Helmet
Helmet
Trace Rifle
Send out a spiral of three explosive Solar energy blasts, scorching targets with each hit.
A grenade that cures allies on impact and creates an Orb of benevolent Solar Light, granting restoration to allies when picked up.
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.
Conjure a well of power that continuously heals those inside it.
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.
[Air Dodge] : Dodge quickly while airborne. While Heat Rises is active, you have an additional dodge.
Powered melee attacks against combatants make you and nearby allies radiant. -10 Discipline ▼
Solar weapon final blows grant you and your allies increased recovery for a short duration. Stacks 3 times. While Ember of Tempering is active, your weapons have increased airborne effectiveness, and your Solar weapon final blows create a Firesprite. -10 Recovery ▼
Applying restoration, cure, or radiant to allies grants increased grenade, melee, and class ability regeneration for a short duration. -10 Discipline ▼
When you revive an ally, you and other nearby allies gain restoration. Picking up a Firesprite grants restoration. +10 Resilience ▲
Collecting an Orb of Power causes nearby allies to increase their current Armor Charge by 1.
Rapid Strand weapon final blows create Orbs of Power.
Rapid Solar weapon final blows create an Orb of Power
Causing damage with a melee attack reduces your grenade cooldown.
Your powered melee final blows create Orbs of Power.
Grants class ability energy when you cause damage with a melee attack.
Increases the maximum number of stacks of Armor Charge you can carry by 1.
Strand weapons get bonus reserves when picking up ammo used by that weapon.
Replenishes health each time you pick up an Orb of Power.
Solar weapons get bonus reserves when picking up ammo used by that weapon.
Automatically collects nearby Orbs of Power when you activate your class ability.
Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. Using a finisher on a combatant spawns Orbs of Power for your allies. Consumes 3 stacks of Armor Charge.
Gain a powerful overshield while performing your finisher.
+10 Resilience ▲
+10 Recovery ▲
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.
A luminous concentration of Solar energy. When picked up, Firesprites grant grenade energy.
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.