Leg Armor
Leg Armor
A grenade that creates a Vortex that pulls targets inward and continually damages those trapped inside.
Hurl an explosive bolt of Void Light at a target, disintegrating those caught within its blast. Nova Bomb creates a singularity that pulls targets inward and continually damages those trapped inside.
Conjure a well of power that increases weapon damage for those inside it.
Launch an unstable ball of Void energy that detonates when it nears a target, pushing them away from the blast and making them volatile.
Defeat a target with a Void ability to activate Devour. While Devour is active, final blows restore health and extend Devour.
Cast your rift to create a Void Soul. When you damage a target with a weapon, your Void Soul flies to them and drains them, doing damage and weakening them. When a target is being drained, you are granted grenade and melee energy (if running healing rift) or health (if running empowering rift). Defeating a target who is being drained by your Void Soul grants class ability energy.
Your lingering grenade effects (Vortex Grenade, Void Wall, Void Spike, and Axion Bolt) have increased duration.
Your Void grenades weaken targets. -20 Discipline ▼
Melee final blows start health regeneration for you and nearby allies. +10 Resilience ▲
Void buffs applied to you (Invisibility, Overshield, and Devour) have increased duration. -10 {primary stat} ▼
This mod's perks are only active in the "Root of Nightmares" raid. Multiple copies of this mod stack and improve its effects. When you lose Flux of Darkness or Field of Light, begin recovering health.
Improved target acquisition, accuracy, and aim-down-sights speed for Solar weapons.
Gain bonus Super energy on melee kills.
Rapid Stasis weapon final blows create an Orb of Power.
Your powered melee final blows create Orbs of Power.
Your grenade final blows create Orbs of Power.
Increases grenade throw distance.
Increases the amount of ammo you can carry for Solar weapons.
Reduces incoming Void damage from combatants.
Stasis weapons get bonus reserves when picking up ammo used by that weapon.
Replenishes health each time you pick up an Orb of Power.
Solar weapons get bonus reserves when picking up ammo used by that weapon.
Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. Finishers generate Special ammo for the whole fireteam. Consumes 3 stacks of Armor Charge.
Reduces grenade cooldown when using your class ability.
+10 Resilience ▲
+5 Mobility ▲
+5 Resilience ▲
Arc final blows while you are amplified summon a burst of lightning that damages and jolts targets.
After throwing an Arc grenade, gain increased grenade recharge for a short time. Arc final blows extend the duration of this benefit.
Grants bonus Arc Super damage if cast while critically wounded or while amplified. Lasts until the end of the Super activation.
Stay amplified longer while your Arc subclass is equipped.
Increases the amount of damage dealt by unraveling a target.
The armor energy costs of all armor mods affecting your Void weapons are significantly discounted.
The armor energy costs of all armor mods affecting your Arc weapons are significantly discounted.
The armor energy costs of all armor mods affecting your melee are significantly discounted.
Gain damage resistance while amplified.
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.
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.
Feast on the energy of your defeated foes. Final blows restore you to full health, grant grenade energy, and extend Devour.
You vanish from sight and do not appear on radar. While invisible, your radar range is reduced. Performing offensive actions will end invisibility.
You are armored with a protective barrier of Void Light. Reduces damage taken from combatants.
The target takes increased damage and has their movement speed slowed. Afflicted combatants have difficulty firing accurately.
The target is afflicted with unstable Void energy and will explode upon taking additional damage. Volatile Rounds from your Void weapons pierce the shields of Barrier Champions and stun them.