Blood Magic – While standing in any rift, damaging a target will mark it. You deal extra damage to marked targets, and gain additional bonus damage with weapons that have a damage type matching your equipped Super. Weapon final blows while standing in any rift pause the rift's countdown, extending its duration.
Thrust your Sword into the ground, damaging and scorching nearby targets. The sword projects a continuous aura, granting radiant effects and restoration to nearby allies, protecting them from the effects of Stasis.
Healing Grenade
Solar Grenade
Restoration
Cure
A grenade that cures allies on impact and creates an Orb of benevolent Solar Light, granting restoration to allies when picked up.
Celestial Fire
Solar Melee
Scorch
Ignition
Send out a spiral of three explosive Solar energy blasts, scorching targets with each hit.
Healing Rift
Class Ability
Conjure a well of power that continuously heals those inside it.
Strafe Glide
Movement Ability
Jump while airborne to activate Glide and start an airborne drift with strong directional control.
Aspects
Hellion
Scorch
Ignition
Activate your class ability to summon a Solar mortar that lobs flaming projectiles at distant targets. Targets damaged by the mortar are scorched.
Heat Rises
Restoration
Cure
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.
Fragments
Ember of Wonder
Ignition
+10 Resilience ▲
Rapidly defeating multiple targets with Solar ignitions generates an Orb of Power.
Ember of Char
Scorch
Ignition
Your Solar ignitions spread scorch to affected targets.
+10 Discipline ▲
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
Helmet armor mods
Harmonic Siphon
Rapid Solar weapon final blows create an Orb of Power
Heavy Ammo Finder(x2)
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.
Momentum Transfer
Causing damage with a grenade reduces your melee cooldown.
Impact Induction
Causing damage with a powered melee attack reduces your grenade cooldown.
Chest armor mods
Harmonic Resistance
Reduces incoming Solar damage from combatants
Solar Reserves(x2)
Increases the amount of ammo you can carry for Solar weapons.
Leg armor mods
Solar Weapon Surge(x3)
Collecting an Orb of Power causes you to gain 1 temporary Armor Charge.
Your Solar weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Class item armor mods
Time Dilation(x3)
Your decaying Armor Charge has a longer duration.
Artifact perks
Killing Breeze
Rapid weapon final blows grant you a bonus to mobility.
Weapon final blows with the Dark Ether Reaper origin trait count as more than one.
One with Frost
While Frost Armor is active, Stasis weapons gain increased reload speed and stability. Stasis Swords gain increased guard resistance.
Brain Freeze
Frozen combatants become surrounded by chilling fog, which slows combatants that aren't already.
Weapons with the Dark Ether Reaper origin trait deal more damage to frozen combatants.
Unstoppable Pulse Rifle
Aiming down the sights of a Pulse Rifle for a short time loads a powerful explosive payload that stuns unshielded combatants. Strong against Unstoppable Champions. Additionally, Pulse Rifles are always overcharged when that modifier is active.
Anti-Barrier Scout Rifle
Scout Rifles you are wielding fire shield-piercing rounds and stun Barrier Champions. Additionally, Scout Rifles are always overcharged when that modifier is active.
Overload Breechloaded Grenade Launcher
Damaging a combatant with Primary or Special ammo Grenade Launchers disrupts combatants, stunning them, delaying ability energy regeneration and lowering combatant damage output. Strong against Overload Champions. Additionally, Primary and Special ammo Grenade Launchers are always overcharged when that modifier is active.
Total Carnage
After finishing a powerful combatant, gain temporary damage resistance.
While you have 2 or more Shadestalker armor pieces equipped (currently {var:1903370001} of 4), after finishing a powerful combatant, gain increased temporary damage resistance and replenish health.
Crystalline Converter
BOOST: Stasis weapon final blows after activating your class ability spawn a Stasis shard.
Gather Stasis Shards to gain stacks of Crystalline Converter. Your next powered Stasis melee hit creates Stasis crystals equal to the number of stacks you have.
Concussive Reload
BOOST: Using Grenade Launchers to damage bosses, Champions, or to break combatants' shields automatically reloads stowed weapons.
Using a Grenade Launcher to damage a boss, damage a Champion, or break a combatant's shield weakens them.
Armor of Eramis
BOOST: Increase radius and strength of this freezing burst.
While Frost Armor is active, taking critical damage from combatants causes you to emit a freezing burst.
Hail The Storm
BOOST: Shattering frozen targets and Stasis crystals deals increased damage.
Shattering Stasis crystals releases shards of ice that damage and slow targets.
Debilitating Wave
BOOST: While you have an Arc, Void, or Stasis Super equipped, the blast also applies Blind, Weaken, and Slow, respectively.
Finishers emit a damaging wave that matches the element of your currently equipped Super.
Breakdown
Orb generation
Ember of Wonder
... Rapidly defeating multiple targets with Solar ignitions generates an Orb of Power.
Heavy Handed
Your powered melee final blows create Orbs of Power.
Harmonic Siphon
Rapid Solar weapon final blows create an Orb of Power
Orb pickup
Solar Weapon Surge
Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. ...
Armor Charge create
Solar Weapon Surge
Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. ...
Armor Charge effect
Solar Weapon Surge
... Your Solar weapons gain a small bonus to damage while you have any Armor Charge. ...
Grenade cooldown
Ember of Blistering
Defeating targets with Solar ignitions grants grenade energy.
Impact Induction
Causing damage with a powered melee attack reduces your grenade cooldown.
Melee cooldown
Momentum Transfer
Causing damage with a grenade reduces your melee cooldown.
Heat Rises
... Final blows while airborne increase the duration of Heat Rises and grant melee energy.
Final blows
Killing Breeze
Rapid weapon final blows grant you a bonus to mobilit... Weapon final blows with the Dark Ether Reaper origin trait count as more than one.
Heavy Handed
Your powered melee final blows create Orbs of Power.
Sanguine Alchemy
...Weapon final blows while standing in any rift pause the rift's countdown, extending its duration.
Harmonic Siphon
Rapid Solar weapon final blows create an Orb of Power
Crystalline Converter
BOOST: Stasis weapon final blows after activating your class ability spawn a Stasis shard. ...
Heat Rises
... Final blows while airborne increase the duration of Heat Rises and grant melee energy.
Defeating an enemy
Ember of Wonder
... Rapidly defeating multiple targets with Solar ignitions generates an Orb of Power.
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
Debilitating Wave
... Finishers emit a damaging wave that matches the element of your currently equipped Super.
Keywords
Restoration
You regenerate health and shields over time. Cannot be interrupted by taking damage.
Healing Grenade
A grenade that cures allies on impact and creates an Orb of benevolent Solar Light, granting restoration to allies when picked up.
Well of Radiance
... The sword projects a continuous aura, granting radiant effects and restoration to nearby allies, protecting them from the effects of Stasis.
Heat Rises
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.
Cure
You are healed in a burst of mending Solar Light.
Healing Grenade
A grenade that cures allies on impact and creates an Orb of benevolent Solar Light, granting restoration to allies when picked up.
Heat Rises
... : Hold to consume your grenade, gaining Heat Rises and releasing a burst of healing energy that cures nearby allies. ...
Ignition
A large Solar explosion which deals damage in an area around the target and stuns Unstoppable Champions.
Ember of Wonder
... Rapidly defeating multiple targets with Solar ignitions generates an Orb of Power.
Celestial Fire
Send out a spiral of three explosive Solar energy blasts, scorching targets with each hit.
Well of Radiance
Thrust your Sword into the ground, damaging and scorching nearby targets. The sword projects a continuous aura, granting radiant effects and restoration to nearby allies, protecting them from the effects of Stasis.
Ember of Char
Your Solar ignitions spread scorch to affected targets. ...
Ember of Singeing
Your class ability recharges faster when you scorch targets.
Ember of Blistering
Defeating targets with Solar ignitions grants grenade energy.
Hellion
Activate your class ability to summon a Solar mortar that lobs flaming projectiles at distant targets. Targets damaged by the mortar are scorched.
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.
Celestial Fire
Send out a spiral of three explosive Solar energy blasts, scorching targets with each hit.
Well of Radiance
Thrust your Sword into the ground, damaging and scorching nearby targets. ...
Ember of Char
Your Solar ignitions spread scorch to affected targets. ...
Ember of Singeing
Your class ability recharges faster when you scorch targets.
Hellion
... Targets damaged by the mortar are scorched.
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.
Well of Radiance
... The sword projects a continuous aura, granting radiant effects and restoration to nearby allies, protecting them from the effects of Stasis.