Helmet
Helmet
Pulse Rifle
An explosive grenade that suppresses, preventing targets from using abilities for a short time.
Create a large barrier that can be used to reinforce a position with cover from enemy fire.
After sprinting for a short time, use this melee ability to unleash a devastating Shield Bash that suppresses the target. Final blows with Shield Bash grant an Overshield.
Create an indestructible dome to protect you and your allies. Passing through Ward of Dawn grants you and your allies a temporary increase to weapon damage.
Cast your Super to grant Overshield to nearby allies. Casting your Barricade grants Overshield to yourself and nearby allies and empowers it, enabling it to slowly regenerate the Overshield of allies bunkering behind it and extend their Overshield duration.
While you have an Overshield or are inside Ward of Dawn, your grenade charges significantly faster, you have increased melee range and damage, and melee final blows extend the duration of your Overshield. You gain an additional shield throw while in Sentinel Shield.
While crouched, you sneak faster and gain enhanced radar resolution. +10 Mobility ▲ +10 Intellect ▲
Melee final blows start health regeneration for you and nearby allies. +10 Resilience ▲
Defeating targets with grenades grants Volatile Rounds to your Void weapons. +10 Strength ▲
Finisher final blows grant Invisibility. +10 Recovery ▲
Rapid Void weapon final blows create an Orb of Power.
Improved target acquisition, accuracy, and aim-down-sights speed for Void weapons.
Gain bonus Super energy on grenade kills.
Faster ready and stow speed for Void weapons.
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.
Reduces flinching from incoming fire while aiming a Void weapon.
Reduces grenade cooldown each time you pick up an Orb of Power.
Your health begins to regenerate immediately after picking up an Orb of Power.
Collecting a Firesprite, Ionic Trace, Stasis shard, or Void Breach, or destroying a Strand Tangle has an escalating chance to give you Armor Charge.
Automatically collects nearby Orbs of Power when you activate your class ability.
After using your class ability, your next weapon final blow spawns an Orb of Power.
+10 Discipline ▲
+10 Recovery ▲
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.
Increases the amount of damage dealt by unraveling a target.
Defeating a Void debuffed target creates a Void Breach while your Void subclass is equipped.
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 Arc weapons are significantly discounted.
Grants access to Helmet armor mods that combine the effects of the Strand Siphon and Arc Siphon mods.
Picking up a Void Breach gives you an overshield or refreshes your existing overshield.
Gain damage resistance while amplified.
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.
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.
You vanish from sight and do not appear on radar. While invisible, your radar range is reduced. Performing offensive actions will end invisibility.
You are armored with a protective barrier of Void Light. Reduces damage taken from combatants.
The target is taken out of any active abilities and cannot activate any abilities or movement modes while suppression persists. Afflicted combatants cannot fire their weapons. When suppressed, Overload Champions are stunned.
The target is afflicted with unstable Void energy and will explode upon taking additional damage. Volatile Rounds from your Void weapons pierce the shields of Barrier Champions and stun them.