Mecha Holster – While wielding a Submachine Gun, handling, airborne effectiveness, and movement are all improved, and damage against combatants will increase the longer you remain on target. Submachine Guns are reloaded when stowed.
Arc Conductor – When taking Arc Damage, this weapon becomes more powerful and resists incoming Arc Damage. Kills extend the time in this overcharged state.
Micro-Missile Frame – This weapon fires a high-speed projectile in a straight line and deals reduced self-damage. Move faster with this weapon equipped.
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.
Thermite Grenade
Solar Grenade
Scorch
Ignition
A grenade that sends forth a burning line of fire, dealing damage and scorching targets in its path.
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.
Rally Barricade
Class Ability
Creates a small barrier that you can peek over while aiming down sights; increases weapon reload speed, stability, and range. Draws hostile fire when you stand behind it.
Catapult Lift
Movement Ability
Jump while airborne to activate Lift and launch into the air with a strong initial burst of momentum.
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 Ashes
Scorch
Ignition
You apply more scorch stacks to targets.
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 Blistering
Ignition
Defeating targets with Solar ignitions grants grenade energy.
Armor mods
Vow of the disciple raid mods
Siphoned Glyphkeeper
This mod's perks are only active in the "Vow of the Disciple" raid.
Multiple copies of this mod stack and improve its effects.
Killing a Glyphkeeper grants some grenade, class, and Super energy.
Umbral Hastening(x2)
This mod's perks are only active in the "Vow of the Disciple" raid.
Multiple copies of this mod stack and improve its effects.
While you have several stacks of Pervading Darkness, you gain increased mobility.
Helmet armor mods
Heavy Ammo Finder(x2)
Increases the drop chance of Heavy ammo upon defeat of an opponent.
Arms armor mods
Arc Dexterity
Faster ready and stow speed for Arc weapons.
Heavy Handed
Your powered melee final blows create Orbs of Power.
Chest armor mods
Harmonic Resistance
Reduces incoming Solar damage from combatants
Charged Up
Increases the maximum number of stacks of Armor Charge you can carry by 1.
Arc Resistance
Reduces incoming Arc damage from combatants.
Leg armor mods
Orbs of Restoration
Picking up an Orb of Power grants a small amount of energy to your ability with the least energy.
Stacks on Stacks
Picking up an Orb of Power grants you 1 additional stack of Armor Charge.
Recuperation
Replenishes health each time you pick up an Orb of Power.
Class item armor mods
Healthy Finisher
Collecting an Orb of Power causes you to gain 1 temporary Armor Charge.
Finishers heal you.
Consumes 1 stack of Armor Charge.
Bomber
Reduces grenade cooldown when using your class ability.
Breakdown
Orb generation
Heavy Handed
Your powered melee final blows create Orbs of Power.
Orb pickup
Orbs of Restoration
Picking up an Orb of Power grants a small amount of energy to your ability with the least energy.
Stacks on Stacks
Picking up an Orb of Power grants you 1 additional stack of Armor Charge.
Healthy Finisher
Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. ...
Recuperation
Replenishes health each time you pick up an Orb of Power.
Armor Charge create
Healthy Finisher
Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. ...
Armor Charge consume
Healthy Finisher
... Consumes 1 stack of Armor Charge.
Grenade cooldown
Ember of Blistering
Defeating targets with Solar ignitions grants grenade energy.
Bomber
Reduces grenade cooldown when using your class ability.
Final blows
Heavy Handed
Your powered melee final blows create Orbs 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. ...
Defeating an enemy
Sol Invictus
Solar ability final blows, Hammer of Sol impacts, and defeating scorched targets creates Sunspots. ...
Ember of Blistering
Defeating targets with Solar ignitions grants grenade energy.
Heavy Ammo Finder
Increases the drop chance of Heavy ammo upon defeat of an opponent.
Finishers
Healthy Finisher
... Finishers heal you. ...
Keywords
Restoration
You regenerate health and shields over time. Cannot be interrupted by taking damage.
Sol Invictus
...Entering a Sunspot applies restoration.
Cure
You are healed in a burst of mending Solar Light.
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 Ashes
You apply more scorch stacks to targets.
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.
Ember of Blistering
Defeating targets with Solar ignitions grants grenade energy.
Thermite Grenade
A grenade that sends forth a burning line of fire, dealing damage and scorching targets in its path.
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.
Ember of Ashes
You apply more scorch stacks to targets.
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.
Thermite Grenade
A grenade that sends forth a burning line of fire, dealing damage and scorching targets in its path.
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.