Gauntlets Damaging combatants poisons them, dealing increasing damage over time. Defeating a poisoned combatant spreads the condition. Provides a moderate benefit to the airborne effectiveness stat of all Weapons of Sorrow.
Gauntlets Damaging combatants poisons them, dealing increasing damage over time. Defeating a poisoned combatant spreads the condition. Provides a moderate benefit to the airborne effectiveness stat of all Weapons of Sorrow.
Hand Cannon Rounds pierce targets and deal damage over time. Kills with this weapon leave behind Remnants.
: Conjure a hail of deadly woven needles. After embedding themselves in the environment, the needles will re-weave into a host of Threadlings. Threadlings you create will return to you and perch if they can't find any nearby targets. Damaging targets with your weapons or melee will send out perched Threadlings to attack.
Conjure a well of power that continuously heals those inside it.
A woven projectile that reweaves itself into Threadlings while in flight.
Cast your Rift to weave three Threadlings and deploy any Threadlings you have perched.
Your grapple, Shackle Grenade, and Threadling Grenade have enhanced functionality. Your grapple melee spawns three Threadling eggs. : Hold to consume your Shackle Grenade and activate Weaver's Trance. Final blows while Weaver's Trance is active create a suspending detonation. : Hold to consume your Threadling Grenade and immediately generate five perched Threadlings.
Landing rapid precision hits emits a severing burst from the target.
Suspend, unravel, and sever effects applied to targets have increased duration.
Dealing damage generates grenade energy. -10 Discipline ▼
Threadlings travel farther and deal additional damage. +10 Intellect ▲
Reduces Super cooldown when using your class ability near targets.
Improved target acquisition, accuracy, and aim-down-sights speed for Kinetic weapons.
Your powered melee final blows create Orbs of Power.
Increases reload speed of Kinetic weapons.
Grants class ability energy when you cause damage with a powered melee attack.
Reduces flinching from incoming fire while aiming a Kinetic weapon.
Reduces flinching from incoming fire while aiming a Solar weapon.
Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. Your Kinetic weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Your health begins to regenerate immediately after picking up an Orb of Power.
Reduces all ability cooldowns each time you pick up an Orb of Power.
Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. When your class ability energy is fully expended, your Armor Charge is consumed and you gain class ability energy for each Armor Charge used.
Reduces all ability cooldowns when using your class ability near targets.
Reduces melee cooldown when using your class ability.
+10 Resilience ▲
+5 Intellect ▲
+10 Strength ▲
+3 Recovery ▲
Landing consecutive hits with any Hand Cannon you are wielding disrupts combatants, stunning them, delaying ability energy regeneration and lowering combatant damage output. Strong against Overload Champions.
Aiming down sights for a brief period with any Fusion Rifle you are wielding loads a powerful explosive payload that stuns unshielded combatants. Strong against Unstoppable Champions. Additionally, Fusion Rifles are always overcharged when that modifier is active.
Aiming down the sights of a Scout Rifle for a short time loads a powerful explosive payload that stuns unshielded combatants. Strong against Unstoppable Champions. Additionally, Scout Rifles are always overcharged when that 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.
Combines the Void and Strand Siphon mods into one.
Combines the Solar and Strand Siphon mods into one.
All Scavenger mods are discounted.
Picking up a Tangle or Elemental Orb grants energy to your least-powered ability.
Uninterrupted fire from your equipped Machine Guns grants bullets that stun combatants, delaying ability energy regeneration and lowering combatant damage output. Strong against Overload Champions.
While using an Arc subclass, Arc weapon final blows have a chance to spawn an Arc Elemental Orb. Arc Orbs can be thrown to create an Arc explosion that jolts targets it damages.
Subclass elemental buffs grant you bonus recovery and damage resistance against combatant attacks of the matching element type.
Dealing elemental ability damage increases matching weapon damage, and elemental weapon damage increases matching ability damage. Bonus granted is 10% for 5 seconds.
A creature woven from pure Strand matter that seeks nearby targets and attacks, dealing damage.
The target is immobilized by a web of Strand matter, lifting them into the air. While suspended, Guardians are unable to move freely, combatants are unable to move or fire their weapon, and Unstoppable Champions are stunned. Suspended targets unwind into a Tangle when defeated.
The target's connections to the world around them are cut, and their outgoing damage is significantly reduced. Severed targets unwind into a Tangle when defeated.
The target is permeated with destructive Strand matter. As they take additional damage, they create unraveled projectiles that seek out nearby targets. Unraveling Rounds from your Strand weapons pierce the shields of Barrier Champions and stun them. Unraveled targets unwind into a Tangle when defeated.