Leg Armor
Leg Armor
: 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.
[###DestinyNamedSubstitutions.ui_player_action_air_dodge_button###] [###DestinyNamedSubstitutions.ui_player_action_air_dodge_verb###] : Dodge while airborne to enter the weave, gaining damage resistance from combatants and players. Reactivate your air dodge or cast your Rift to exit the weave. While in the weave, you generate perched Threadlings over time.
Cast your Rift to weave three Threadlings and deploy any Threadlings you have perched.
Damaging targets with a Tangle grants melee energy. -10 Strength ▼
While you have Woven Mail, weapon final blows create a Tangle. +10 Strength ▲
Picking up an Orb of Power grants Woven Mail. -10 Resilience ▼
Rapid Void weapon final blows create an Orb of Power. Rapid Strand weapon final blows create Orbs of Power.
When one of your ammo finder perks creates a brick of Heavy ammo for you, it also creates bricks of Heavy ammo for your allies.
Increases the drop chance of Heavy ammo on kill.
Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. When your melee energy is fully expended, you gain melee energy. Additionally, your Armor Charge is consumed and you gain additional melee energy for each stack.
Increases grenade throw distance.
Increases the amount of ammo you can carry for Void weapons.
Reduces incoming Void damage from combatants.
Reduces incoming Arc damage from combatants.
Picking up an Orb of Power grants a small amount of energy to your ability with the least energy.
Reduces melee cooldown each time you pick up an Orb of Power.
Void weapons get bonus reserves when picking up ammo used by that weapon.
Reduces all ability cooldowns when using your class ability near targets.
Reduces melee cooldown when using your class ability.
+10 Resilience ▲
+10 Strength ▲
+3 Resilience ▲
+3 Discipline ▲
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.
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.
Picking up a Void Breach causes your next source of Void damage to create a large weakening pulse.
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.
Defeating a Void debuffed target creates a Void Breach while your Void subclass is equipped.
Combines the Void and Strand Siphon mods into one.
All Scavenger mods are discounted.
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 melee are significantly discounted.
Picking up a Void Breach gives you an overshield or refreshes your existing overshield.
Gain a stack of Armor Charge when you stun a Champion.
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 stunned, Champions take bonus damage from your abilities and Elemental Orb damage.
Strand weapon final blows have a chance to generate a Tangle.
Combatant final blows with Tangles or Elemental Orbs have a chance to drop Special or Heavy ammo.
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.
Landing consecutive hits on combatants with any Scout Rifle you are wielding causes disruption, delaying ability energy regeneration and lowering their damage output. Strong against Overload Champions. Additionally, Scout 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.
A knot of Strand matter, swirling with potential. Tangles can be shot and destroyed, or picked up and thrown, dealing damage. Defeating targets afflicted by any Strand debuff will unwind them and create a Tangle.
Your body is encased in a protective mesh of tightly woven Strand matter, greatly reducing any incoming non-precision damage.
A creature woven from pure Strand matter that seeks nearby targets and attacks, dealing damage.
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.