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Remnant IIV4mp Wiki
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Remnant II Archetypes and Dual-Classing

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What each archetype contributes

An archetype has its own progression, perks, skills and Archetype Trait. It offers three skills over its level progression, but you equip one at a time. Skills run on cooldowns; Weapon Mods use Mod Power and belong to weapons.

Other archetypes have their own discovery or purchase conditions. Take the relevant crafting material to Wallace in Ward 13 and convert it into an Engram, then equip it. Current versions allow a second archetype as soon as you have another Engram; guides demanding a trait-point threshold describe launch behaviour.

Primary and secondary are not equal slots

With two Engrams equipped, both archetypes provide their unlocked normal perks, selected skill and Archetype Trait. Only the first, or Prime, slot activates its Prime Perk. Changing the order can change the build even when the pair stays the same.

Put the effect you need most in the Prime slot, then use the secondary to cover a gap. While learning, that might mean healing, a companion or durability. Once survival is reliable, ranged, skill or Mod support may fit. Test the pair against the encounter instead of following a universal ranking.

Level broadly without losing progress

Archetype levels remain when you switch away. Maxing an archetype unlocks its Archetype Trait for other builds, where further investment uses ordinary trait points. Experimenting still adds lasting options.

When a build feels weak, check the Prime Perk, selected skills and whether the weapons benefit from your perks. Getting Started covers early priorities; Traits, Mods and Mutators covers weapons.

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