% to healing instead of 25%.
- Fixed an issue where Kolket Eyelet was not giving stack of Bulwark after picking up turret.
- Fixed an issue where Faerin's Sigil was not calculating mod power correctly.
- Fixed an issue where Pressure Point was increasing damage when it shouldn't have.
- Fixed an issue where Jester's Bell's buff duration did not match the description.
- Fixed an issue where Defrag had no effect when you sacrificed Summons.
- Fixed an issue where Ring of Spears sounds persisted along with its sped-up state as if there were enemies around.
- Fixed an issue where Sapphire Dreamstone's cooldown was not being visually represented for client.
- Fixed an issue where Pressure Point’s detonation worked off of single charge cost, not total power spent.
- Fixed an issue where if activating Dreadwalker mod with 0 ammo in clip; after the mod action is completed, the ammo in the clip was still 0, when it should have been full.
- Fixed an issue where New Stacks of Reverie applied from using Dreamwave were not refreshing buff timer.
- Fixed an issue where Tainted Blood effect from Ouroboros mod could be extended by applying SLOW to an enemy.
- Fixed various issues where Slow was not being applied correctly in some cases.
- Fixed an issue where Birthright of the Lost effect was not applying to flying enemies when triggered via Worm Hole.
- Fixed an issue where Soul Anchor wouldn’t activate if the Handler archetype was already active.
- Fixed an issue where Soul Stone Amulet was not increasing damage and move speed for Rootlash, Space Crabs, and Fargazer.
- Fixed an issue where Space Crabs were not being affected by Soul Link or Soul Stone.
- Fixed an issue where Atonement fold bleed effect was not removed after unequipping the Atonement Fold.
- Fixed an issue where Vengeful Strike was constantly activating and deactivating when equipping the Broken Heart relic and getting to 50% health.
- Fixed an issue where Extender Mutator was not resetting the clip size of Trinity Crossbow when detached from the weapon.
- Fixed an issue where Lydusa’s Curse was not triggering Neckbone Necklace.
- Fixed an issue where Elixir of Life would revive players well after the Living Will effect ran out.
- Fixed an issue where Spirit Wisp Amulet did not account for multiple charges being spent when determining the amount of cool reduction it should apply.

-|Enemies|-
- Fixed an issue where Shrewd could not be targeted by some Mods.
- Fixed an issue where the player could get trapped in a wall when successfully escaping a Dran Immolator’s grab attack.
- Fixed an issue where Mirage charged cyclone damage was not scaling up with weapon level.
- Fixed an issue where kiln enemies could get stuck on ladders.
- Fixed an issue where Root Zombies resist the killing blow when damaged by Sandstorm.
- Fixed an issue where players could get stuck momentarily if enemies were frozen by Time Lapse during a grab interaction.
- Fixed an issue where Custodian Eye homing missile attack would sometimes not follow target.
- Fixed an issue where Fae Knight Assassin froze in midair after the One True King was defeated if he didn’t backstab the One True King.
- Fixed an issue where the Bridge Warden was unable to follow the player through some tunnel openings.
- Fixed an issue where arrow bolts would hang in air when Fae Golden Knight used smoke ability.
- Fixed an issue where bow weapons could not shoot off the Preacher’s hat in Forlorn Coast.
- Fixed an issue where Way of Kaeula wave crash and drenched effect was failing to deal damage to Annihilation orbs.
- Fixed an issue where if orbs in 2nd phase of Annihilation fight were destroyed too quickly by certain weapons, it would cause the boss to just stand still.
- Fixed an issue where Mother Mind was not able to destroy platforms in boss fight with slam attack.
- Fixed an issue where Tal’Ratha was not being attacked by Rootlash or Reaver’s melee attacks.
- Fixed an issue where some enemy attacks ignored Damage Reduction.
- Fixed an issue where players could still receive Bloody Steel Splinter from Red Prince even if they had Blood Draw mod.

-|UI|-
- Fixed an issue where Thorn tooltip was not updating when equipping items with explosive damage bonuses.
- Fixed an issue where some items had a white outline around their image in their icon.
- Fixed an issue where Corrupted Sorrow Mod tooltip was incorrectly showing the wrong value.
- Fixed an issue where upgrading Amplitude was not changing the tooltip description for Way of Lydusa.
- Fixed an issue where Blood Draw tooltip values were not updated when equipping objects with explosive damage bonuses
- Fixed an issue where ranged Lifesteal was not displaying in Advanced Stats.
- Fixed an issue where shields and buffs could potentially overlap on allies’ display in the upper left-hand side of the screen.
- Fixed an issue where Crystal Heart had an inaccurate tooltip value when hovering over the item in the character menu.
- Fixed an issue where the door leading to the Annihilation fight was marked as a side dungeon.
- Fixed an issue where trait points could be removed if players switched
- Fixed an issue where at level 10, Sleeper mutator tooltip description for critical chance and damage were reversed.
- Fixed an issue where Fire Rate and Evade Speed were displayed inconsistently from other bonus increases on the stats screen.
- Fixed an issue where Sapphire Dreamstone was not displaying cooldown icon when it procced.
- Fixed an issue where Thaen Protection was displaying the incorrect icon in tooltip.
- Fixed an issue where Dwell’s shop tabs were not displaying correctly in some instances.
- Fixed an issue where Rot Stalker aberration copies would each get a named health bar on screen.
- Fixed an issue where Current Mission icon appeared stretched when the current objective was displayed on multiple lines.
- Fixed numerous typos in functional descriptions of weapons and items.

-|Misc Fixes|-
- Fixed an issue where if a player entered the fog door to the Nightweaver fight during the transition to the 2nd phase of the fight, the player would no longer be able to damage enemies.
- Fixed an issue where if players defeated the Custodian Eye at the same time the floor would drop, it could cause the player to get stuck on the lowered section of the room.
- Fixed an issue where Lighthouse Key would be in the wrong visual state when inspecting.
- Fixed an issue where Some Dran would get stuck using a ladder if a player used it at the same time.
- Fixed an issue where Resolute Trait was not consistently being awarded.
- Fixed an issue where the Alchemist Engram description and lore were incorrect.
- Fixed an issue where the One True King was missing dialogue responses when the player wearing the True Crimson Crown.
- Fixed an issue where if players exited the game as they placed the Cherished Fracture in the shrine, when they reloaded the game, they would see Lydusa’s character mesh hovering room.
- Fixed an issue where the Havoc Form Lightning VFX persisted for clients when the player died while shooting lightning.
- Fixed an issue where the Havoc Form Lightning VFX visually fired in the wrong direction when viewed by client.
- Fixed an issue where Character Aura Buff VFX persisted where player died after using any of the 3Vial skills as an Alchemist.
- Fixed an issue where Founder Ford’s path would reset if players quit before meeting him at the entrance to old Ward 13.
- Fixed an issue where players in specific circumstances could escape the Mother Mind’s arena.
- Fixed an issue where the player character could get stuck in state transition when doing a Charge Attack at 0 Stamina and still holding the attack button.
- Fixed an issue where Campaign dialogue choice was showing up in Adventure mode when speaking to Custodian.
- Fixed an issue where ring in Derelict Lighthouse would sometimes spawn under the ground, making it impossible to pick up.
- Fixed an issue where Hatchery could be exploited for XP grinding.
- Fixed an issue where the “health” of the walls in Lydusa fight we scaling too high on Apocalyptic difficulty.
- Fixed an issue where Flop damage was not scaling with player level.
- Fixed an issue where Archetypes or Archetype skills could no longer be selected for a small portion of players.
- Fixed an issue where players were unable to obtain the same archetype if another player buys it from Wallace.
- Fixed various issues where players could end up out of the world while using Wormhole in different locations.
- Fixed various issues of small visual and collision gaps through the game.

The Prism System

When setting out to create our “end game” system, our primary goal was to ensure players would be able to convert time spent (i.e. “the grind”) into meaningful power increases. We also wanted to make sure that the power increases were with stats players cared about, so they felt worth chasing for hours on end. Finally, we wanted the system to be useful at any level, and not JUST at the end. That’s why it’s more of an all-around power enhancement system than “end game” (hence the quotes!).

Enter Prisms; A brand-new power-boosting system that’s part of a FREE update coming alongside the final DLC, The Dark Horizon, on 9/24. It works directly with the preexisting Fragments that have been in the game since day 1.

However, before we dive into Prisms, understanding how Fragments work is the foundation to understanding the core of the Prism system. Throughout your journey, Fragments can be found in chests, they drop from certain enemies, and they can even be purchased at Dwell, the vendor, in Ward 13. Fragments grant small stat buffs, ranging from extremely weak to moderately powerful.

For example, an early level “Cracked” Ranged Damage Fragment might grant 1% total Ranged Damage. However, a Mythic might grant 10%. More powerful Fragments are found on higher difficulties, with Level 31 (aka Mythic) being the final tier.

Before DLC3, there were 39 unique Fragments, each providing a unique stat that could supplement your build. In The Dark Horizon, we removed about 14 or so, and added 20 new stats in return, bringing the total to 45 possible choices. We believe the newer Fragment choices provide more total value than the ones replaced.

Players can slot up to 3 Fragments at any one time. With our totally reworked Fragment UI, Fragments are now decoupled from the Relic and can easily be slotted and unslotted with a simply click – a setting that is remembered even if you change your Relic.


OK, finally onto Prisms!

In a nutshell, a Prism is a container for Fragment buffs. Any stat buff that’s obtainable as a Fragment can also be obtained within a Prism. In fact, they can also reach the same exact power level. This means that if you have a 10% Critical Damage Fragment, you’ll also be able to – with a little luck – obtain 10% Critical Damage in your Prism. 20% Crit Damage!


Let’s break down how this all works.

At the baseline, a Prism has 5 slots for buffs. Each buff is earned through experience gain and chosen from a selection of 3 of all 45 when the player levels up their Prism. When a Prism is ready to level up, it glows and an in-game HUD element reminds the player that they have enhancements available. Clicking the Prism will bring up the buff selection screen, and the player chooses 1 out of the 3 presented.


The player makes their choice, and they now have 1 of their 5 Prism slots filled with a Fragment buff. It’s important to note that until all slots are filled, each choice will be random from the entire group of 45 total options.


In the example below, the Prism was leveled up a few more times by grinding out EXP – kills, quests, etc - and a few more choices have been selected. When leveling up a Prism, your choices matter, because you want to make a cohesive creation. Remember that the Fragment Slots above the Prism can be changed, so depending on what you put into your Prism, you may end up mixing and matching, or even double stacking when given the choice to add a new stat!


This Prism is really starting to take shape. We have Fire Rate for a nice damage boost, we have some Health and Stamina to increase our durability and utility, and we also have Reload Speed to make sure our weapon is always loaded.

Each of these stats go to +10, and as mentioned before, the maximum value matches the maximum value of a Level 31 Mythic Fragment stat. So double stacking can become quite powerful for builds that really lean into certain stats.

Now, you may be wondering if you can control which choices appear when your Prism is leveled up. The basic answer is “no”, but there is a caveat. You can actually FEED a Fragment to your Prism to skew the chances of that stat rolling when choices appear. It’s much more effective early on when you have multiple empty slots.


Feeding a Fragment to a Prism will destroy the Fragment, and depending on the quality of the Fragment fed, skew the roll chances of that stat. In the image below, we sacrificed a Mythic Ranged Critical Chance Fragment to obtain the maximum roll chance buff. It isn’t guaranteed, but it’s more likely to appear over time, which is why having more slots open is a good idea when sacrificing a Fragment.


It’s a good thing everyone saved some extra Relic Dust (right?). Dwell will be happy to accept it to help you obtain any missing Fragments... but you can also just play the game and get them that way.

On the very next roll, Ranged Critical Chance rolled for us. It is not guaranteed to roll, even with a maximum roll chance buff, but it does highly skew the odds. We got lucky here, but sheesh, those are some good choices!


A roll chance buff will remain until it is no longer valid. If your buffed stat is already leveled to +10, it will disappear since it’s no longer needed. It also goes away once the Prism is fully leveled to 50.

With this buff in place, each time we roll, we are much more likely to see Ranged Critical Chance appear in each of our selections. This means that it will most likely hit +10 before any other stat because it’s favored to show up more frequently.

Check it out... it showed up again on our very next roll!


So just to reiterate, each stat can be leveled to +10, and you can skew the odds of stats that will show up by feeding Fragments. That’s already pretty powerful, seeing as you can make a Prism with up to 5 Mythic-level stats to go along with your previous 3.

But... we’re just getting started.

Hidden in the system are special stats called “Fusions”. These are special combinations that fuse together to grant 2 stats in a single slot. Not every stat goes together, but the ones that do can consolidate into a slot and re-open new slots for even more power!

Here’s an example.

In our current Prism we have Health (Percent) and Stamina (Percent). When both reach +5, they have a chance to spawn “HULK” as a Fusion. The Fusion IS guaranteed, but it isn’t guaranteed immediately. You may have to roll a few times to get it to appear, so deciding what to enhance in the meantime is a strategy in and of itself.


This example Prism is really filling out nicely. Now that we have both Health Bonus and Stamina Bonus at +5, we keep leveling up so we can get the Fusion Bonus. Remember, it IS guaranteed, so you may not even want to waste any level-ups on those stats. This is because once you take the Fusion, it sets the level back to +1.

We leveled up this Prism a handful of times until HULK appeared. It’s... beautiful!


Now let’s look at our Prism:


We have 5 stats, but we also have an open slot! The minds of all the build-crafters out there must be racing, right?

There are quite a few Fusions, and it’s up to the community to figure them all out. Even knowing them doesn’t guarantee that each Prism will contain them, because it’s still random as to what selections appear. However, Feeding can drastically skew the odds in your favor... for a price!


Now that the Prism has been leveled up even more, we can see that it’s really turning into something special. Fortunately, we know how to game the system, so we are going to extract even more power out of this Prism!


Another Fusion! That means that another slot opened up!


Alright, this Prism is really looking like something that would make your friends jealous. The power level when all stats are +10 is really going to be something.... but, hold onto your horses, we aren’t done. Why? That’s because we have yet another Fusion on the horizon!


No kidding... we’ve made a Prism with 3 Fusions. We also added a few more one-off defensive perks to balance it out. Depending on your choices, you might go full damage, add some utility, or even MORE defensive. It’s up to you and the RNG gods, but we’ve already shown you how to skew those odds in your favor.

“MOM... GET THE CAMERA!”


Now THAT’S a Prism. 8 Stats in the Prism alone, 3 more on top. That’s 11 total stats up from the 3 we had before with Fragments alone... and before you ask, “YES”, you can absolutely have 4 Fusions, bringing the total stats to 12.

As a special note, you can “Cleanse” a Prism and start over. If you have a Prism that you no longer like, you can simply cleanse it and set it back to its default state, giving you fresh start to build an even better one. It can only be done once a Prism is at maximum level. You may come to like certain combinations that you initially thought didn’t quite fit with your playstyle, or you may even discover a new playstyle, but in the end, if you just want to start over, you can.

So... The power is in your hands. Get your hands on a Prism and go get some EXP! You can obtain them in several ways, and grinding EXP has never been more fun with the recently released Boss Rush mode... which ALSO rewards a few Prisms for your collection. It’s safe to say that build-crafting potential is going to skyrocket, and chasing down that perfect Prism will be a chase worth pursuing!

Whew, that was a lot to go over!

The team put a lot of passion and love into this system to give players even more tools to personalize their build to absolute perfection. You can start using the Prism system as soon as you obtain a Prism - it isn’t JUST end game. In fact, Dwell will sell you your first one for 1000 Relic Rust, or you can just play Boss Rush and kill a bunch of bosses to obtain your first Prism. Get that power boost early to help you through increasing difficulty challenges, or min-max to become a GOD... it’s all up to you.

We hope you enjoy interacting with this system and we can’t wait to see what sort of Prisms you create. Be sure to post your best creation online so we can see...

*RECORD SCRATCH*
WE AREN’T DONE YET!
LEGENDARY BONUSES!

That’s right! At Level 50, gaining enough EXP to level up one additional time will grant you a Legendary Bonus choice!


Legendary Bonuses are absolute game-changers that can push your build into the stratosphere... or beyond. We’ve already hinted at a few of these online, and if anyone is wondering, there are over 40 of these crazy effects. Things like:

Increase Relic Charges by 100%
Increase Concoction Limit by 5
Increase Dodge Weight Threshold by 100
Halve all Cheat Death Mechanic Timers
Grey Health Cannot Be Removed
Every Evade Triggers Perfect Dodge
Double Mod Charges
... and MANY more.

So, after all that... our example Prism is finally complete, and this is how it looks. Not bad... not bad at all! When you finally get the Prism system in your hands, be sure to show us your best creation. We can’t wait!


The end (for real this time).

Ben Cureton – Principal Designer (https://twitter.com/verytragic)

Remnant 2 archetype coming with final DLC is the perfect support class

The end is coming for Remnant 2 but it's the best kind of end - the game will simply become complete. The final DLC titled The Dark Horizon will be launching soon and while there'll be some tidying up afterwards, Remnant 2's new content will come to a close. There's tons coming in this slice of DLC but the new archetype, the Warden, is probably the most enticing prospect. Developer Gunfire Games has shown off a few details about how the Warden will work, and they look like they'll be ready to take on anything.


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