Helmet
Helmet
Sniper Rifle
A grenade that creates walls out of Stasis crystals to block damage and freeze targets; these walls can be shattered for damage.
Hold input to leap through the air. Releasing unleashes a powerful dash attack that knocks targets back and damages them.
Create a small barrier that you can peek over while aiming down sights and that increases weapon reload speed, stability, and range when you stand behind it.
Shattering a Stasis crystal creates a Stasis shard. This shard grants melee energy when picked up by you or your allies. ASPECT OF DESTRUCTION Purchase this Stasis Aspect from the Exo Stranger on Europa after completing the Beyond Light campaign.
Shatter or defeat targets with Stasis abilities or weapons to create a Stasis lance. : Throw the lance to freeze targets on impact. : Slam the lance to the ground to freeze targets in a small area. ASPECT OF INTERFERENCE Purchase this Stasis Aspect from the Exo Stranger on Europa after completing the Beyond Light campaign.
Nearby Stasis shards track to your position. +10 Intellect ▲ Purchase this Stasis Fragment from the Exo Stranger on Europa after completing the Beyond Light campaign. -10 {primary stat} ▼
Increases the damage and size of the burst of Stasis when you destroy a Stasis crystal or defeat a frozen target. Purchase this Stasis Fragment from the Exo Stranger on Europa after completing the Beyond Light campaign.
Shattering a Stasis crystal temporarily boosts your grenade recharge rate. Shattering additional Stasis crystals increases the duration of this benefit. +10 Resilience ▲ Purchase this Stasis Fragment from the Exo Stranger on Europa after completing the Beyond Light campaign.
While you are near frozen targets or a friendly Stasis crystal, you take reduced damage from targets. +10 Recovery ▲ Purchase this Stasis Fragment from the Exo Stranger on Europa after completing the Beyond Light campaign.
You gain grenade energy each time you take damage from targets. Purchase this Stasis Fragment from the Exo Stranger on Europa after completing the Beyond Light campaign.
Increases the drop chance of Special ammo on kill.
Rapid Arc weapon final blows create an Orb of Power.
Rapid Stasis weapon final blows create an Orb of Power
Grants class ability energy when you cause damage with a melee attack.
Grants class ability energy when you cause damage with a grenade.
Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. When your grenade energy is fully expended, you gain grenade energy. Additionally, your Armor Charge is consumed and you gain additional grenade energy for each stack.
Reduces incoming Void damage from combatants.
Increases the amount of ammo you can carry for Arc weapons.
Reduces incoming Arc damage from combatants.
Collecting a Firesprite, Ionic Trace, Stasis shard, or Void Breach, or destroying a Strand Tangle has an escalating chance to give you Armor Charge.
Replenishes health each time you pick up an Orb of Power.
Arc weapons get bonus reserves when picking up ammo used by that weapon.
After using your class ability, your next weapon final blow spawns an Orb of Power.
Reduces melee cooldown when using your class ability.
Reduces grenade cooldown when using your class ability.
+10 Resilience ▲
+10 Discipline ▲
+10 Strength ▲
+3 Recovery ▲
+3 Discipline ▲
Grants access to Helmet armor mods that combine the effects of the Strand Siphon and Arc Siphon mods.
Uninterrupted fire from your equipped Trace Rifles causes the beam to stun combatants, delaying ability energy regeneration and lowering their damage output. Strong against Overload Champions. Additionally, Trace Rifles are always overcharged when the modifier is active.
Landing consecutive hits on combatants with any Scout Rifle you are wielding causes disruption, delaying ability energy regeneration and lowering their damage output. Strong against Overload Champions. Additionally, Scout Rifles are always overcharged when the modifier is active.
Aiming down the sights of a Hand Cannon for a short time loads a powerful explosive payload that stuns unshielded combatants. Strong against Unstoppable Champions. Additionally, Hand Cannons are always overcharged when the modifier is active.
Your equipped Auto Rifles fire shield-piercing rounds and stun Barrier Champions. Additionally, Auto Rifles are always overcharged when the modifier is active.
A small shard of Stasis matter that can be collected to restore melee energy.
The target is trapped in Stasis matter and is unable to move. After taking additional damage while frozen, the target shatters.
A crystal of solidified Stasis matter. Upon creation, freezes nearby combatants and slows nearby players. Crystals can be destroyed, dealing damage in an area.
When a frozen target is shattered, they take damage and deal damage to nearby targets. Shatter damage causes Unstoppable Champions to be stunned.