![]() ![]() Gone is the overall levelling from before where you could pour literally hundreds of trait points into any that you had unlocked. These feel way more unique than what came before with specific perks, skills and traits. One of the major new features of Remnant II are the Archetypes. Adventure mode, where you can reroll worlds to play through them again, is included in the beginning this time. But Remnant II is more clued up on this than its predecessor. You won’t be able to access everything in one playthrough of that world, nor likely the second or third. The locations are superbly detailed in Remnant II, with lore around every corner if you take the time to read through the various passages found within. It was more these in-world storylines that pushed me on as opposed to the main narrative if anything. What you then choose to do with it once you have it is just another way to experience Remnant II. ![]() Another main quest will have you recovering the Shining Essence Echo for The Custodian. N’Erud for example, had me collecting Seeker Keys in order to send the entire world off through a black hole. Your first world can be one of either N’Erud, Losomn or the returning Yaesha, and even these can play wildly differently for players venturing into these worlds. You, naturally, follow through in pursuit. A mysterious inhabitant of Ward 13 has displayed so extremely powerful abilities in quashing the Root, but before you can properly investigate, they are pulled into the newly reactivated Big Red Crystal. This leads you into a revamped Ward 13, which once again acts as your hub area. ![]() It still remains the focus of the tutorial. The Root still remains in Remnant II, albeit in a much smaller capacity, with far greater threats now out there. The story was a bit wishy-washy but you defeated the Dreamer and killed the Root once and for all. Several years have passed since the events of From the Ashes. ![]()
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