Peregrine Strike – All shoulder charge abilities (Seismic Strike, Hammer Strike, or Shield Bash) deal bonus damage when activated in the air. Damaging mini-bosses, Tormentors, or Champions with your shoulder charge refunds your melee. Provides a small benefit to the airborne effectiveness stat of all weapons.
Together Forever – This weapon has a well-rounded adaptive grip, reliable and sturdy. Kills with this weapon reload Sturm and overflow a bonus damage round into it.
Abilities
Strafe Lift
Movement Ability
Jump while airborne to activate Lift and launch into the air with strong directional control.
Towering Barricade
Class Ability
Create a large barrier that can be used to reinforce a position with cover from enemy fire.
Burning Maul
Super Ability
Summon a flaming maul and crush targets with the force of an earthquake.
: Spin the maul in a circle around you, damaging nearby targets.
: Slam the maul to the ground and create a cyclone of flames that seeks targets, dealing damage and scorching them.
Thermite Grenade
Solar Grenade
A grenade that sends forth a burning line of fire, dealing damage and scorching targets in its path.
Hammer Strike
Solar Melee
After sprinting for a short time, use this melee ability to swing a blazing hammer that scorches your target and deals damage in a cone behind them.
If your target is defeated by Hammer Strike, they ignite.
Aspects
Roaring Flames
Final blows with Solar abilities or ignitions increase the damage of your Solar abilities. Stacks 3 times.
Sol Invictus
Solar ability final blows, Hammer of Sol impacts, and defeating scorched targets creates Sunspots. Your abilities regenerate faster, and your Super drains more slowly while standing in a Sunspot.
Sunspots apply scorch and deal damage to targets inside. Entering a Sunspot applies restoration.
Fragments
Ember of Ashes
You apply more scorch stacks to targets.
Ember of Searing
+10 Recovery ▲
Defeating scorched targets grants melee energy and creates a Firesprite.
Ember of Combustion
+10 Strength ▲
Final blows with a Solar Super causes targets to ignite and creates a Firesprite.
Ember of Mercy
When you revive an ally, you and other nearby allies gain restoration.
Picking up a Firesprite grants restoration.
+10 Resilience ▲
Armor mods
Helmet armor mods
Solar Siphon
Rapid Solar weapon final blows create an Orb of Power.
Heavy Ammo Finder
Increases the drop chance of Heavy ammo on kill.
Arms armor mods
Solar Loader
Increases reload speed of Solar weapons.
Shield Break Charge
Breaking a combatant's shield with the matching damage type grants you Armor Charge.
Chest armor mods
Harmonic Resistance
Reduces incoming Solar damage from combatants
Void Resistance
Reduces incoming Void damage from combatants.
Concussive Dampener
Reduces incoming area-of-effect damage from combatants.
Leg armor mods
Void Weapon Surge(x2)
Collecting an Orb of Power causes you to gain 1 temporary Armor Charge.
Your Void 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
Your decaying Armor Charge has a longer duration.
Outreach(x2)
Reduces melee cooldown when using your class ability.
Artifact perks
Rays of Precision
While radiant, Solar precision final blows cause combatants to ignite.
Solo Operative
While you are the only member of your fireteam, you deal increased damage to all combatants.
From Whence You Came
Increases ability damage to Taken and Scorn combatants.
Kindling Trigger
Radiant causes Solar weapons to apply scorch to unscorched combatants.
Wished into Being
While your Super is nearly fully-charged, ability final blows spawn Orbs of Power.
Wearing Season of the Wish armor decreases Super amount threshold.
Origin Perk Specialization II
Improves the benefits provided by the Noble Deeds, Unsated Hunger, Head Rush, and Dragon's Vengeance Origin Traits.
Additionally, weapons with these traits are always overcharged.
Heart of the Flame
Casting your Solar Super grants nearby allies radiant and increases the damage of your Super for each nearby ally.
Flint Striker
Rapid Solar weapon precision hits and rapid Solar weapon final blows grant Radiant.
Piercing Sidearms
Your equipped Sidearms fire shield-piercing rounds and stun Barrier Champions. Additionally, Sidearms are always overcharged when that modifier is active.
Unstoppable Bow
Holding a Bow fully drawn for a short time loads powerful explosive payload that stuns unshielded combatants. Strong against Unstoppable Champions. Additionally, Bows are always overcharged when that modifier is active.
Unstoppable Hand Cannon
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.
Revitalizing Blast
Causing damage with a Solar ability weakens Champions and bosses for a short duration.
Breakdown
Orb generation
Wished into Being
While your Super is nearly fully-charged, ability final blows spawn Orbs of Power. ...
Solar Siphon
Rapid Solar weapon final blows create an Orb of Power.
Orb pickup
Void Weapon Surge
Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. ...
Armor Charge create
Void Weapon Surge
Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. ...
Shield Break Charge
Breaking a combatant's shield with the matching damage type grants you Armor Charge.
Armor Charge effect
Void Weapon Surge
... Your Void weapons gain a small bonus to damage while you have any Armor Charge. ...
Grenade cooldown
Firesprite
... When picked up, Firesprites grant grenade energy.
Melee cooldown
Ember of Searing
... Defeating scorched targets grants melee energy and creates a Firesprite.
Outreach
Reduces melee cooldown when using your class ability.
Final blows
Rays of Precision
While radiant, Solar precision final blows cause combatants to ignite.
Roaring Flames
Final blows with Solar abilities or ignitions increase the damage of your Solar abilities. ...
Sol Invictus
Solar ability final blows, Hammer of Sol impacts, and defeating scorched targets creates Sunspots. ...
Wished into Being
While your Super is nearly fully-charged, ability final blows spawn Orbs of Power. ...
Flint Striker
Rapid Solar weapon precision hits and rapid Solar weapon final blows grant Radiant.
Ember of Combustion
... Final blows with a Solar Super causes targets to ignite and creates a Firesprite.
Solar Siphon
Rapid Solar weapon final blows create an Orb of Power.
Defeating an enemy
Ember of Searing
... Defeating scorched targets grants melee energy and creates a Firesprite.
Sol Invictus
Solar ability final blows, Hammer of Sol impacts, and defeating scorched targets creates Sunspots. ...
Hammer Strike
... If your target is defeated by Hammer Strike, they ignite.
Keywords
Firesprite
A luminous concentration of Solar energy. When picked up, Firesprites grant grenade energy.
Ember of Searing
... Defeating scorched targets grants melee energy and creates a Firesprite.
Ember of Combustion
... Final blows with a Solar Super causes targets to ignite and creates a Firesprite.
Ember of Mercy
... Picking up a Firesprite grants restoration. ...
Restoration
You regenerate health and shields over time. Cannot be interrupted by taking damage.
Sol Invictus
...Entering a Sunspot applies restoration.
Ember of Mercy
When you revive an ally, you and other nearby allies gain restoratio... Picking up a Firesprite grants restoration. ...
Ignition
A large Solar explosion which deals damage in an area around the target and stuns Unstoppable Champions.
Ember of Ashes
You apply more scorch stacks to targets.
Ember of Searing
+10 Recovery ▲
Defeating scorched targets grants melee energy and creates a Firesprite.
Burning Maul
Summon a flaming maul and crush targets with the force of an earthquake.
: Spin the maul in a circle around you, damaging nearby targets.
: Slam the maul to the ground and create a cyclone of flames that seeks targets, dealing damage and scorching them.
Roaring Flames
Final blows with Solar abilities or ignitions increase the damage of your Solar abilities. ...
Sol Invictus
Solar ability final blows, Hammer of Sol impacts, and defeating scorched targets creates Sunspots. Your abilities regenerate faster, and your Super drains more slowly while standing in a Sunspot.
Sunspots apply scorch and deal damage to targets inside. Entering a Sunspot applies restoration.
Ember of Combustion
... Final blows with a Solar Super causes targets to ignite and creates a Firesprite.
Thermite Grenade
A grenade that sends forth a burning line of fire, dealing damage and scorching targets in its path.
Hammer Strike
... If your target is defeated by Hammer Strike, they ignite.
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.
Ember of Ashes
You apply more scorch stacks to targets.
Ember of Searing
... Defeating scorched targets grants melee energy and creates a Firesprite.
Burning Maul
... : Slam the maul to the ground and create a cyclone of flames that seeks targets, dealing damage and scorching them.
Roaring Flames
Final blows with Solar abilities or ignitions increase the damage of your Solar abilities. Stacks 3 times.
Sol Invictus
Solar ability final blows, Hammer of Sol impacts, and defeating scorched targets creates Sunspots. ... Sunspots apply scorch and deal damage to targets inside. ...
Thermite Grenade
A grenade that sends forth a burning line of fire, dealing damage and scorching targets in its path.
Hammer Strike
After sprinting for a short time, use this melee ability to swing a blazing hammer that scorches your target and deals damage in a cone behind them. ...