Relentless Tracker – Damaging a powerful combatant or Guardian with an ability temporarily increases weapon damage of the same type. Defeating that marked target with damage that matches the element creates an elemental pickup.
Abilities
Golden Gun: Marksman
Super Ability
Radiant
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.
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.
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
Gunpowder Gamble
Scorch
Ignition
Defeat targets with Solar abilities, Solar debuffs, or Solar weapons to charge up an improvised Solar explosive.
: Throw a Solar explosive that can be shot in mid-air to cause an ignition.
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.
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.
Armor mods
Helmet armor mods
Harmonic Siphon
Rapid Solar weapon final blows create an Orb of Power
Hands-On(x2)
Gain bonus Super energy on melee kills.
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
Harmonic Resistance
Reduces incoming Solar damage from combatants
Concussive Dampener
Reduces incoming area-of-effect damage from combatants.
Arc Resistance
Reduces incoming Arc damage from combatants.
Leg armor mods
Innervation
Reduces grenade cooldown each time you pick up an Orb of Power.
Insulation
Reduces class ability cooldown each time you pick up an Orb of Power.
Recuperation
Replenishes health each time you pick up an Orb of Power.
Class item armor mods
Powerful Attraction
Automatically collects nearby Orbs of Power when you activate your class ability.
Reaper
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Bomber
Reduces grenade cooldown when using your class ability.
Artifact perks
Unstoppable Fusion
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. Additionally, Fusion Rifles are always overcharged when that modifier is active.
Piercing Bowstring
Bows gain shield-piercing arrows, which bypass combatant defenses.
Strong against Barrier Champions. Additionally, Bows are always overcharged when that modifier is active.
Unstoppable Scout Rifle
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.
Anti-Barrier Auto Rifle
Your equipped Auto Rifles fire shield-piercing rounds and stun Barrier Champions. Additionally, Auto Rifles are always overcharged when the modifier is active.
Solar/Strand Siphon Combo
Combines the Solar and Strand Siphon mods into one.
Diviner's Discount
All Scavenger mods are discounted.
Origin Perk Specialization I
Greatly improves the benefits provided by the Head Rush, Nanotech Tracer Rockets, Unsated Hunger, and Cursed Thrall Origin Traits.
Refreshing Pickups
Picking up a Tangle or Elemental Orb grants energy to your least-powered ability.
Origin Perk Specialization II
Weapons with the Head Rush, Nanotech Tracer Rockets, Unsated Hunger, and Cursed Thrall Origin Traits are always overcharged when that modifier is active.
Elemental Orbs: Solar
While using a Solar subclass, Solar weapon final blows have a chance to spawn a Solar Elemental Orb. Solar Orbs can be thrown to create a Solar explosion that scorches targets it damages.
Monochromatic Maestro
Dealing elemental ability damage increases matching weapon damage, and elemental weapon damage increases matching ability damage. Bonus granted is 10% for 5 seconds.
Elemental Munitions
Combatant final blows with Tangles or Elemental Orbs have a chance to drop Special or Heavy ammo.
Breakdown
Orb generation
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. ...
Harmonic Siphon
Rapid Solar weapon final blows create an Orb of Power
Reaper
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Orb pickup
Innervation
Reduces grenade cooldown each time you pick up an Orb of Power.
Insulation
Reduces class ability cooldown each time you pick up an Orb of Power.
Recuperation
Replenishes health each time you pick up an Orb of Power.
Class Ability cooldown
Insulation
Reduces class ability cooldown each time you pick up an Orb of Power.
Grenade cooldown
Innervation
Reduces grenade cooldown each time you pick up an Orb of Power.
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
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.
Ember of Empyrean
... Solar weapon or ability final blows extend the duration of restoration and radiant effects applied to you.
Harmonic Siphon
Rapid Solar weapon final blows create an Orb of Power
Reaper
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Elemental Orbs: Solar
While using a Solar subclass, Solar weapon final blows have a chance to spawn a Solar Elemental Orb. ...
Elemental Munitions
Combatant final blows with Tangles or Elemental Orbs have a chance to drop Special or Heavy ammo.
Defeating an enemy
Gunpowder Gamble
Defeat targets with Solar abilities, Solar debuffs, or Solar weapons to charge up an improvised Solar explosive. ...
Foetracer
... Defeating that marked target with damage that matches the element creates an elemental pickup.
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.
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.
Healing Grenade
A grenade that cures allies on impact and creates an Orb of benevolent Solar Light, granting restoration to allies when picked up.
Ignition
A large Solar explosion which deals damage in an area around the target and stuns Unstoppable Champions.
Gunpowder Gamble
... : Throw a Solar explosive that can be shot in mid-air to cause an ignition.
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.
Gunpowder Gamble
Defeat targets with Solar abilities, Solar debuffs, or Solar weapons to charge up an improvised Solar explosive.
: Throw a Solar explosive that can be shot in mid-air to cause an ignition.
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.