Gauntlets
Gauntlets
Snap your fingers to create a fan of burning sparks that explode and scorch targets.
A grenade that creates a flare of Solar Light that continuously damages and scorches targets trapped inside.
Thrust your Sword into the ground, damaging and scorching nearby targets. The Sword projects a continuous aura, granting restoration and radiant effects to nearby allies, protecting them from the effects of Stasis.
Dive to the ground and create a burst of Solar Light that cures nearby allies. While Heat Rises is active, you gain restoration while diving and scorch targets upon landing.
Your Healing, Solar, Firebolt, and Fusion Grenades have enhanced functionality. Healing Grenade: Improves the strength of cure and restoration effects applied. Consuming a Healing Grenade with Heat Rises also applies restoration to nearby allies. Solar Grenade: Increases linger duration. Periodically emits blobs of lava around its perimeter. Firebolt Grenade: Increases target search radius and maximum target count. Fusion Grenade: Explodes twice.
You can fire weapons, melee, and throw grenades while gliding. : Hold to consume your grenade, gaining Heat Rises and releasing a burst of healing energy that cures nearby allies. The strength of the burst is increased when a Healing Grenade is consumed. Final blows while airborne increase the duration of Heat Rises and grant melee energy.
+10 Recovery ▲ Defeating scorched targets grants melee energy and creates a Firesprite.
+10 Strength ▲ Final blows with a Solar Super causes targets to ignite and creates a Firesprite.
-10 Resilience ▼ Solar weapon or ability final blows extend the duration of restoration and radiant effects applied to you.
Solar grenade final blows cure you.
Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. You gain a bonus to intellect while you have any Armor Charge. Armor Charges decay over time.
Rapid Solar weapon final blows create an Orb of Power.
Gain bonus Super energy on grenade kills.
Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. You gain a bonus to discipline while you have any Armor Charge. Your Armor Charge now decays over time.
Your grenade final blows create Orbs of Power.
Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. You gain a bonus to strength while you have any Armor Charge. Your Armor Charge now decays over time.
Reduces incoming Solar damage from combatants
Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. You gain a bonus to resilience while you have any Armor Charge. Your Armor Charge now decays over time.
Reduces incoming Arc damage from combatants.
Reduces melee cooldown each time you pick up an Orb of Power.
Picking up an Orb of Power grants you 1 additional stack of Armor Charge.
Replenishes health each time you pick up an Orb of Power.
Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. You gain a bonus to recovery while you have any Armor Charge. Your Armor Charge now decays over time.
Your decaying Armor Charge has a longer duration.
Reduces melee cooldown when using your class ability.
A luminous concentration of Solar energy. When picked up, Firesprites grant grenade energy.
You regenerate health and shields over time. Cannot be interrupted by taking damage.
You are healed in a burst of mending Solar Light.
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.
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.
A large Solar explosion which deals damage in an area around the target and stuns Unstoppable Champions.