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Characters from Remnant: From the Ashes and Remnant II.

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    The Wanderer 

The Wanderer

The protagonist of Remnant: From The Ashes, a forward scout from a distant tribe of survivors from Earth, sent to discover what happened to the champion of their homeland when he never returned from their quest. A storm caused your boat to capsize on your way to the island, leaving you stranded with the other survivors of the mysterious Ward 13. Hopefully, you can finish what your champion started.
  • Absurdly High Level Cap: Leveling up only gives you one skill point, which can be put into a trait. Including DLC, there are 50 traits in the game, and they each have a max level of 20, adding up to a total level cap of 1000. To compensate for the miniscule benefits of each level-up, the amount of EXP required for a level-up is capped at 1500, and you hit said cap pretty early on.
  • Action Girl: For female characters.
  • Action Survivor: Starts off equipped with the bare necessities to survive in a hostile world (and later several other worlds), where even the weakest enemies can kill you if you are not careful enough.
  • Badass Normal: Able to wield a large arsenal of weapons of both close and long range, capable of taking hits that would most likely break several bones in their body, be set on fire, contract lung rot, become incredibly irradiated, and even be frozen solid, yet they're just as human as anyone else.
  • Barbarian Hero: Like the champion in Chronos, the hero of Remnant comes from a remote tribe that seems to be at a much more primitive tech level than the scavengers living in the ruins of civilization like the inhabitants of Ward 13. Notably, they start the game with no firearms, equipped only with a sword.
  • Character Customization: You choose your character's appearance and voice when you start up the game. A little bit later, you get to pick one of three classes, but all this does is determine your starting equipment, third starting trait (all classes start with Vigor and Endurance), and how many trait points your three starting traits have. All of the starting equipment can be bought as soon as you get access to the shops, the other two classes' starting traits can be unlocked on Earth, the first world (though you may have to reroll many times to get the required events), and you can get enough trait points to max out all of the game's 50 traits.
  • Combat Pragmatist: Considering that all enemies remain a threat no matter how high your level, you will need to use everything at your disposal to survive against the worlds. Further emphasized in Hardcore and Survival, where death is no longer a slap on the wrist and will have consequences for the player if they die.
  • Dark Is Not Evil: Can be dressed up in just dark clothing and still be the heroic world traveler that's fighting against the Root.
  • The Determinator: The worlds can grind you to a pulp multiple times, be it countless mooks and powerful elites; you'll get back up, learn from your mistakes, and tear apart their worlds just so you can save your own.
  • Did You Just Punch Out Cthulhu?: Many of the bosses, dungeon and world alike, look absolutely horrifying and grotesque, yet the player kills at least two bosses in just one visit to a world. Not even eldritch abominations are safe from the player.
  • The Dreaded: One conversation piece that the Root Mother has for you when you're quite far into the campaign is that you have caused the Root to have an emotion almost alien to it: the Root fears you.
  • Eleventh Hour Super Power: During the True Final Boss fight, just when it looks like Harsgaard has the player at his mercy, Clementine not only frees them, but also converts a root tentacle into the Fusion Rifle, which is the equivalent of a miniaturized helicopter Gatling gun that can even fire a Wave-Motion Gun (at the cost of temporarily slowing the primary rate of fire)..
  • Extreme Omnivore: You can cure Burning status and temporarily enhance your resistance to the status by chugging down a bottle of engine coolant. The equivalent consumable for Radiation is "Heavy Water Elixir", which, judging by the name, contains deuterium.
  • Fragile Speedster: If the player chooses to wear light armor, they can move much more quickly, but go down in one charged hit. Some equipment can make them even more fragile but with expanded benefits.
  • From Nobody to Nightmare: Starts off as an unfortunate stranger who was stranded on an island infested by a wood based eldritch creature, to an unkillable revenant who invades other planets and mercilessly guns down monsters, mutated terrors, and eldritch abominations.
  • Hunter of Monsters: You are a stranger to the island and the alternate worlds, and the monsters are Bosses who must be put down in order for you to further progress in your journey.
  • Hyperspace Arsenal: It's never shown where exactly the player keeps their weapons and armor, and you can carry a bank vault's worth of scrap and consumables, though there is a (high) limit to each item.
  • Immune to Mind Control: Whether it's being touched by the power of the Root through entities like the Wailing Tree and Root artifacts like the Twisted Mask (which drove the guy you get it from quite insane), or getting infected by the vyxworm parasites in Corsus, the player won't even notice any attempt to take over their mind and they'll carry on slaughtering thousands more Root and Iskal.
  • Instant Expert: Can use any weapon they get their hands on.
  • Legacy of the Chosen: You're the Chosen One after The Poorly Chosen One made things worse for the universe and should you fail and die in your quest to save Earth, the old soothsayer from Chronos will find another and another...
  • Legendary in the Sequel: In II, the people of Ward 13 treat the Wanderer like a mythical hero who saved them from the Root.
  • Lightning Bruiser: The player character can be built this way by using teleportation mods, speed perks, and a lot of shotgun.
  • Mage Marksman: Can be played as this thanks to the easily accessible gun mods, though the game is mostly geared towards firearm combat.
  • The Minion Master: Several weapon mods allow for the summoning of minions and there are traits and accessories which allow you to make a build around doing so.
  • Multi-Ranged Master: You are generally equipped with one hand gun, one long gun and a melee weapon at all time. This also makes them a Multi-Melee Master.
  • Not in This for Your Revolution: It's suggested that the player character is like this at quest givers in which they do not care for anything else aside from their goal to end the Root. The only time they help is either out of coincidence or is bribed with rewards. There's even a dialogue option to end the conversation right there. This is most visible in Subject 2923 DLC, in which the player character can express their lack of care regarding whether or not the Mysterious Woman wanted to leave Reisum or not, threatening that they would bring her back to Earth whether willing or not. To be fair, the Mysterious Woman had what was potentially the only way to destroy the Root's last connection to Earth.
  • One-Man Army: Kills potentially thousands of enemies throughout their journey, from small manifestations of the Root to horrifying monsters from other worlds. Even when playing co-op, a single player can take down several enemies by themselves before being downed.
  • Protagonist Without a Past: Aside from being sent to the island to finish what your homeland's champion had started, nothing about the player's past is ever explained. It's strongly implied the champion in question was the Player Character from Chronos, who ends up becoming the Dreamer, the Final Boss of the base game.
  • Purely Aesthetic Gender: Gender has no impact on the game's dialogues or events, and most armour will obscure your character's features anyway.
  • Rare Candy: Tomes of Knowledge instantly award you with 1 Trait Point.
  • Resurrective Immortality: When killed, the player is sent back to the nearest World Stone, fully healed and all Dragon Heart's charges restored. Averted in Hardcore Mode where if the player character is killed even once, the character remains dead forever.
  • Silent Snarker: Sometimes does this in the few cutscenes they are present in. Some of their dialogues have some sass in them too, although we never hear them say it.
  • Super-Reflexes: The player can dodge bullets and bolts fired in their direction, though it could be for gameplay purposes.
  • The Stoic: Inverted, the player is extremely emotional. They'll have huge reactions to how beautiful the jungle of Yaesha is and they'll get freaked out when they see some of the weirder monsters (even if it's just a mutated dog mook).
  • Touched by Vorlons: You might have started off as a Badass Normal but by the time your adventures have finished, you'll be upgraded by various powerful beings into someone who can make an Eldritch Abomination know fear.
  • Would Hurt a Child: The final boss of the base campaign of Remnant: From the Ashes is the Dreamer who is a child possessed by the Nightmare.

     The Traveler 
The protagonist of Remnant II. After their clan disbanded, they and Cass searched for a new place to call home, ending up at Ward 13. They help Ford restart his journey to find a way to end the Root before it can make a comeback, promising to destroy the world stone as he leaves, but when Clementine is kidnapped by an unknown entity in the world stone, they reluctantly follow her on an adventure into the unknown.
  • Unskilled, but Strong: In comparison to the Wanderer, who collected 50 traits and could invest up to 1,000 skill points in them, the Traveler has access to less than 100 free skill points, but can dual-wield character classes, each with their own passive skill tree and Action Skills that unleash supernatural powers, from marking targets to transforming into a electro-kineticist.

Ward 13

     Mark 
A resident of Ward 13 who dies fighting the root.
  • Do Not Go Gentle: After receiving an axe into his shoulder, his response is to remove it and continue fighting.
  • We Hardly Knew Ye: Dies before his name is even revealed.

    Commander Ellen Ford 
The current leader of Ward 13 and the granddaughter of Ward 13's Founder.
  • Reasonable Authority Figure: When individuals like McCabe wanted you tossed back out to the Root's mercy, she's willing to take you in as a favoured guest, provided you help them with a small problem... But even with that case, she makes sure you're not going in there unequipped.
  • Sudden Sequel Death Syndrome: She's dead by Remnant II, presumably of natural causes, since she looked to be in her 50s in the first game and the sequel takes place 20 years later.

    Wallace 
A resident of Ward 13. Mark's kid brother.
  • Psychic Powers: Like Evelyn, he seems to have psychic powers that let him see what the Root sees. While these don't matter much in the first game, they become much more important in the sequel.

    Rigs 
A merchant in Ward 13 who is in charge of selling and upgrading weapons for the player, provided that they have the scrap and materials for it.
  • Nice Guy: One of the nicest people in Ward 13 and he'll help his fellow inhabitants for free. Of course he charges you for his services.
  • Ultimate Blacksmith: Almost. While he doesn't create any Magitek items except the Hero Sword, he can improve any equipment including weapons made from godlike monsters. He can also make all the possible starting equipment in the game. Like the other residents say, Rigs is amazing at crafting things. Rigs was the one who made Reggie's prosthetic leg.

    Ace 
A merchant in Ward 13 who sells crafting materials to the player. She is also the person who gives the player their first class out of the three starters.
  • Action Girl: A rare case of an NPC who actually fights alongside you when the Root attack while you're restarting Ward 13's reactor.
  • Friendship Trinket: She and her friend Lenny share a lucky coin. Unfortunately Lenny is missing and presumed dead. If you find the coin and give it to her, she'll take it as evidence he's still alive and in gratitude she gives you the Magnum revolver.
  • Hand Cannon: Her preferred firearm is a Magnum revolver, which she gifts to you if you recover her Lucky Coin.
  • The Scrounger: She's the one that goes into the city to find supplies for the base.

    McCabe 
A merchant in Ward 13 who can craft weapon mods and weapons for the player if given the scrap and materials for it.
  • Card-Carrying Jerkass: She's a rude asshole and she knows it, and is utterly unrepentant about it. All the other residents are leery of her temper.
  • Hidden Depths: After crafting your first item with her in Remnant II, she reveals that her rudeness isn't due to being a habitual Jerkass, but more a result of just being really focused on her craft. She briefly softens up after this, before asking the player not to tell anyone else, and threatening to give them a Slashed Throat if they do.
  • Took a Level in Kindness: In the sequel, while still fairly surly and much prefers being left alone with her work then talking with others, she's still considerably less coarse and cantankerous with the Traveler then she was with the Wanderer.
  • True Craftsman: She won't work on an old junk, she'll only help you if you provide her Boss materials. And even then you'll have to pay her and have enough Lumenite crystals.
  • Wrench Wench: She's the engineer for Ward 13 and capable of making Magitek items.

    Reggie 
A merchant in Ward 13 who sells consumables and trinkets to the player.
  • An Arm and a Leg: Reggie has a prosthetic leg.
  • Intrepid Merchant: Reggie's inventory of curative items will expand as you venture into other worlds and encounter new status ailment remedies. He'll mysteriously have an unlimited supply of things like Ethereal Orbs, the moment you find one. The only curative he can't get is the antiserum from Corsus, only the Graveyard Elf can make those.
  • Nice Guy: Always friendly, polite and unfailingly positive.
  • Tragic Keepsake: Reggie has a missing ring that he cherishes very much. It turns out to be the ring he gave to his now-dead daughter Francese that used to be her deceased mother's. Return it to him, you'll learn the Scavenger trait (otherwise you have to smash a ton of furniture and crates/barrels to get this trait).

    Bo 
  • Ascended Extra: He guards the gate to Ward 13 and has no real role in the base game. He has a somewhat larger role in the Subject 2923 DLC, briefly accompanying the Hero in search of Ward Prime in the opening cutscene, and making a couple of other appearances in other cutscenes.
  • Older Than They Look: In the sequel, both Mudtooth and Dr. Norah's diary imply that he doesn't age, or at least ages more slowly than normal. Using a World Stone to warp back to the Ward in Subject 2923 probably has something to do with that.
  • You Are in Command Now: By the time of Remnant 2 he has been put in charge as the mayor of Ward 13's surface town.

    Root Mother/Evelyn Ford 

  • Earth That Used to Be Better: When you're quite far into the campaign, in one of her dialogues she'll tell you that the Earth will never be as great as it was before, but humanity will survive.
  • I Did What I Had to Do: She's got innate psychic powers and with those, she hooked herself to the Root as she believed she could then prevent the Root's Ent from slaughtering the city. It mostly failed, though she was able to keep it from destroying Ward 13.
  • Long-Lost Relative: She's the grandmother of the current Commander Ford. Ford thinks she is long dead and has no idea who the Root Mother really is.
  • Older Than They Look: She looks to be around 50-70, though her mutation makes putting a specific age to her somewhat difficult. She's actually Commander Ford's grandmother; Ford looks to be in her 50's at minimum, which would make the Root Mother extremely old.
  • Unwitting Pawn: The Root Mother was unwillingly being connected to the Root through her dreams, to the point where she accidentally informed the Root about a surprise attack.

    Whispers 
A mute merchant in Ward 13 who sells armour skins to the player for Glowing Fragments.
  • Defector from Decadence: He's a former gang member who left due to growing too old for the vicious and competitive gang life.
  • The Speechless: He can't speak due to being stabbed in the throat while leaving his gang. He instead communicates by writing on a handheld chalkboard.

    Founder Ford 
The former founder leader of Ward 13 before his mysterious disappearance, leaving behind his daughter and granddaugher to fill in for his position.
  • The Atoner: He desperately wishes to make up for his unwitting role in Haarsgard's crimes.
  • Humble Hero: He's not a fan of the hero mythology that's sprung up around him in Subject 2923, insisting that his granddaughter is the base commander and that people call him Andrew.
  • Older Than They Look: When you finally find him, he looks to be in his 60's at most. His granddaughter is well into her 50's at minimum, making him extremely old (it's indicated he's at least 130+ years old). It's indicated he doesn't age because of a curse he picked up at some point either during the Root invasion or during his expeditions between the different worlds. In Remnant II, he hasn't aged a day, at least physically. Mentally, he is still bearing the weight of his years of crusading to stop the Root.
  • Outliving One's Offspring: By the time of Remnant II, Ellen Ford has passed away, meaning he not only outlived any children he had, but also his granddaughter.

    Dwell 
A Pan merchant who was once part of Navun's rebels and a good friend of Founder Ford. When the Root invaded Yaesha in the 20 years since From the Ashes, Dwell was forced to flee to Earth in order to escape. He now lives in Ward 13, and while he still occasionally struggles with human customs, he happily offers his services of crystal refinement to the Traveler.
  • Collector of the Strange: He sells and upgrades Mutators, bizarre crystals that alter the properties of weapons they are installed on. These aren't merely modifications, they're glitches in reality in physical form, typically only discovered by defeating Aberrations (creatures that have been glitched to become supremely powerful), so this is about as strange as you can get.
  • Hand Wave: You can ask him how he manages to acquire a steady supply of crystals despite them only being found on Yaesha, which he has not been back to since he left, has no idea how to get back, and is now a Root-infested hellscape where he'd probably get torn apart soon after arriving. He just says that a merchant never reveals his secrets.
  • Mr. Exposition: His introduction dialogue has information not only on what happened to Yaesha during the last 20 years, but also gives more insight into Pan culture.
  • Overly Long Name: His full name is Sa'isracthadwell, which is a bit of a mouthful for the humans of Ward 13, who decided to just call him "Dwell" for short.

    Cass 
The Traveler's childhood friend and travelling companion. She's suffered from Root Rot for much of her life, but doesn't like people showing her pity or special care due to her condition.
  • Don't You Dare Pity Me!: At the start of the game, she is very adverse to admitting that her Root Rot infection is causing her pain and reacts with hostility to those who try to help her with it.
  • Multiple-Choice Past: How exactly she contracted Root Rot is dependent on the Traveler's dialogue choices during their first talk with Reggie; depending on your choices, she's either had it for as long as the Traveler has known her, contracted it while the two of you were fighting a large pack of Root, or was infected by an elite Root that ambushed her.
  • We Buy Anything: Once cured of her root rot, she installs herself as a junk vendor in Ward 13, with an inventory that slowly expands as you progress.

Yaesha

    Navun 
The leader of the rebel Pan fighting against the Empress, and an old friend of Ford.
  • The Ageless: Subverted; like all the nobles and their chosen servants, Navun was made immortal by the fruit of life and is hundreds of years old. However, she has not tasted the fruit since she began her uprising against the Empress and her immortality is subsequently starting to fade, although she still ages very slowly.
  • Cool Mask: She wears an ornate but blank metal mask that obscures all her facial features, but which inexplicably neither obstructs her sight nor muffles her voice.
  • Defector from Decadence: Navun was formerly one of the Empress' guards, and consequently shared in the fruit of life that granted the nobles their immortality. But when the Empress scapegoated the innocent village of Xoca for the dwindling supplies of the fruit, Navun was one of those sent to execute them, and the butchery turned her against her cruel mistress forever.
  • Dual Wielding: Like the Pan Spearman elite enemies she was presumably one of before her defection, she carries one weapon in each hand.
  • Horned Humanoid: Like all Pan, she has large curved horns adorning her head.
  • Rebel Leader: Of the rebel Pan. The game's credits actually list her as "Pan Rebel Leader", despite her name being stated in-game.
  • Screw the Rules, I'm Doing What's Right!: She served the Empress loyally for centuries, even turning a blind eye to the oppression of the commoners, but the massacre of Xoca was the last straw that drove her to try and end the broken system once and for all.
  • Ship Tease: She admits to being quite close to Ford, having known him for what she estimates to be over a century as he's helped her people in their rebellion, and it's implied her feelings may be a little deeper than friendship.
  • Who Wants to Live Forever?: Subverted, as Navun admits that immortality was impossibly tempting, and the only reason she gave it up was because her conscience couldn't bear the cost any longer. The player character can admit they would never have given it up, declare that doing the right thing is more important, or confess that they also don't know what they'd had done in her position.

Reisum

     Subject 2923/Clementine 
A girl that the player encounters on their first visit to Reisum. She is accompanied by an unknown giant and holds a strange power that can banish the Root's presence, although not permanently.
  • A Girl and Her X: The girl is usually with a giant who is so large that the only thing the player sees when they first meet it is its legs and its hand. It's later revealed that the giant is the world's Guardian who Clementine connected to when she was a Dreamer.
  • Barbarian Hero: She's got the barbarian furs and lives in the savage world of Reisum but she's a good person who's in league with the Guardian of the world and helps him protect Reisum from the Root.
  • Chekhov's Gunman: One of the computers in Ward 13's lab level, contained in a room where a giant spherical gap has clearly been gouged out of it as if by a Sphere of Destruction, describes a Dreamer called Clementine, who was connected to the Guardian of a frozen world, and mysteriously vanished (along with the janitor in her lab) at the moment Harsgaard connected another Dreamer to Clawbone. While available to read about as soon as you restore power to Ward 13, this all becomes relevant again in the DLC campaign.
  • Deuteragonist: The Subject 2923 DLC is mostly about her, and her ties with Reisum and her past as Subject 2923 in the Dreamer project.
  • Going Native: Initially she's reluctant to go with you. She believes Earth is destroyed and she loves being in Reisum, it's home to her. Only when she realizes that the Guardian is doomed if she doesn't help you, does she go. When you stop the Root, she tells you she'll be going back to Reisum but hopefully you'll visit her. In Remnant II she has returned to Earth and lives at Ward 13 as one of its defenders, but periodically leaves on her own.
  • Healing Hands: She has these for the Guardian. When the Root injures the Guardian, she heals it by laying her hands on it.
  • Living MacGuffin: Clementine's Dreamer abilities makes her capable of destroying the Root and it is the player's objective to bring her to Earth.
  • Older Than She Looks: She appears to be in her teens or early 20s, but as a Dreamer she's effectively immortal. In Remnant II she says that she's 132 years old, putting her at 112 during the events of Remnant: From the Ashes.
  • Psychic Link: As a Dreamer, Clementine has a psychic link with the Guardian of Reisum. This also gives her access to her other psychic abilities.
  • Psychic Powers: Being a Dreamer, she comes with a slew of powerful psychic abilities which seem to have developed during her time on Reisum. She can destroy Root creatures or freeze them in place, and heal her Guardian.
  • Sole Survivor: She got sucked into Reisum along with a janitor. The two encountered a party of Urikki, Clementine escaped and found the Guardian. The janitor didn't and was butchered by the Urikki. You can find his watch and turn it over to Clementine for the Amber Moonstone ring. She's also presumably the last survivor of the Dreamer Project, as the only one to escape to a different world before the Root conquered Earth, and the last few survivors were subsequently killed by the hero of Chronos.
  • Took a Level in Badass: While she was no slouch in Remnant: From the Ashes, Clementine becomes even more powerful in Remnant II, to the point that one of the Traveler's boss victory lines is to remark that the boss still being alive for them to fight is proof that Clementine wasn't there before them, since it would be already dead if she had.

    Vargyl 
These are a race of giants with antlers, that serve as stewards to the Guardian. You encounter one hanging around with Clementine.
  • Affectionate Nickname: He calls Clementine "Sparrow".
  • Endangered Species: The Vargyl are dying as a species as they're hunted every few seasons by the warlike Urikki.
  • Gentle Giant: He's a very nice giant and won't hurt you even if you're being a jerk. Clementine apparently likes hanging around with the Vargyl.
  • Hive Mind: He mentions that what he knows, all Vargyl knows and that when one Varygl dies, every Varygl feels that death.
  • Mr. Exposition: Since the Guardian is mute and Clementine just keeps running from you and doesn't know much, it's up to this Vargyl to explain what's happening.
  • Our Giants Are Bigger: When you meet him, he's sitting with his bum on the ground. He's still several times your height.

    The Guardian of Reisum 
The Guardian of this world, is a giant horned centaur with a rock-like head.
  • Ambiguous Gender: While the shaggy hair around its face gives it the appearance of a beard, Clemetine exclusively refers to it as "they" so we have no idea whether it's male or female. More likely, it has no gender.
  • Expy: It could literally be one of the titular monsters from Shadow of the Colossus.
  • Gentle Giant: Its huge size and intimidating appearance startles you, so you're about to shoot it. Clementine stops you and the Guardian doesn't hold it against you. It was the Guardian that saved Clementine when she was lost in Reisum.
  • The Load: In the game, it doesn't take part in any combat and even in the cutscene, the Root attacks it with impunity so Clementine keeps having to save it. You get your turn to protect the Guardian soon after.
  • Our Giants Are Bigger: Its fingertip is bigger than you or Clementine.
  • The Speechless: It can't speak so he conveys its emotions through its face.

    Krall Mother 
So large that she appears incapable of movement, the Krall Mother has several children with her but her youngest has been captured. As a member of the Krall race, she is friendly to you unlike the vast majority of the Urikki and Emin. Besides rewarding you if you rescue her son, she's also a merchant who can provide you with supplies.
  • Dying Race: She's a member of the Krall race who are hunted by the Urikki and Emin for often having psychic powers.
  • Mama Bear: Inverted. She can barely move and has a brood to care, so she can't possibly go after her missing son. That's why she needs your help.
  • Psychic Powers: She doesn't have them, but her youngest son does.

    Sebum 
A unique two-headed Urikki trader who goes from settlement to settlement for trade and sneaking in the occasional hunt. His smaller head is aggressive and often wants to kill customers, but the main head is a reasonably friendly guy.
  • Collector of the Strange: In his longboat, he's got a TV set and some oxygen tanks stashed among his treasures. Additionally he also has the Warlord armour set that he'll only trade if someone has something he really needs.
  • Multiple Head Case: The smaller head is a bit psychotic, so Sebum's main head has to keep him in check while interacting with would-be buyers.

    Sebum's bodyguard 
A muscular Urikki who's loyal to the merchant Sebum. He's blocking access to a nice set of armor, so you'll need to do Sebum's quest if you want it.

Bosses

Earth

    Gorefist 

An upgraded version of a Root Hulk who will periodically gain spikes and summon Root Warts. He is usually the first boss encountered on Earth.


  • Action Bomb: He'll summon a handful of exploding kamikaze Root enemies periodically throughout the fight.
  • Attack Its Weak Point: Averted; he wears a metal helmet to protect his head, so you'll just have to brute force him with body shots.
  • BFS: Wields an enormous buster sword as his primary weapon.
  • King Mook: He's a boss version of the Hulk enemy with more health and a special "berserk mode" during which he attacks with a very fast series of swings and summons Root Warts.
  • Wake-Up Call Boss: Gorefist is often the earliest boss encountered on Earth, and he will tach you what you are in for as far as this game's bosses are concerned. He is extremely aggressive and constantly puts on the pressure and can swiftly kill a player who doesn't learn the timing and direction to dodge his swings. The Root Warts he summons are even more dangerous and can instantly kill the player if they are stunned or knocked down by his attacks.

    Shroud 
  • King Mook: He's a boss version of the Slayer enemy type, with the added ability to fire a burst of 3 arrows rather than just 1, and also can summon explosions at your location.
  • Skull for a Head: Underneath his veil he appears to have a red skull for a head. Because you're not actually supposed to see it, it appears to be much lower resolution than any of the game's other textures.

    The Mangler 
  • Killer Rabbit: He's basically a small ball of tree roots with little stumpy limbs and fairly harmless looking, but can be quite deadly, especially when he grows to huge size after taking a set amount of damage.
  • Rolling Attack: Attacks primarily by rolling around.

    Brabus 
  • Badass Normal: He's the only boss in the game who's a regular human, and yet still manages to put up one hell of a fight.
  • Even Evil Has Loved Ones: He's Mud Tooth's son, and Mud Tooth mentions Brabus used to bring him food and supplies before eventually stopping after becoming too busy running his gang. Subverted in the sequel, as his affection for his father was a big motivator in him disbanding his gang, going to find Mud Tooth again, and taking him to live in Ward 13.
  • Flunky Boss: He's got several Mud Dog gang members backing him up, and additional gang members will run into the arena during the fight.
  • Heel–Face Turn: By Remnant 2 he has disbanded the Mud Dogs and joined Ward 13 as their weapons merchant.
  • Malevolent Masked Man: Wears a welder's mask for a helmet.
  • Reformed, but Not Tamed: He might be done with the bandit lifestyle in the sequel, but it's clear he doesn't regret any of it, and looks back on those memories fondly. He even attempts to "hire" the Traveler to assassinate Bo so he can take over as mayor of Ward 13, but whether they accept or refuse, he says he was just joking. He's reformed, after all (with heavy, dripping sarcasm on the word "reformed").
  • Secret A.I. Moves: He can attach to cover Gears of War style, something the player can't do.
  • Shotguns Are Just Better: Wields a shotgun loaded with incendiary ammo.
  • Skippable Boss: If you give Mud Tooth's Pocket Watch to him, he'll let you pass and give you a full Bandit Armor set. If you talk to him and another player joins the conversation, he'll make you fight each other. Doing so by killing the other player or kicking them out of the party gives the winner the "Cold as Ice" Trait. The Wanderer giving him the watch is confirmed as canon in Remnant 2, which is why he's alive in the sequel.
  • Strong Family Resemblance: He's wearing a completely face-concealing mask in the original game, but it's off in Remnant 2 and it turns out he's sporting a big grey beard and grizzled appearance quite similar to that of his old man.

    Riphide 
Riphide was a Root creature that Dr. Leto had been experimenting with. It's an extremely powerful Splitter with the ability to regenerate from evisceration, so it can (and will) break up into 8 smaller versions of itself over the course of the boss fight.
  • Achilles' Heel: Area of effect mods and weapons. Since each copy of Riphide shares the same health bar, attacks that spread damage across all of them with rapidly deplete his health. His arena is littered with small explosive pods that inflict Burning in an area around them, so bunching up Riphide's copies and blasting them all at once can potentially end the fight in seconds.
  • Asteroids Monster: As each bar of health is depleted, each copy of Riphide will split in two. They all share the same health bar, however, so if you can fully deplete it they all die at once.
  • Good Thing You Can Heal: Up to two of its copies can heal the whole party at once. If you don't interrupt the healer, it can potentially recover all the damage you've inflicted.
  • Pure Energy: Unlike Splitters which attack you with wooden weapons, Riphide can hurl energy javelins at you and generate a pulse wave using some unknown energy type.
  • Self-Duplication: Immediately before the battle begins, it'll split into two. Hurt it enough and 2 becomes 4. Put it under 50% health and those 4 will become 8.

    The Ent 
A giant Root creature in the form of a towering tree-like titan. Either it or Singe serve as the final boss of the Earth area, standing between you and the entrance to the Labyrinth.
  • Attack of the 50-Foot Whatever: One of the largest enemies in the game, only beat out by Claviger.
  • Knee-capping: You can shoot off one of the Ent's legs by shooting the leg repeatedly. This forces the Ent to crawl after you for the rest of the fight, considerably reducing its offensive abilities.

    Singe 
A draconic Root beast that heavily resembles the original form of the Dreamer, Clawbone. Either it or the Ent serve as the final boss of the Earth area, standing between you and the entrance to the Labyrinth.
  • Attack Its Weak Point: Not the tail, actually (which makes getting the alternate kill harder as you have to deliberately avoid its weakpoint until you destroy the tail). Singe has an obvious glowing spot in the center of its chest which is visible when it rears up and takes much more damage than anywhere else on its body.
  • Attack the Tail: It wouldn't be a proper Souls-like RPG if you couldn't chop off (or shoot off in this case) the dragon's tail. You even get a sword for doing so, just like in Dark Souls.
  • Our Dragons Are Different: In this case, an alien invader made of wood.
  • Playing with Fire: How he fights at range.
  • Took a Level in Badass: Compared to Clawbone, Singe is a MUCH more ferocious opponent; belching out fireballs from afar, leaping around the arena with ease, and making ample use of everything he can do. Then again, you are fighting him with guns this time, rather than only melee weapons.
  • Turns Red: Inflicting enough damage to Singe's weakpoint causes him to start using more powerful and aggressive attacks, including lines of flame, summoning bursts of fire from underneath the player, and a long-ranged charge attack that can knock down the debris in the arena.

    Dreamer/Nightmare 
The final boss of Remnant: From the Ashes' base campaign.
  • All Are Equal in Death: The Dreamer argues before their boss fight that the Root are simply bringing peace and equality to the nasty, brutish, and short lives of the universe's inhabitants, and that the player character shouldn't be trying to obstruct their noble work.
  • Boss-Only Level: Despite being the source of the Root invasion of Earth, Ward 17 is completely undefended, with your only opposition inside being Dreamer himself. Given that the location is physically impossible to reach (you only manage to get there using a backdoor teleporter only Founder Ford knew about), it seems the Root didn't consider it necessary to have any martial forces there.
  • Contractual Boss Immunity: Summoned creatures won't target Nightmare (and ground-based one such as the attack dog can't reach him anyway), so there's no point in using them when fighting him. They can be useful when fighting Root enemies in the alternate dimension, though. This has since been fixed and ranged summons will attack him.
  • Cutting Off the Branches: Its' physical appearance strongly implies that the Player Character from Chronos managed to kill Clawbone's previous host in only a few years. Being voiced by Yuri Lowenthal also indicates the hero of Chronos was canonically male (Chronos: Before the Ashes added the ability to play as a female Hero).
  • Damage-Sponge Boss: Nightmare's hit points seem to be in the high millions, however, you also do massive increased damage against him as long as you do the Puzzle Boss elements of the boss fight properly. His insane hit points seem to be intended to prevent you from just brute forcing the fight.
  • Demonic Possession: It's a Root Entity possessing a human body to maintain the link between Earth and the Root. Word of God confirms it's Clawbone possessing the hero from Chronos.
  • Eldritch Abomination: Its final form, the Nightmare, does not look like anything else in the game, even the other root, as it lacks the Botanical Abomination aesthetic the rest of the Root possesses.
  • Final Boss: Of the base version of Remnant: From The Ashes.
  • Guide Dang It!: There's a Puzzle Boss element to the Nightmare fight that is never clearly explained and can be the source of considerable frustration. Namely, that when Nightmare teleports you to the alternate dimension, you need to kill several enemies to build up stacks of damage buff before leaving through the portal back to the boss arena, so that you're able to break his shield and expose his weak point.
  • Humanoid Abomination: The initial form of the Dreamer is mostly human, but has a set of Combat Tentacles coming out of the back of their head. The second phase moves right into Eldritch Abomination territory, wrapped around the vulnerable body of the Dreamer like organic Powered Armor.
  • I Have Many Names: While he doesn't list them himself, he is called by many terms : Dreamer or Nightmare (as his boss name), the Devourer by the Keeper of the Labyrinth and the Destroyer by both Harsgaard and the Pan. The last two refer to his role in the prequel Chronos where he killed the Guardians.
  • Load-Bearing Boss: After he's killed, Ward 17 begins to collapse, giving the Traveller just enough time to escape its destruction.
  • Power Floats: In his second stage, he'll transmute and float far above the ground. This makes melee attacks useless against him.
  • Puzzle Boss: As mentioned above, he has millions of hit points and he has a shield that further reduces the damage he takes. Adding insult to injury, actually trying to shoot at him leaves the player very vulnerable to his barrage attack that's strong enough to One-Hit KO a character and really hard to dodge-roll but really easy to outrun by sprinting, which also isn't immediately obvious. To actually cause real damage to him, you'll have to wait until he sends you to another dimension where you'll be losing health and battling mooks that grow increasingly more dangerous (stay long enough in the dimension and bosses will appear too!!) until you get to the portal. But for every enemy you kill, you'll do greatly increased damage (and effects like burning and bleeding get a similar damage boost) and if the damage is high enough to collapse his shield then his vulnerable head is exposed and ripe for targeting for even greater damage. Hitting the exposed Dreamer can result in over one million weakpoint damage, carving away huge swathes of his health. Eventually the Dreamer will bring back his shield and your other-dimensional damage boost runs out, so you'll have to repeat the process.
  • Resistance Is Futile: "The children resist what cannot be resisted. They fight a battle that cannot be won."
  • Rogue Protagonist: They are the player character from Gunfire Games' previous work, Chronos. Slaying the Dragon opened them up to being corrupted by the Root.
  • Sequential Boss: You first fight him as Dreamer in a relatively short and easy fight before the real final boss battle when he turns into Nightmare.
  • Unintentionally Unwinnable: Nightmare takes massively increased Weakspot damage after accumulating stacks of the above-mentioned damage buff, which is the only way to put any kind of dent in his ridiculous health pool. If you happen to be running a crit build with Burden of the Gambler, which disables Weakspot damage in exchange for more frequent and stronger crits, you'll be in for a very bad time. Especially if it's your first playthrough, meaning you most likely have no idea how the boss's gimmick works and why your shots are barely tickling him, so you'll probably never think to unequip the ring that's causing your problem even if you figure out you're not supposed to shoot him until after you build up several buff stacks from the other dimension.
  • Wham Shot: When players finally meet the Dreamer, they find a child resting on a medical bed, in exactly the same position and attire as the protagonist from Chronos ended up at the end of the game, revealing that Remnant is a Stealth Sequel to Chronos. They even have the tree-like growth on their arm that they received from the Voice of the Tree near the beginning of that game.

    Harsgaard, Root Harbringer 
The final boss of the Subject 2923 DLC, encoutered in Ward Prime on Earth.
  • Big Bad: Steps up as the main antagonist of the Subject 2923 DLC after Dreamer's/Nightmare's death.
  • Big "NO!": He screams out one of those when the Root abandons him to annihilation after the player defeats his physical form.
  • Eldritch Abomination: He looks like a grotesque Root monster with a horrible Vagina Dentata mouth, multiple arms some of which are stubby and pale and coming out of parts where arms do not belong and multiple eyes on his sides and additional ghostly arms floating around him.
  • Enlightened Antagonist: Even before he became a living herald of the Root, Harsgaard found strange knowledge from examining the Worldstones no one else could understand, and resisted the suicidal insanity so common among the research team trying to contact Clawbone. It's implied that he did have some kind of deeper understanding of the universe, just the decidedly unhealthy kind.
  • Evil Sounds Deep: From audio logs found in Ward Prime, it seems Harsgaard had a youthful-sounding voice when he was human. As the Root Harbinger, he's got a deep, booming, Eldritch Abomination voice.
  • Evil Mentor: Clawbone was his. He was taught esoteric sciences and knowledge of dimension travel by Clawbone, which is how there's the Mad Scientist technology and Magitek on 1960s Earth. It was also Clawbone's messages through the Worldstones that informed him of the "utopian" society that was the Root.
  • Final Boss: Of the Subject 2923 DLC of Remnant: From The Ashes.
  • Greater-Scope Villain: He was part of the initial Dreamer project but he was obsessed by the Root, he was the first to speak with Clawbone. He masterminded the events of Chronos by tricking, with Clawbone, its protagonist to kill the Guardians of other worlds and then transforming him into the current Dreamer.
    Harsgaard: I was there at the beginning. I communed with Clawbone. I devised the Destroyer.
  • I Am the Noun: "I am the Root".
  • The Spark of Genius: He has a special something. It was this that let him decipher the Roots's writings when his fellow brilliant scientists couldn't comprehend it. This spark is also what lets him understand Clawbone's telepathic teaching of Fantastic Science. Unfortunately, it also starts his slow descent into egotistical madness, since it leads him to conclude he's smarter than all his colleagues and starts him down the road to abandoning them and all of humanity to be absorbed or annihilated by the Root.
  • Rapid-Fire "No!": Shouts this when Clementine's power breaks the player free of his tendrils and arms them with the Fusion Rifle.
  • Stationary Boss: Harsgaard in his final form, won't be moving around to attack you. However it's behind a large gap in the ground, so melee summons can't attack him.
  • Title Drop: Harsgaard calls Clementine "Subject 2923", dropping the DLC's title.
  • True Final Boss: For Remnant: From the Ashes.
  • Was Once a Man: He was human before but he is consumed by the Root into the thing described in Eldritch Abomination above.
  • Well-Intentioned Extremist: Between the two phases of his boss fight, in his Motive Rant, he seems to see himself as this to ensure humanity survival. But he is quickly rebuffed by Clementine.
    Harsgaard: The Root is equality, immortality. Can man free himself from sickness and death? No! But I can. [...] I have done everything to ensure humanity's inevitable serenity.
  • You Have Failed Me: The Root seems to abandon him after his Root Harbinger form is defeated by the player, causing his overexerted body to explode and dissolve into nothingness.

Rhom

    Raze 
The Sentinel Skulls are flying Vyr triangles and Raze is an upgraded version living in the Lair of the Eyeless.
  • "Get Back Here!" Boss: Raze can only be attacked at range and it can take cover in the radiation pools dotting the lair. For this reason, Raze and other long-ranged Dungeon Bosses can no longer have the Regenerate trait in the latest updates.
  • Playing with Fire: Raze can shoot bursts of fiery energy which will ignite you for the burning affliction.

    Scourge 
A powerful mutant, this abomination is an upgraded Hive Skull.
  • Blessed with Suck: Scourge is in constant agony because of the radioactive insects living inside of it. Those same insects make Scourge one of the most dangerous Dungeon Bosses in the game.
  • Bullet Hell: Scourge can release large swarms of radioactive insects. If a character doesn't use the whole map, Scourge can easily cut off a character's retreat with the the number of swarms it releases.
  • Herd-Hitting Attack: Even on Normal difficulty, your melee summons aren't effective against it as it will instantly kill any of them that surround it when it uses its insect field.
  • Homing Projectile: Its swarms have a limited ability to track a character.
  • One-Hit Kill: Almost. Even on Normal level with the strongest armour and high health, Scourge can kill a character with a few seconds of exposure to its special attack - a field of swarming insects doing incredible damage per second. This attack field will also kill any of your summons almost instantly upon exposure, so the best summons against Scourge are either long-ranged attackers or the exploding suicide beetles.

    Maul 
This is the alpha dog of a pack that's accompanied by the increasingly insane Buri, the Houndmaster. Fighting Maul is a very optional fight as he's sleeping. But getting in a fight and destroying that interesting object grafted to the Houndmaster's face can potentially lead to a very nice Weapon Mod.
  • Flunky Boss: He's accompanied by a pack of several smaller mutant dogs, as well as the Houndmaster, a Buri companion of the pack. Mutant dogs will continue to spawn in throughout the fight until he's killed.
  • Mind Control: Maul and the other dogs are kept friendly to the Houndmaster by the Control Rod grafted to the Houndmaster's face. Destroy it and Maul will go after the Houndmaster and maul him to death.
  • Optional Boss: As he and the pack are sleeping, you can go around them and take the exit outside.
  • Savage Wolves: He's the alpha of a pack of mutant dogs that attack anything outside the pack on sight.

    Ancient Construct 
An ancient Vyr construct that's inoperative. Wud the Desert Merchant has it on display outside his shop.
  • Optional Boss: One of the most optional. Wud had assumed it wasn't even functional, and you have to plug in the Control Rod dropped by the Houndmaster in order to activate it, meaning you'd have to roll both Wud and the Houndmaster in the same world.
  • More Dakka: What makes this a dangerous encounter; the Ancient Construct can lay down several Iron Sentinels. Anyone who uses this summon will know how much firepower these machine gun turrets have. Mostly because they would have had to kill this boss in order to get it.

    Shade and Shatter 
Emerging from slumber in a pair of sarcophagi, these two Anointed want to end you for disturbing their rest..
  • Dual Boss: They're a pair of Vyr constructs that you fight at once. Shade focuses on ranged attacks while Shatter focuses on melee attacks.

    Claviger 
A massive Vyr construct and the largest boss in the game. Either Claviger or the Harrow will be the final boss of the Rhom area, guarding the key to the Undying King's tower.
  • Stationary Boss: He's a massive titan construct, so big you only really fight his upper torso, which attacks from a stationary position.
  • Flunky Boss: Nearly all bosses in the game are this, but Claviger's flunkies are more important than most as he can absorb them to heal himself when he slams the ground. You get a different reward from him if you don't let him absorb a single minion during the fight.

    The Harrow 
A large and fast ogre-like creature that serves as the Undying King's executioner and champion. Either the Harrow or Claviger will be the final boss of the Rhom area, guarding the key to the Undying King's tower.
  • Impaled with Extreme Prejudice: He has a large spear stuck into his back. If you can stagger him and make him fall to his knees, you can pull it out, and receive it as a reward after you kill him.
  • The Undead: While most of the enemies on Rhom are either savage Buri tribesmen or Vyr stone robots made in the image of corpse-like figures, the Harrow appears to be an actual large undead ogre, clearly being organic but also a desiccated corpse. A couple item descriptions make mention of Rhom technology designed to cheat death, such as "bio-organic organs" or "nanoflesh", so he may be a Technically-Living Zombie.

    The Undying King 
The immortal ruler of Rhom.
  • Authority Equals Asskicking: If challenged, the Undying King will not hesitate to tear you a new one.
  • Auto-Revive: The Undying King will revive from lethal wounds once, regenerating to 50% health. This is indicated by the glowing sigil on his forehead, which disappears after it's used up. You can actually gain this power yourself if you kill the King and use The Undying Heart he drops to craft the Ruin rifle, which gives you the same ability when you have it equipped in exchange for not having an active weapon mod ability.
  • Black-and-Grey Morality: The Undying King is unquestionably a tyrant who adheres to a Social Darwinist philosophy of Struggle = Strength = Survival, but he also has a sense of honor, is bluntly honest to you, and is genuinely trying to restore his world to life. The Iskal Queen, in contrast, comes across as more pleasant, but is actually just as bad. It is possible that he is just as bad as the Iksal Queen, as the Akari suspect that the Undying King was directly responsible for the Root invasion.
  • Body Horror: His body is mummified in appearance and underneath his veil his face seems to likewise be skeletal. The statues of what his species look like when they're healthy seem to indicate that More Teeth than the Osmond Family is a natural feature of theirs, but they normally have more flesh on their face than he does.
  • Dual Wielding: He has sickles for his brawnier upper pair of arms. This makes quite deadly as an occasional melee fighter.
  • Gate Guardian: He controls entry to Corsus from Rhom and indirectly he's blocking Yaesha. You'll either have to bargain with him or kill him to go any further.
  • I Gave My Word: Should you give him the Heart of the Guardian and not go out of your way to insult him, he'll give you the Key to the Labyrinth so you can travel to Yaesha exactly as he promised.
  • Last of His Kind: Texts found around Rhom indicate the King was part of a separate third species, different from the human-like Akari and Neanderthal-like Buri, that served as a ruling caste (which explains his four arms and immense height). No other members of his species can be found on Rhom, though statues of them are all over the place.
  • Mighty Glacier: He makes heavy use of The Slow Walk, but has a number of powerful magical and physical attacks as well as an army of constructs to help him.
  • Monster Lord: He's the controller of the Vyr and contested ruler of the people of Rhom. There's a burgeoning uprising against him and his policies such as culling the Buri, and the Akari sect believe he's a heretic that's preventing the rebirth of the Guardian. Centuries of BioAugmentation and Cyborging have made him a monstrous creature that's unlike any other native of Rhom. Worryingly, there's a hidden scroll in the Vault of the Herald (behind the left door containing part of the Akari set) that claims that the Undying King intentionally allowed the Root to invade Rhom.
  • Multi-Armed and Dangerous: Unlike the other natives of Rhom, he's got 4 arms and is a significant threat to anyone who's not ready for a long ranged barrage.
  • The Omniscient: The Wasteland Merchant claims that Ezlan is all-seeing or almost so. And it turns out he's quite right. The Undying King knows who you are and your mission, certainly he knows more than the godlike Keeper of the Labyrinth. He's capable of seeing into other worlds and knows what's happened to Corsus and Earth, and knows that if he sends you to Corsus then you will encounter and kill its Guardian. His one weakness is that he is too arrogant to consider any future where he does not exist. This also makes his noncommittal response when you ask how the Root invaded Rhom rather suspicious, and the Akari believe his directly responsible for the invasion, which is why they branded him a heretic.
  • Only Known by Their Nickname: Most people simply refer to him as The Undying King, though some do refer to him by his real name, Ezlan. The description for his boss item refers to him as "Ezlan Nui", which may be his full name (Nui being his official title, analogous to "Kingpriest").
  • Powered by a Forsaken Child: The Houndmaster indicates that the Undying King regularly sends his troops to Buri villages to select certain tribesmen to be chosen. The chosen are taken away, killed, and their bodies ground up to supplement the pool that sustains the King's immortality.
  • Sudden Sequel Death Syndrome: Despite the devs confirming that the Wanderer did not canonically kill him for the Labyrinth Key and instead traded him the heart of Ixillis for it, the inaccurately-named Undying King is dead by Remnant II- the ring known in the original as "Ezlan's Band" (which increased your health and gave you passive regeneration) is in the game again, but is now called the "Dead King's Memento" (and has lost most of its power, now only increasing your health by a smaller amount than it used to). Of course, given that the source of his immortality is the corpse of Rhom's Guardian, if he did succeed in reviving it with the heart, he most likely wouldn't have been able to keep himself immortal anymore.
  • Symbiotic Possession: The pool in his throne room is actually the Guardian of Rhom, and is the source of his immortality. He wants the heart of Ixillis, Corsus' guardian, so that he can heal the crippled Guardian. The Houndmaster indicates that in the absence of a Guardian Heart, the King uses the ground-up remains of Buri tribesmen to sustain both the Guardian's body and himself.
  • Video Game Cruelty Potential: The only way to get the Undying Heart and Kingslayer Trait are to kill him, which requires either denying him the Heart of the Guardian (which he wants in order to heal Rhom's guardian) or going out of your way to insult him until he decides to attack you. It is up to the player whether this is cruelty or justice, considering that he is considered a tyrant by many, and he regularly has the Buri killed and processed to help sustain his life, as well as the Akari suspecting that he intentionally drew the Root to invade Rhom.
  • Well-Intentioned Extremist: In order to save his world from the Root, he literally nuked Rhom to the Stone Age. It worked - the Root was unable to find anywhere to propagate, allowing Rhom to survive despite having its guardian killed...at least apparently.
    • The Undying King knows that killing another world's Guardian for its heart will leave that world vulnerable to invasion by the Root. He dismisses any moral concerns you may have with a blunt Might Makes Right argument, but he also sends you to steal a Guardian heart from a civilization that he knows is already ruined beyond repair by a threat other than the Root (the vyxworm parasite).
    • Despite his more extreme actions, he genuinely cares for the future of Rhom, and wants the Heart of Ixillis so that he can heal Rhom's guardian.

Corsus

    The Thrall 
This mutant creature runs a steam plant city.
  • Evil Sorcerer: With its staff, it can shoot corrosive bolts and generate gas clouds out of nowhere. It's essentially a Buri Shaman from Rhom that's been transplanted to Corsus
  • Flunky Boss: Bipedal cockroach people will continuous spawn in and attack you while you fight him. These are downgraded versions of the Toxic Maiden elite. They can do the flying leap attack but lack the other powers.
  • Insectoid Aliens: He's a bipedal insect-like humanoid. It's implied he and the other insectoid Iskal are native humanoids who have been mutated into an insect-like form by the Vyxworm parasite.
  • Monster Lord: Yeah it's an underling of the Iskal Queen, but it rules its section of the swamp and it's unlike any other creature on Corsus, leading the Hero to wonder What the Hell Are You?.
  • Unique Enemy: There's nothing else like him on Corsus.

    Canker 
The Canker is a bigger version of the Bloat, but besides being even bigger - it has more tentacles than usual and actually prefers to fight from a distance.
  • Giant Wall of Watery Doom: The Canker can create tidal waves that do tremendous amounts of damage, often doing a One-Hit Kill even on Normal level and wearing the Leto armour set.
  • Lightning Bruiser: This creature moves like a speedboat on the water and it's mightier than the average Bloat elite enemy.
  • Sea Mine: The Canker will saturate the water with a More Dakka launching of fleshy mines when it does one of its passes around the water. Between the mines and the tidal wave, the battle against the Canker will likely be the hero shooting it from the shore or sending summoned creatures.

    Dream Eater 
An upgraded version of the Flickering Horror elite whose lair is in the Hall of Whispers's Corrupted Sanctum
  • Area of Effect: If things really go bad for it, the Dream Eater will float up into the air, teleport to safety, and create ninja clones to distract the shooter. If it isn't found in time and interrupted by heavy damage, it turns the screen a bright purple before unleashing a powerful blast that never misses and pummels the party.
  • Flash Step: It can flash around in short distances to quickly close in on you. This ability also lets it escape from minions you summon that have it surrounded.
  • Self-Duplication: The Mooks it creates are weak versions of itself.
  • Visible Invisibility: If it's getting its ass kicked, it will turn "invisible" and try to get some distance on you. Its glowing orb is still visible, so it's easy to shoot and minions aren't affected by its invisibility.

    Barbed Terror 
Residing in the Throne of Barbs, this giant, heavily mutated version of the Barbstalker mook is far too large to leave its hive cubicle. That only makes it slightly less dangerous...
  • Body Horror: It's a giant fleshy blob with too many eyes and a scythe for a left arm.
  • Extendable Arms: Well one arm is extendable... unfortunately for you, this arm is a giant mantis-like claw.
  • Monster Lord: One of the few amongst the Dungeon Bosses. Almost all the other Dungeon Bosses are modified Elite enemies. The Barbed Terror is almost a different species compared to the standard Barbstalker. When you first encounter it, it pops out of its cubicle in the Throne of Barbs like a new Queen Bee coming out of its honeycomb.
  • Stationary Boss: It's stuck in its throne from being so big, however the chamber you're fighting is quite cramped and the Barbed Terror has several ways of attacking from a distance. Luckily it's one of the few bosses that doesn't summon flunkies.
  • Spike Shooter: It's actually got two versions of this. It can throw a couple of large spikes from its bottom. The other version involves the hive chamber's porous walls. The holes littering this room can shoot rapid-fire spines at a blistering rate.

    The Unclean One 
The mid-boss of the Corsus area. A huge and fat ogre-like creature armed with a massive hammer.
  • Acrofatic: Despite his size and girth he's surprisingly fast.
  • The Butcher: His lair is called "Butcher's Bounty", and when you find him he's busy tenderizing meat with his massive hammer.
  • Duel Boss: Instead of approaching him directly to start the boss battle normally, you can sneak to his hut's basement and hide inside one of the urns there. This allows you to ambush him when he goes down there to sharpen his hammer. This lets you fight him one-on-one without having regular enemies spawn in throughout the fight, essentially making him one of the only bosses in the game that you fight one-on-one.
  • Fat Bastard: He's massive and quite girthy, and also extremely hostile.
  • Shockwave Stomp: His alternate boss fight gives him the ability to drop a hammer so hard it causes shockwave damage to the entire room. While you can dodge the attack, good luck getting the timing right.
  • Shot in the Ass: His ass is not only one of the few places on his body that isn't armored, but is also a weakspot, so you'll be shooting him there a lot.
  • Throwing Your Sword Always Works: He will sometimes throw his hammer/axe at you, which will almost certainly be a One-Hit Kill if it connects.

    Mar'Gosh 
A intelligent insectoid being, Mar'Gosh is hostile to interlopers but he's friendly to those infected with the vyxworm parasite. Mar'Gosh is especially skilled at making things from beetle shells.
  • The Blacksmith: If he's friendly, he can craft the Carapace Armour for you if you have Hardened Carapace pieces from killing Black Beetles. He can also turn the Opalescent Shell of the Queen Beetle into the Luminiscent trait for you.
  • Deadly Gas: In the fight, he can release a cloud of corroding gas centred on himself.
  • Flunky Boss: He'll have some minions come by during his fight.
  • Optional Boss: He'll attack you if you're not infected or you can pick a fight with him in the dialogue if you are. Otherwise he's friendly to infected you. Still he has the nice Gift of Iskal ring so...
  • Telepathy: He communicates directly with his mind. That's also how he can tell if someone isn't infected.
  • Tunnel King: He can burrow to safety in an instant during his fight.

    Ixillis XV 
The Guardian creature of Corsus and the final boss of the Corsus area. Both the Undying King and the Iskal Queen ask you to kill it and retrieve it's heart, each for their own purposes.
  • Dual Boss: Ixillis XVI will hatch from a cocoon once you get Ixillis XV's health down to about 70%. You can also shoot the cocoon to make it hatch early and take out a nice chunk of its health bar right away.
  • Kill One, Others Get Stronger: Killing one will cause the other to become enraged at the death of its parent/child, making it more powerful. The alt-kill method requires you to kill both before the second one becomes enraged, requiring you to damage both of them evenly throughout the fight so that you can kill them in quick succession, when most players would be tempted to focus on killing one as quickly as possible to minimize the time spent fighting two at once.
  • Nice Job Breaking It, Hero: It's made clear that killing the Corsus Guardian will leave the world vulnerable to invasion by the Root. However, given that Corsus has already been taken over by the Iskal, a Root invasion can't really make things much worse and might even be an improvement.

    Iskal Queen 
The Hive Queen of the Iskal, who have taken over Corsus.
  • Alien Blood: She has green blood, as can be seen if you impale her with a stalactite during her boss fight in the Swamps of Corsus DLC.
  • Authority Equals Asskicking: She's the Hive Queen of the Iskal (and thus functionally the ruler of Corsus), and is quite the Lightning Bruiser in her boss fight. Many people consider her the toughest fight in the game!
  • The Bad Guy Wins: By the time you arrive on Corsus, she's already succeeded in assimilating every member of the planet's civilization other than a single surviving Swamp Elf. There's no option to kill her in the main campaign, either, though you can fight her in an adventure in Adventure Mode with the Swamps of Corsus DLC.
  • Cult: The Iskal in general are little more than a parasitic cult which promises everything but takes all for itself. Naturally, the Iskal Queen benefits the most from hollowing out peoples' souls, and doesn't seem to care if she's hypocritical for doing so.
  • Death from Above: Literally. You can alternately kill her by stunning her while she's under a stalactite. Shoot the stalactite before she can recover and if drops on her before she can start standing up, she'll be impaled.
  • Duel Boss: Other than summoning a wave of beetles to swarm you as one of her attacks while sitting on her throne, the Queen will duel you one-on-one rather than rely on respawning minions to help her like most other bosses do.
  • Faux Affably Evil: She's quite friendly when speaking to you, but is actually a Hive Queen running an Assimilation Plot against the inhabitants of her world.
  • Fiction 500: Unlike the Undying King who faces an uprising and has partial control of a nearly dead world, the Iskal Queen is the sole ruler of Corsus and it's a rich, verdant world. The offer she gives you for the Guardian Heart is to use her immense wealth to help your quest. And it shows, where the Undying King gives you a Magitek sickle, the Queen gives you a new set of good armour and a Gear Punk crossbow. And in the adventure mode, if you see her again, she's still grateful and will give you an artifact that unlocks The Monolith that will eventually net you some new traits and one of the best sets of armour in the game.
  • Flash Step: She can do these as an attack in her boss fight, so get ready to dodge when she's getting ready to do one.
  • Impaled with Extreme Prejudice: Her alternate kill requires you to drop a giant stalactite on her from above, skewering her- although given the size of the stalactite, it pretty much crushes her entire torso.
  • Instant Armor: Forms a carapace-like suit of armor over her body at the beginning of her boss fight.
  • The Man Behind the Monsters: She's considerably more humanoid-looking than the majority of other Iskal creatures, other than assimilated Swamp Elves who haven't mutated significantly yet.
  • Monster Lord: All those creatures and people, barring Ixillis and the Swamp Elf, in Corsus? She's their queen and by far the most powerful being in that world.
  • Only Known by Their Nickname: Only referred to as the Queen by everyone else, the Graveyard Elf knew her as Cessnya.
  • Path of Inspiration: She approached the Swamp Elves with the promise of "Iskal", which she presented as sort of a motivational path of enlightenment in which "everyone is together as one", but is actually an Assimilation Plot in which Puppeteer Parasites take you over and absorb you into a Hive Mind, eventually mutating your body into some sort of insect-mammal hybrid abomination.
  • Sinister Scythe: It's her melee weapon of choice. If you're friendly with her, she'll sell one to you.
  • Skippable Boss: Her alternate kill method instantly kills her instead of merely taking off a large chunk of her health, though you do need to survive long enough to get her off her throne to use it. And then you have to be in the right position to lure her under a stalactite.
  • Underestimating Badassery: She wants the Root to invade so she can assimilate it. Considering their track record, this is likely to end in disaster. Presumably she believes possessing the Guardian's Heart will give her power against the Root similar to what Clementine has. The sequel implies she did indeed get her royal ass kicked when the Root invaded, since according to Mudtooth, she and the Iskal are now on Earth, implying they had to flee Corsus. Additionally, Yaesha now features what seem to be Root versions of the riflemen that were previously found on Corsus (they even have the cowboy hat). Granted, Word of God has said that the Wanderer canonically gave the Guardian's Heart to the Undying King, so maybe she actually would have succeeded if she'd had it.
  • Winged Humanoid: Has a set of butterfly-like wings.

Yaesha

    The Warden 
He's the warden of the Halls of Judgement who'll call up in reinforcements to help him
  • Attack Its Weak Point: He'll often hurl spears with a bell at the end. These are aimed at the ground and will toll to summon more reinforcements but if you destroy the bell, it'll weaken his armour and you do far more damage.
  • Flunky Boss: He's a fairly weak boss, but is noted for how often he'll call in help from swordsmen and archers.

    Stormcaller 
  • King Mook: He's a boss version of the Pan lightning wizards, with the added ability to fire ground-based homing projectiles as well as go into a "Stormcaller" mode in which he floats around while lightning bolts strike down all across the arena.

    Sear and Scald 
A masked Immolator with a small gargoyle like creature that hangs on his back and shoulder. Both are coming at you.
  • Dual Boss: These two are a team, Scald is a small flying creature that hurls incendiary bolas at you while Sear is an upgraded Immolator. They're going to double-team you and send out trash mooks against you until you wipe them out.
  • Playing with Fire: Make sure to have hydro-coolant handy because these two love to set things on fire.

    Onslaught 
  • Flunky Boss: Downplayed; he spawns enemies much less frequently that other bosses, and said enemies are mostly the slow, easy to handle undead zombie Pans (though sometimes he'll call in upgraded flying creatures that can hurl multiple lightning balls at you).
  • Herd-Hitting Attack: After teleportation, it generates a lightning field over a fair-sized area. On Normal, it's painful for melee attackers including your summoned minions, but on higher levels this instantly kills your minions making summons almost useless.
  • Teleport Spam: He teleports around while unleashing an area-of-effect lightning attack or swinging at you with a large halberd.

    Root Horror 
This abomination is a sign of things to come for Yaesha if they don't take the Root threat seriously.
  • Flunky Boss: He summons snake-like Root Infectors throughout the fight; said Infectors are very fast and can be more annoying than the boss himself.
  • Multiarmed And Dangerous: The Horror has two weapon-wielding arms on one side of its body and a set of Combat Tentacles on the other.
  • Nice Job Breaking It, Hero: Opening the Guardian Shrine releases the Root Horror, who proceeds to escape out into the world and kill the Stuck Merchant.
  • Unique Enemy: There's no other Root creature like it in terms of looks.

    Blink Thief 
  • Metal Slime: When you go for the item on the altar, unless you have the Blink Token won from Onslaught, he'll beat you to it and teleport out of there. He can then be found further in the dungeon and you have 12 seconds to kill him. Succeed and you'll get a Simulacrum on top of his usual loot. Fail and he'll teleport further in. You have one more chance to kill him otherwise he'll successfully teleport out of the dungeon and you lose his goody. If you kill him, he'll drop the Ricochet Rifle. So when fighting him, keep in mind that he's not just durable, he'll also fight back and the monsters of the dungeon will help him too.

    Totem Father 
A powerful Pan Noble. Either he or the Ravager serves as the final boss of the Yaesha area, guarding Founder Ford's prison.
  • Flunky Boss: He drops totems around the arena that spawn in enemies at a much higher rate than most other boss fights. You need to destroy the totems to make the fight manageable.
  • Large and in Charge: He's huge and seems to be a leader among the Pan.
  • Stance System: He has two aspects he swaps between, either blasting the player with ranged lightning bolts or whupping them in melee combat.

    The Ravager 
A giant four-eyed, six-limbed wolf and the oldest living being on Yaesha. Either he or the Totem Father serve as the final boss of the Yaesha area, guarding Founder Ford's prison.
  • Extra Eyes: It has four glowing teal eyes on its head rather than two, making it a bit more alien than your standard giant wolf boss. His Root-corrupted form in the sequel has even more eyes.
  • Flash Step: He can zoom across the arena in the blink of an eye to bite you.
  • Giant Space Flea from Nowhere: The Totem Father makes sense as the area boss; Navun tells you that one of the Nobles is holding Ford captive, and Totem Father seems to be that Noble. The Ravager, in contrast, doesn't seem to actually be guarding Ford; rather, his cave just happens to be in the way of you reaching Ford's prison. Regardless of how much or little sense it makes, he is apparently the canonical world boss as the sequel mentions that the Wanderer fought and killed him, only for the Root to later bring him back to life.
  • The Grim Reaper: Remnant II reveals that he is Yaesha's personification of death.
  • Physical God: The Ravager is the oldest living being on the planet, claiming to predate the Pan, and seems to have a fundamental connection to the world. However it is not the Guardian of Yaesha; the Guardian of Yaesha was slain by the protagonist of Chronos.
  • The Quisling: If you speak to him, the Ravager may admit that if it came down to it, he'd rather join the Root's cause than futilely attempt to fight it. That said, he knows that's very much a desperate last minute plan, and gives you an item to help you in your fight against the Root, even though he doesn't think you can actually win. The Announcement Trailer for the sequel shows that he apparently did join the Root, though it wasn't exactly willingly, since it brought him back to life after the Wanderer killed him, presumably already under its control.
  • Skippable Boss: It's possible to placate the Ravager if you play the bells in his boss arena in the correct order, which skips the fight entirely and lets you talk to him. Keeps this status in the sequel, where you can skip his fight if you simply execute the Red Doe like he asks you to.
  • Vertebrate with Extra Limbs: It initially seems to just be a giant wolf, but it actually has two claw-tipped arms at its front as well as four legs.

Reisum

    Tian, the Assassin 
Tian's an extremely agile master of the throwing knives and an upgrade of a Emin Blademaster mook.
  • Homing Projectile: His knives will curve to attack you with uncanny precision, dodge at the last minute to successfully evade.
  • In a Single Bound: He can jump huge distances and this lets him alternate between melee fighter and coming at you from sniping range.
  • McNinja: This sneaky rat is basically an Expy of a Skaven Gutter Runner but without the cloak.
  • Wall Crawl: He'll scale the face of any outcropping around, so he's never in danger of falling. Between this and his leaping ability, it's almost like he teleports to safety when he's losing close-quarter fights.

    Obryk, the Shield Warden 
Obryk is an upgraded Urikki Brute, who's the prison warden of Exile's Trench. Instead of a mace, he has a second spiked shield.
  • Bait-and-Switch: In his cutscene, we get an Emin prisoner similar to Tian. Then Obryk makes a Dynamic Entry and stomps him to death, taking over the boss fight.
  • Dual Wielding: He has two shields.
  • Police Brutality: In his cutscene, he kills an Emin prisoner.

    Ikro, the Ice Conjurer 
Ikro is an extra-powerful Blizzard Mage.
  • Summon Magic: He'll conjure up an Ice Cloud that'll shoot rapid-fire icicles at you until you destroy it or kill Ikro.
  • Stationary Boss: Ikro generally doesn't move, making him an easy target who compensates by making the battlefield itself a freezing hell.

    Erfor, the Jackal 
Jackals in Reisum, are creatures that resemble the Yeti of Earth legend. Erfor is an unusually mighty version of the Iceberg Jackal.
  • In a Single Bound: He can leap off of the area you're in and land on a fairly distant iceberg.
  • Snowball Fight: His ranged attack is to pick up a snowball the size of a boulder and throw it at you.

    Brudvaak, the Rider and Vaargr, the Warg 
A brutal warrior wielding an unusually advanced machine gun and a chain blade. He's accompanied by his loyal mount Vaargr, a vicious beast with elemental powers. They're the World Boss of Reisum with different rewards depending on who you kill first.
  • Chain Pain: Brudvaak can melee you from a fair distance with his versatile Chain Blade - a type of Whip Sword. If you kill Vaargr first, you'll get a piece of Brudvaak's melee weapon and make a new Chain Blade. But it's sized for humans so it's not nearly so amazing.
  • Combination Attack: Brudvaak will let rip with ice shots from his machine gun arcing from one side, while Vaargr will breathe frost arcing from the opposite direction. This is an attempt to keep you from dodging to safety.
  • Death from Above: Brudvaak can call in an artillery barrage when he's dueling you.
  • Dual Boss: Both will double-team you as rider and mount.
  • Duel Boss: Every so often, Brudvaak wants to solo you. So he'll have Vaargr burrow to safety and fight you himself for a short time. Also when one of them dies, the other will regenerate all their health and take you on in a duel.
  • Mercy Kill: If you kill Vaargr first, she'll lay on the ground panting until Brudgvaak finishes her off, calling her a good girl and then swearing to flay you alive for making him do that.
  • More Dakka: Brudvaak's Magitek machine gun is very fast when he uses it. Kill him first and part of it'll be reworked as the rapid-fire Alternator.
  • Please Wake Up: If you kill Brudvaak, Vaargr will nuzzle him until he disintegrates and then roar at you in rage.

Random Encounters

Earth

     Root Cultist 
One of the inhabitants of Earth who've taken to worshipping the Root. He lives in Marrow Pass.
  • Affably Evil: If you haven't attacked one of the Root Structures, you can safely talk to him. He'll ramble on about how great the Root is. Finish the dialogue and he'll give you the Root Circlet ring.
  • Optional Boss: Feeling greedy and want another ring? Avoid attacking the Root Structures until you get the Root Circlet. He's still friendly until you attack a structure. Destroy those to finish the quest and go back to the cultist. When he's hostile, kill him in an easy fight as he's unarmed and get the Twisted Braid ring.

    Twisted Mask Merchant 
An NPC that can be encountered randomly on Earth. Should the player kill him, he will drop his mask that'll enable players to communicate with a certain tree on Earth.
  • Go Mad from the Revelation: His sanity has plummeted since he wore the mask, but he has enough lucid moments to trade you with his modest stock.
  • Optional Boss: Well he's not initially hostile and willing to trade with you, but the Twisted Mask is a nice piece of armour and necessary for the Bark Skin trait. So keep demanding he give you the mask and eventually he'll fight you to the death. He's armed but it's an easy battle.

    Wailing Tree 
An avatar of the Root, it has the ability to communicate with people linked to Root.
  • Enigmatic Empowering Entity: It has the power to give you the Bark Skin Trait.
  • Flunky Boss: It won't send out its branches to attack you, should you attack it. Instead it will summon minions to try and kill you.
  • Universal Translator: You can't understand the Wailing Tree's mumblings until you get the Twisted Mask helmet which lets you to decipher the communications from the Root.
  • Villain Respect: Through the Twisted Mask, it knows you're an enemy of the Root. However it admires your drive and recklessness, so it decides to gift you with some power. After that it goes inert and is nothing more than an ugly tree.
    Wailing Tree: Go, Dreg. We Watch.

    Mudtooth 
A friendly hermit who lives in a crashed military transport helicopter in the city. He moves to Ward 13 in Remnant 2.
  • Badass Normal: He used to be the leader of the Crazy 8/Mud Dogs gang. Mud Tooth mentions he's safe from the Root living by himself, because the helicopter that he's made his home is also a great sniper nest. Sure, they came after him originally, but after he killed enough of them they got the hint and have left him alone ever since. Or at least, that's how he tells it.
  • The Cuckoolander Was Right: In Remnant II, Mudtooth says in one of his stories that the Root was a bioweapon developed by the Ward Project, which is obviously not true, it's an extradimensional invasive species. Except... that when you get to Root Earth and learn more about the origin of the Root, you find out that it was man-made, by Root Earth's equivalent of the Ward Project no less. He may have gotten which dimension the Root came from wrong, but he nailed its origin nonetheless.
  • Older Than They Look: He is positively ancient; according to his own accounts he witnessed the crash of the very plane he camps in during the original Root invasion, putting him at over a century in age (of course, his stories aren't always entirely truthful). It is implied he is immortal like Founder Ford, which is only backed up in Remnant II, where he is living in Ward 13 and seemingly hasn't aged a day. Presumably living in a helicopter with a World Stone right next to it had some kind of effect on him.
  • Unreliable Expositor: Not all of Mudtooth's stories are completely accurate, and some of them outright contradict each other. For one thing, he claims to have been present when the Root were created in Ward 17, and in anther story mentions he was ten years old when he arrived at Sanctuary, after the Root invasion started. Then there's his multiple stories about how he got the name "Mudtooth". It's hard to tell just how much of his stories are complete fabrications, especially since he gets some details, like what happened on Rhom, fairly accurate.

Rhom

    Wud 
A blind Buri merchant who can be encountered randomly on Rhom, and sells consumables and trinkets to the player.
  • Klingon Scientists Get No Respect: Potentially averted; Wud doesn't disown the Buri obsession with strength, but merely claims that his strength lies in the quality of his wares and the information he can share. But it's clear that he isn't like the other Buri, not immediately trying to kill the player on sight, living alone with his friendly doglike creature, and even intriguing, very discreetly, against the tyrant the rest of his people serve as willing slaves. Notably, he's also a huge, hulking "Sul" Buri rather than the slighter, quicker "Kari."
  • Knowledge Broker: One of the things Wud "sells" for a modest sum of scrap is information about Rhom, some of which are potentially useful hints and some of which are just interesting facts. Buying all of them leads him to offer the player access to his secret stock in the form of an armor set.
  • Shame If Something Happened: Wud tells the player that Ezlan's near-omniscience has a major blind spot, and that whether out of arrogance or some flaw in the process he can't foresee any future that leads to his own death. He then, casually, points out that Ezlan's death would be a great boon to many people, including his killer...
  • Token Heroic Orc: He and the Houndmaster are the only Buri tribesmen who don't attack you on sight, and even the Houndmaster eventually fights you when you aggro Maul. Wud just wants to sell his wares to you.

    Wasteland Good Boy 
A Stinkhound that can be found next to Wud, and can be petted by the player to obtain the Very Good Boy weapon mod.
  • Beauty Equals Goodness: He's an usually healthy looking Stinkhound, what differentiates him from other Stinkhounds is that he has no nails sticking out of him and he's the only friendly dog you encounter.
  • Post-Apocalyptic Dog: He's a mutated dog hanging with a blind scrounger/merchant on a planet that had been nuked back into the Stone Age.
  • Summon Magic: After the updates, you can summon him in battle to help you with the Very Good Boy weapon mod, which you get after petting him.

Corsus

    Graveyard Elf 
A dissident elf who's always been suspicious of the Iskal Queen. She's taken to living in the graveyard as that place is so sacred to the elves that they retain a hint of this memory and leave her alone while she's there. She is also the only one who can make an antidote to vyxworm infection (it's too late for her fellow elves, they've been hosts for so long that there's nothing left to cure).
  • Last of His Kind: She's seemingly the last Swamp Elf on Corsus who hasn't been taken over by the Iskal Puppeteer Parasite. If you've been infected with a parasite yourself, you can sneak an Iskal Vyxworm parasite into her food on behalf of the Iskal Queen for a new perk and a ring.
  • Only Known by Their Nickname: It's possible her name is Min'n. Randomly appearing in one of the Elf villages, there's a hut with a bedroll and a letter on top of it. It's addressed to Min'n, from her friend Yoggo who decided to join the Iskal despite objections from Min'n.

Yaesha

    Flautist 
The Flautist journeys through Yaesha, teaching music and encouraging the Pan to not be so xenophobic.
  • Nice Guy: He's a friendly non-xenophobic Pan, who's just trying to spread a message of peace with his music.

    Stuck Merchant 
A friendly merchant who's wagon has broke down. She has fine goods to sell and has an ear for rumours on the happenings of Yaesha. She's also a bit unscrupulous as to how she gets her goods.
  • Intrepid Merchant: She carries a lot of fine goods in her inventory and has even ventured into the Guardian Temple where she found an interesting artifact that'll lead to her death.
  • Teaser Equipment: The Guardian Ring offers great protection against melee attacks. She sells it for 100,000 Scrap! This in a game where rings typically cost 450 - 650 Scrap from merchants. You can buy it from her... or you can get it for free after the Root Horror kills her.

The Labyrinth and Beyond

    Keeper of the Labyrinth 
The entity behind the Guardians and maintaining the Labyrinth. His primary duty to to protect the connections between the various worlds, which he has done so for all of his existence.
  • Big Good: He's the force behind the Guardians and the most powerful being opposing the Root, although he's too busy fighting off the Root to actually intervene in human events, and has nothing to do with setting you off on your quest. He does provide some help and guidance when you run into him and speak with him on your first visit to the Labyrinth. In Remnant II, he says that the destruction of the Labryinth's Guardian has stretched his resources too thin to do much more than desperately try to contain the Root.
  • Curiosity Killed the Cast: The Root were such a fascinatingly different aberration from any other form of life that when the Keeper first encountered them he attempted to safely contain and study them rather than eradicate them from existence. By the time he realized his error it was too late and the Root had become too powerful to delete.
  • Gate Guardian: He's keeping the portals to other worlds shut as much as he can to prevent further Root invasions, and also to prevent them from being exploited by other travelers between worlds. The gateways between worlds are intentionally engineered to be unstable to prevent exploitation by outsiders.
  • Godzilla Threshold: Once he acquires the Index in Remnant II, he seriously considers a complete system reset to destroy the Root, even though this would destroy every world connected to the Labyrinth. Clementine intervenes and prevents it from happening.
  • Guardian of the Multiverse: He protects all the worlds by keeping alien invasions from happening. Earth had the strongest protection as it is his homebase. Remnant II indicates he's a sort of A.I. admin in charge of maintaining the simulated reality of the Labyrinth and its connected worlds.
  • Humanity Is Infectious: His nature as the central intelligence of the Labyrinth, which itself shaped by thought and energy, means that his body and personality are influenced by those he comes into contact with. In From the Ashes he has a humanoid, organic-looking body because the Tower he inhabits appeared on Earth, while in Remnant II his body seems to be composed of electronic code because it is entirely within the Labyrinth. His continued exposure to Clementine causes his form to shift from a giant floating eyeball to the humanoid one he had in the first game (though still made out of code) and causes him to develop emotions and humanlike connections, with him even shouting in fear at the climax when Clementine takes the Index from him.
  • What Is This Feeling?: Due to the above trope, after explaining that a complete system reset is the only way to wipe out the Root, he is surprised to find himself not actually wanting to destroy all worlds, despite it being the only logical choice.

    The Root 
  • Aliens Are Bastards: As soon as they appeared, they immediately began to massacre humanity, as they do with whatever world they invade. In Remnant II, it turns out they aren't entirely alien, as they were created on a different version of Earth.
  • The Assimilator: The Root tends to seize life and ideas from worlds it attacks in order to adapt and gain knowledge about the planets it is invading. This results in the Root appearing and behaving very differently depending on the planet it invades. The Root themselves seize on this point to argue that they aren't just killing everyone but bringing about true peace and happiness by what they do... but to the vast majority of the inhabitants of the worlds they commit near-omnicide on, the difference is pretty academic.
  • Blue-and-Orange Morality: According to Nightmare, the Root seem to genuinely believe that they are bring harmony, peace and order to the worlds they invade and the races they consume, claiming that they are bringing "salvation" to those they conquer, who they derisively refer to as "children".
  • Fantastic Science: They appear to be masters of "esoteric science" and use its power to tempt people in worlds into helping them. In Remnant II, they are shown to be an out-of-control creation of an alternate Core Earth that blends magic and corrupted computer code.
  • Gone Horribly Wrong: Remnant II reveals that the Root are the result of the civilization of the previous Core attempting to "alter the parameters" of the simulated reality in which the Remnant worlds exist in (likely screwing around with the universe's source code to try to live forever, create infinite resources, or something along those lines). Instead they created the Root, a corruption of the system which seeks to destroy everything in it.
  • Greater-Scope Villain: Just about everything wrong in the game can be traced back to the Root, excluding the Iskal. Earth is effectively under Root occupation, Rhom had to be nuked repeatedly to stop the Root from settling, and it's already in the process of invading Yaesha. Additionally, it used the Champion from Chronos to kill off the Guardians of the Labyrinth and Yaesha (as well as the Guardian of the Krel, not that we know what happened to them), and used Harsgaard to further the Dreamer Project, which produced Clementine.
  • Hive Mind: The Root are an endless army of monsters unified by a singular hatred for all life and a desire to destroy everyone they don't absorb into themselves.
  • It Can Think: It can be off-putting to realize that, ultimately, the Root aren't mindless exterminators but are fully capable of complex thought, tactics, science, even philosophy... on some level their crusade to exterminate everything they don't make a part of themselves is driven not by irresistible instinct but by rational thought. (Or at least, thoughts with rationale behind them.)
  • Omnicidal Maniac: The Root have a burning, intense malevolence and omnicidal hatred for all of existence and are driven by an all-consuming need to absorb and annihilate everything. It is theorized that if they ever succeed at destroying the rest of the multiverse they would then turn on themselves, although the few outright statements by the Root seem to suggest otherwise.
  • Straw Nihilist: The Root is interpreted as doing what it does out of the belief that all existence is suffering and total annihilation is the only relief, especially by the many scientists driven to suicidal depression by Harsgaard's attempts to bring it to Earth. But Harsgaard and, to an extent, the Dreamer hooked up to its Hive Mind, instead find a kind of twisted enlightenment in its attempts to draw in and absorb what it does not destroy. Wallace and the Keeper believe that the Root are simply an error that have grown out of control and are driven by pure malevolence, and want to corrupt and destroy all of existence. It should be noted that the Root itself doesn't seem to hate its own existence so much as see other beings' existence as intrinsically painful and miserable that it's doing them a favor by killing everything it doesn't eat.

Remnant II Biomes and Characters

Archetypes

Unlike the original Remnant, Remnant II has dedicated classes with unique perks, skills, and attributes, giving each a unique playstyle. While by default only a single archetype can be used at any given time, progressing through the game unlocks the ability to equip a second archetype simultaneously to the first, with these defining a character's class.

    In General 

  • Anti-Frustration Feature: Every class has traits that benefit both individual and team play, meaning that no matter your choice of archetype, you won't be handicapped when palying alone or as a group.
  • Job System: While each archetype offers unique perks and abilities, they aren't permanent choices and can be cycled out once each is unlocked. This allows you to mix and match perks and skills so that you can acquire the best build for your playstyle.
  • Secret Art: While you can mix and match skills between any two Archetypes, each one has a Prime Perk that can only be used if you set that Archetype as your primary one. Further details can be found in the individual archtetype folders.
  • Signature Device: Each class has an associated engram that levels up independently from the player. Its level determines the level of the archetypes perks and skills, and acquiring said engram is needed to unlock the archetype for subsequent playthroughs.

    Alchemist 
A support class designed to buff the party, the Alchemist creates potions and vapors that can boost the party or heal them in a crisis. This class is all about using consumable items
  • Item Caddy: The Alchemist is all about using their stock of items on themselves and spreading the effects to the party, especially healing.
  • Philosopher's Stone: Their engram is mysteriously found in the middle of a nue feeding nest, where it turns out to be the fabled stone of legend. Ironically, the player character uses it for practical purposes instead of monetary ones; turning gold scrap into lead bullets.
  • Secret Art: Concoctions give a long-lasting buff, but usually you can only have one active at a time. The Alchemist's Prime Perk Spirited starts by allowing you to have one additional active concoction, and at max level allows you to have three.

    Challenger 
The close-range juggernaut, the Challenger can wield the heaviest weapons and armor in the game, and is focused on demolishing foes in close quarters while shrugging off any damage they take. This class can either be taken as your starting class or unlocked for future playthroughs by crafting the steel enswell.
  • Boring, but Practical: Despite their intimidating appearance as the dedicated tanking class, the Challenger's skillset is relatively straightforward, while their engram is a normal steel enswell. In no way does this hold them back.
  • Close-Range Combatant: This class is built for close range. Their passive skills boost attacks made in close range and increase armor flexibility to endure melee combat. They start out in character creation with a shotgun and revolver.
  • Damage Reduction: Their second action skill and relic perk enhance damage reduction in the form of the Bulwark status buff, while others synergize with heavy armor.
  • Lightning Bruiser: Their signature trait, Strong Back, reduces the effects of armor encumbrance, allowing you to perform relatively nimble and energy-efficient acrobatics while wearing heavy armor.
  • Secret Art: Die Hard, which allows them to become invincible when they take fatal damage and regenerate health. At full power, it lets them regain all lost health. The catch is that they can only use this ability once every ten minutes.
  • Shockwave Stomp: Their default action skill.
  • Signature Device: Their class engram is the Steel Enswell, which is either acquired at the start of the game from Bo or crafted by Wallace using the Old Metal Tool which can be bought off of Reggie.
  • Super Mode: Their third action skill increases stats, but if they can deal enough critical hits or weakspot shots before the effect wears off, they go berserk and fire even faster.

    Engineer 
The Engineer utilizes the hyper-advanced technology of N'Erud to attack his foes with a variety of combat turrets, which they can also carry in hand, if the situation so requires. The choice of perks is geared towards staying in the fight longer as the turret does its thing.
  • BFG: The turret can be held in hands and used like a regular gun; it is massive and slows the character by quite a bit, though the penalty can be offset with levelling the class as well as some accessories.
  • Boring, but Practical: the starting Vulcan turret is just a plain rapid firing gun, but it's hitscan, so it never misses, the range is really long, and the ammo capacity is enough to keep it running for a while unsupervised. That makes it a good fit for virtually any situation.
  • Gatling Good: the Vulcan turret, natch.
  • Guide Dangit: unlocking the Engineer is one of the most obviously counter-intuitive things in the game as it requires entering the puke-your-guts-out lethal fog at a very specific location to find the class item and armor set.
  • Kill It with Fire: the Flamethrower turret.
  • The Turret Master: Obviously!
  • Secondary Fire: Apart from the basic Vulcan turret, each turret variant behaves very differently depending on whether the user has dropped it on the ground or is carrying it in hand: the Flamethrower version acts like a classic flamethrower when carried but actually lobs rather accurate flame grenades when turreted, while the Impact Cannon can act as an incredibly powerful charged railgun when handled, or a masive shockwave generator when placed on the ground.
  • Secret Art: Fortify, which increases the Engineer's armor effectiveness by a percentage, letting them receive better protection without carrying heavier suits.
  • Signature Device: The Drzyr Caliper, an alien measuring device found on N'Erud that is a perfect example of just how advanced their science is, as it seems to somehow communicate with its user despite being apparently pencil sized and the user not even being the right race. It's noted that "caliper" isn't even the right word for it, just the closest human word that exists.
  • Signature Move: High Tech, which allows the Engineer to Overdrive their turret, granting it increased damage, fire rate, as well as infinite ammo for a period of time.

    Handler 
Not everyone fights alone. With their trusty Companion at their side, the Handler offers multiple utility options for their team and can fill in multiple roles as needed.
  • Canine Companion: The Handler's skillset is themed around commanding a Companion - specifically a german shepard - to assist them in battle, either by drawing enemy fire, healing allies, or tearing foes to shreds.
  • Improvised Weapon: The archetype's melee weapon, the Rusted Claw, is explicitly stated to be a pair of canine training bracers modified into clawed weapons.
  • Mechanically Unusual Class: As the Handler's skills are all commands directed toward their companion, they uniquely have passive abilities for all of their skills (Draw Aggro, Gradual Regeneration, and Companion attack damage increase for the Guard, Support, and Attack Dog skills, respectively), with the active portion of the skill being to order the dog to howl for increased effects of all passive abilities and new effects as well (these are respectively damage reduction for allies, increased movement speed, and team damage increase)
  • Secret Art: Kinship, which reduces the amount of friendly fire the Handler inflicts, allowing them to be more reckless when fighting the enemy and making using explosive weapons more viable.
  • Signature Device: Fittingly enough, the Silent Whistle, with which they can command their Companion.
  • Signature Move: Bonded, which causes the Handler's Companion to revive them when downed. This can also be done with teammates, but they must have an active relic charge of their own.

    Medic 
The time of depending solely on Relics and consumables for healing has passed. While certainly armed for battle, the Medic brings with them tools both to mend and to maim.
  • Combat Medic: There is no room for a passive healer in this game. The medic has plenty of options for healing, but also carries a perk to boost all damage, and their starting Long Gun is a machine gun.
  • Gas Mask Mooks: By default, the medic wears a gas mask, though it does nothing against any toxic gasses you encounter in game.
  • Mechanically Unusual Class: The Medic is the only class that innately breaks the rules regarding Relic charges - their Prime perk gives them a free charge after healing enough through any method.
  • Secret Art: Triage, which increases all healing the Medic does. Belonging making them better at their role, it lowers the amount of abilities and relic uses needed to regain Relic charges.
  • Signature Device: The Caduceus Idol, which symbolizes their devotion to helping others.
  • Signature Move: Regenerator, which allows them to regain spent Relic charges after healing enough damage. This counts healing from all sources, meaning that, with proper timing, you can use your relic and instantly get back the charge.

    Summoner 
By the power of the Blood Moon, the Summoners can harness the power of the Root and command disposable minions to distract and eviscerate their foes... or blow them up themselves for an extra power boost.
  • The Beastmaster: The Summoner commands Root creatures.
  • Required Secondary Powers: All of the Summoner's minions require sacrificing health to be summoned. This is why their Secret Art, Regrowth, applies Gradual Regeneration, as otherwise your relic charges would out a hard limit on how often you could summon minions.
  • Secret Art: Regrowth, which provides the Summoner with Regenerating Health, allowing them to summon minions without worrying too much about Relic charges.
  • Signature Device: The Tome of the Bringer, which allows them to summon Root entities through Black Magic.
  • Signature Move: Ruthless, which allows them to enrage their minions by damaging them, making said minions attack harder and faster.
  • Video Game Cruelty Potential: This class is explicitly designed for "being evil"; you can boost their power by shooting them, or force them to self-destruct and gain a damage bonus.

N'Erud

    The Custodian 
The Custodian is the even-tempered robotic caretaker of all of N'Erud, stuck as one of the only sapient things left after their trip inside the black hole Alepsis-Taura somehow killed everyone else. Enough time has passed that the rest of the universe has perished, so any solution to his dilemma now rests back inside Alepsis-Taura. He requests the help of the Traveler; in one version of the world, he needs you to shut down the Core of the world so he can reset it before piloting it. In the other, he instead needs the navigational data from the mind of Tal'Ratha, the original captain of N'erud who refuses to cooperate.

    Tal'Ratha 
The captain and chief Astropath (navigator) of N'erud. Tal'Ratha grew suspicious that Alepsis-Taura would be hazardous to the crew in spite of the Custodian's calculations, so he and some of his followers took refuge in great vaults designed to withstand far more than what was expected. When the player first comes to (his version of) N'erud, he is a booming voice from the other side of a glass chamber filled with green gas, and he demands that you find "soul sparks" so he can finish his "ark" to withstand the end of the universe.
  • Battle in the Center of the Mind: Accepting his offer to be eaten does not result in an immediate game over. Instead, you find yourself on some kind of astral plane, and fight a more ethereal version of Tal'Ratha who spams teleportations and laser beams at you. No dialogue is exchanged here, but the implication is it's a fight because you let yourself get eaten just to destroy his soul from within.
  • Gameplay and Story Integration: Ambit Ember is a consumable that gives you a temporary buff to your dodge speed and number of i-frames. Tal'Ratha's chamber is constantly being pumped full of the stuff, so if you fight his physical form, you'll have the same buff for the entire duration of the fight.
  • A Mind Is a Terrible Thing to Read: Defeating him gets you his "Echo," some sort of sphere containing his mind and soul. This is not the only time in the game you get an object with thoughts in it (Nimue has one), but the flavor text says that Tal'Ratha's is extremely unpleasant to hold onto.
  • Mushroom Samba: The green gas suffusing his chamber is Ambit Ember, which Astropaths inhaled to expand their consciousness so to navigate between the stars. He's been stewing in his for an eon or two, most of it in isolation, so he's become quite mad. He talks a lot about how "the ember" has granted him visions beyond imagining, but clearly he's been O.D.-ing on it so long any cosmic insight has been lost to whatever hallucinations he indulges.
  • Mr. Exposition: In addition to his own dialogue and several audio logs left by him, most if not all of the Flavor Text on items from N'Erud is written from his perspective.
  • Pstandard Psychic Pstance: He does the "fingers to temples" thing shortly after inhaling a bunch of ambit ember, to psychokinetically throw energy blasts at you.
  • Sapient Eat Sapient: He decides that eating what few Drzyr survived Alepsis-Taura (and in doing so, absorbing their minds, or so he claims) was the best course of action. And because you did such a good job in retrieving them for him, he decides you deserve to be part of his Mind Hive as well, whether you want to or not.

Losomn

Alternative Title(s): Remnant II

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