Sunfire Furnace – Solar final blows while standing in a Sunspot create a Sunspot. Greatly improves recharge rate of your melee and grenade while your Solar Super is charged. Provides a small benefit to the airborne effectiveness stat of all weapons.
The Perfect Fifth – Precision hits return ammo to the mag. Landing 4 precision hits loads a delayed Solar explosive round that scorches targets for your next shot.
Pinpoint Slug Frame – Fires a single-slug round. This weapon's recoil pattern is more predictably vertical.
Abilities
Burning Maul
Super Ability
Scorch
Ignition
Summon a flaming maul and crush targets with the force of an earthquake.
[Light Attack] : Spin the maul in a circle around you, damaging nearby targets.
[Heavy Attack] : Slam the maul to the ground and create a cyclone of flames that seeks targets, dealing damage and scorching them.
Healing Grenade
Solar Grenade
Restoration
Cure
A grenade that cures allies on impact and creates an Orb of benevolent Solar Light, granting restoration to allies when picked up.
Throwing Hammer
Solar Melee
Cure
Throw a hammer from a distance. Picking up a thrown hammer fully recharges your melee ability. If the hammer struck a target, picking it up grants cure.
Towering Barricade
Class Ability
Creates a large barrier that can be used to reinforce a position with cover, and draws hostile fire when you stand behind it.
High Lift
Movement Ability
Jump while airborne to activate Lift and launch into the air to greater heights.
Aspects
Roaring Flames
Scorch
Ignition
Final blows with Solar abilities or ignitions increase the damage of your Solar abilities. Stacks 3 times.
Sol Invictus
Restoration
Scorch
Ignition
Solar ability final blows, Hammer of Sol impacts, and defeating scorched targets creates Sunspots. Your abilities regenerate faster, and your Super drains more slowly while standing in a Sunspot.
Sunspots apply scorch and deal damage to targets inside. Entering a Sunspot applies restoration.
Fragments
Ember of Eruption
Ignition
+10 Strength ▲
Your Solar ignitions have increased area of effect.
Ember of Torches
Radiant
-10 Discipline ▼
Powered melee attacks against combatants make you and nearby allies radiant.
Ember of Singeing
Scorch
Ignition
Your class ability recharges faster when you scorch targets.
Ember of Empyrean
Restoration
Radiant
-10 Resilience ▼
Solar weapon or ability final blows extend the duration of restoration and radiant effects applied to you.
Armor mods
Helmet armor mods
Solar/Strand Dual Siphon
Rapid Strand weapon final blows create Orbs of Power.
Rapid Solar weapon final blows create an Orb of Power.
Heavy Ammo Finder
Increases the drop chance of Heavy ammo upon defeat of an opponent.
Arms armor mods
Solar Loader
Increases reload speed of Solar weapons.
Fastball
Increases grenade throw distance.
Focusing Strike
Grants class ability energy when you cause damage with a powered melee attack.
Chest armor mods
Charged Up
Increases the maximum number of stacks of Armor Charge you can carry by 1.
Solar Resistance
Reduces incoming Solar damage from combatants.
Leg armor mods
Innervation(x2)
Reduces grenade cooldown each time you pick up an Orb of Power.
Solar Weapon Surge
Collecting an Orb of Power causes you to gain 1 temporary Armor Charge.
Your Solar weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Class item armor mods
Time Dilation(x2)
Your decaying Armor Charge has a longer duration.
Explosive Finisher
Collecting an Orb of Power causes you to gain 1 temporary Armor Charge.
Finishers restore grenades.
Consumes 3 or more stacks of Armor Charge, granting additional energy for each charge consumed.
Artifact perks
Origin Perk Specialization I
Improves the benefits provided by the Sundering, Nano-Munitions, and Nanotech Tracer Rockets Origin Traits.
Additionally, weapons with these traits are always overcharged.
Flame, Fiber, and Freeze
Combines the Solar/Strand and Solar/Stasis Siphon mods into one.
Kindling Trigger
Radiant causes Solar weapons to apply scorch to unscorched combatants.
Torch
While radiant, deal increased weapon damage to combatants affected by Strand and Stasis debuffs.
Flint Striker
Rapid Solar weapon precision hits and rapid Solar weapon final blows grant Radiant.
Overload Pulse Rifle
Sustained fire from Pulse Rifles disrupts combatants, stunning them, delaying ability energy regeneration and lowering combatant damage output. Strong against Overload Champions. Additionally, Pulse Rifles are always overcharged when that modifier is active.
Piercing Sidearms
Your equipped Sidearms fire shield-piercing rounds and stun Barrier Champions. Additionally, Sidearms are always overcharged when that modifier is active.
Unstoppable Hand Cannon
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.
Breakdown
Orb generation
Solar/Strand Dual Siphon
Rapid Strand weapon final blows create Orbs of Powe... Rapid Solar weapon final blows create an Orb of Power.
Orb pickup
Innervation
Reduces grenade cooldown each time you pick up an Orb of Power.
Solar Weapon Surge
Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. ...
Explosive Finisher
Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. ...
Armor Charge create
Solar Weapon Surge
Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. ...
Explosive Finisher
Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. ...
Armor Charge effect
Solar Weapon Surge
... Your Solar weapons gain a small bonus to damage while you have any Armor Charge. ...
Armor Charge consume
Explosive Finisher
... Consumes 3 or more stacks of Armor Charge, granting additional energy for each charge consumed.
Class Ability cooldown
Focusing Strike
Grants class ability energy when you cause damage with a powered melee attack.
Grenade cooldown
Innervation
Reduces grenade cooldown each time you pick up an Orb of Power.
Final blows
Hallowfire Heart
Sunfire Furnace – Solar final blows while standing in a Sunspot create a Sunspot. ...
Solar/Strand Dual Siphon
Rapid Strand weapon final blows create Orbs of Powe... Rapid Solar weapon final blows create an Orb of Power.
Roaring Flames
Final blows with Solar abilities or ignitions increase the damage of your Solar abilities. ...
Sol Invictus
Solar ability final blows, Hammer of Sol impacts, and defeating scorched targets creates Sunspots. ...
Flint Striker
Rapid Solar weapon precision hits and rapid Solar weapon final blows grant Radiant.
Ember of Empyrean
... Solar weapon or ability final blows extend the duration of restoration and radiant effects applied to you.
Defeating an enemy
Sol Invictus
Solar ability final blows, Hammer of Sol impacts, and defeating scorched targets creates Sunspots. ...
Heavy Ammo Finder
Increases the drop chance of Heavy ammo upon defeat of an opponent.
Finishers
Explosive Finisher
... Finishers restore grenades. ...
Keywords
Restoration
You regenerate health and shields over time. Cannot be interrupted by taking damage.
Healing Grenade
A grenade that cures allies on impact and creates an Orb of benevolent Solar Light, granting restoration to allies when picked up.
Sol Invictus
...Entering a Sunspot applies restoration.
Ember of Empyrean
... Solar weapon or ability final blows extend the duration of restoration and radiant effects applied to you.
Cure
You are healed in a burst of mending Solar Light.
Healing Grenade
A grenade that cures allies on impact and creates an Orb of benevolent Solar Light, granting restoration to allies when picked up.
Throwing Hammer
...If the hammer struck a target, picking it up grants cure.
Ignition
A large Solar explosion which deals damage in an area around the target and stuns Unstoppable Champions.
Ember of Eruption
... Your Solar ignitions have increased area of effect.
Burning Maul
Summon a flaming maul and crush targets with the force of an earthquake.
[Light Attack] : Spin the maul in a circle around you, damaging nearby targets.
[Heavy Attack] : Slam the maul to the ground and create a cyclone of flames that seeks targets, dealing damage and scorching them.
Roaring Flames
Final blows with Solar abilities or ignitions increase the damage of your Solar abilities. ...
Sol Invictus
Solar ability final blows, Hammer of Sol impacts, and defeating scorched targets creates Sunspots. Your abilities regenerate faster, and your Super drains more slowly while standing in a Sunspot.
Sunspots apply scorch and deal damage to targets inside. Entering a Sunspot applies restoration.
Ember of Singeing
Your class ability recharges faster when you scorch targets.
Scorch
The target is singed by destructive Solar Light, taking damage over time. Scorch damage increases as the target accumulates more Scorch stacks.
After enough Scorch stacks are applied to the target, they ignite.
Burning Maul
... [Heavy Attack] : Slam the maul to the ground and create a cyclone of flames that seeks targets, dealing damage and scorching them.
Roaring Flames
Final blows with Solar abilities or ignitions increase the damage of your Solar abilities. Stacks 3 times.
Sol Invictus
Solar ability final blows, Hammer of Sol impacts, and defeating scorched targets creates Sunspots. ... Sunspots apply scorch and deal damage to targets inside. ...
Ember of Singeing
Your class ability recharges faster when you scorch targets.
Radiant
Your weapons are enhanced by the power of the Traveler and deal increased damage to combatants.
While you are radiant, your weapons pierce the shields of Barrier Champions and stun them.
Ember of Torches
... Powered melee attacks against combatants make you and nearby allies radiant.
Ember of Empyrean
... Solar weapon or ability final blows extend the duration of restoration and radiant effects applied to you.