Vanishing Execution – Powered melee final blows grant invisibility and restore a portion of health and shields. Finishers and final blows against more powerful targets increase the duration of the invisibility and the amount of health and shields restored.
Summon a precision flaming pistol that disintegrates targets with Solar Light.
Your Golden Gun deals massively increased precision damage, overpenetrates targets, and creates Orbs of Power on precision hits.
Benefits from being radiant.
Solar Grenade
Solar Grenade
Scorch
Ignition
A grenade that creates a flare of Solar Light that continuously damages and scorches targets trapped inside.
Knife Trick
Solar Melee
Scorch
Ignition
Throw a fan of flaming knives that scorch targets on hit.
Gambler's Dodge
Class Ability
Dodge to perform a deft tumble, avoiding enemy attacks. Dodging near enemies fully recharges your Melee Ability.
Triple Jump
Movement Ability
While airborne, sustain your air control with a second or third jump.
Aspects
Knock 'Em Down
Radiant
Your Solar Supers are enhanced. Deadshot Golden Gun has damage resistance, Marksman Golden Gun has increased duration, and Blade Barrage launches more projectiles.
While radiant, final blows with your equipped Throwing Knife fully refund your melee energy.
On Your Mark
Precision final blows grant you and nearby allies increased weapon handling and reload speed for a short duration. Stacks 3 times.
Activating your class ability immediately grants maximum stacks of On Your Mark.
Fragments
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.
Ember of Solace
Restoration
Radiant
Radiant and restoration effects applied to you have increased duration.
Ember of Resolve
Cure
Solar grenade final blows cure you.
Armor mods
Root of nightmares armor mods
Release Recover(x4)
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.
Helmet armor mods
Kinetic Siphon
Rapid Kinetic weapon final blows create an Orb of Power.
Special Ammo Finder
Increases the drop chance of Special ammo upon defeat of an opponent.
Heavy Ammo Finder
Increases the drop chance of Heavy ammo upon defeat of an opponent.
Arms armor mods
Heavy Handed
Your powered melee final blows create Orbs of Power.
Impact Induction
Causing damage with a powered melee attack reduces your grenade cooldown.
Chest armor mods
Stasis Reserves(x3)
Increases the amount of ammo you can carry for Stasis weapons.
Leg armor mods
Stasis Scavenger
Stasis weapons get bonus reserves when picking up ammo used by that weapon.
Recuperation
Replenishes health each time you pick up an Orb of Power.
Void Scavenger
Void weapons get bonus reserves when picking up ammo used by that weapon.
Class item armor mods
Special Finisher
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.
Bomber(x2)
Reduces grenade cooldown when using your class ability.
Breakdown
Orb generation
Kinetic Siphon
Rapid Kinetic weapon final blows create an Orb of Power.
Gunslinger
... Your Golden Gun deals massively increased precision damage, overpenetrates targets, and creates Orbs of Power on precision hits. ...
Heavy Handed
Your powered melee final blows create Orbs of Power.
Golden Gun: Marksman
... Your Golden Gun deals massively increased precision damage, overpenetrates targets, and creates Orbs of Power on precision hits. ...
Orb pickup
Special 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
Special Finisher
Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. ...
Armor Charge consume
Special Finisher
... Consumes 3 stacks of Armor Charge.
Grenade cooldown
Impact Induction
Causing damage with a powered melee attack reduces your grenade cooldown.
Bomber
Reduces grenade cooldown when using your class ability.
Melee cooldown
Knock 'Em Down
... While radiant, final blows with your equipped Throwing Knife fully refund your melee energy.
Final blows
Kinetic Siphon
Rapid Kinetic weapon final blows create an Orb of Power.
Assassin's Cowl
Vanishing Execution – Powered melee final blows grant invisibility and restore a portion of health and shields. Finishers and final blows against more powerful targets increase the duration of the invisibility and the amount of health and shields restored.
Heavy Handed
Your powered melee final blows create Orbs of Power.
Knock 'Em Down
... While radiant, final blows with your equipped Throwing Knife fully refund your melee energy.
On Your Mark
Precision final blows grant you and nearby allies increased weapon handling and reload speed for a short duration. ...
Ember of Empyrean
... Solar weapon or ability final blows extend the duration of restoration and radiant effects applied to you.
Ember of Resolve
Solar grenade final blows cure you.
Defeating an enemy
Special Ammo Finder
Increases the drop chance of Special ammo upon defeat of an opponent.
Heavy Ammo Finder
Increases the drop chance of Heavy ammo upon defeat of an opponent.
Finishers
Assassin's Cowl
... Finishers and final blows against more powerful targets increase the duration of the invisibility and the amount of health and shields restored.
Special Finisher
... Finishers generate Special ammo for the whole fireteam. ...
Keywords
Restoration
You regenerate health and shields over time. Cannot be interrupted by taking damage.
Ember of Empyrean
... Solar weapon or ability final blows extend the duration of restoration and radiant effects applied to you.
Ember of Solace
Radiant and restoration effects applied to you have increased duration.
Cure
You are healed in a burst of mending Solar Light.
Ember of Resolve
Solar grenade final blows cure you.
Ignition
A large Solar explosion which deals damage in an area around the target and stuns Unstoppable Champions.
Solar Grenade
A grenade that creates a flare of Solar Light that continuously damages and scorches targets trapped inside.
Ember of Singeing
Your class ability recharges faster when you scorch targets.
Knife Trick
Throw a fan of flaming knives that scorch targets on hit.
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.
Solar Grenade
A grenade that creates a flare of Solar Light that continuously damages and scorches targets trapped inside.
Ember of Singeing
Your class ability recharges faster when you scorch targets.
Knife Trick
Throw a fan of flaming knives that scorch targets on hit.
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.
Knock 'Em Down
... While radiant, final blows with your equipped Throwing Knife fully refund your melee energy.
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.
Ember of Solace
Radiant and restoration effects applied to you have increased duration.