Helmet
Helmet
A grenade that unleashes bolts of damaging Solar Light at nearby targets and slightly scorches them.
Dodge to perform a deft tumble, avoiding enemy attacks. Dodging near enemies fully recharges your Melee Ability. Dodge to perform a deft tumble, avoiding enemy attacks. Dodging near enemies fully recharges your Melee Ability.
Summon a rapid-fire flaming pistol that disintegrates targets with Solar Light. Causing Solar ignitions while your Super is active refunds a Golden Gun round. Benefits from being radiant.
Throw a knife that attaches to surfaces upon impact and explodes when it detects a nearby target.
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.
Precision final blows grant you and nearby allies increased weapon handling and reload speed for a short duration. Stacks 3 times. Activating your class ability immediately grants maximum stacks of On Your Mark.
Defeating scorched targets grants melee energy and creates a Firesprite. +10 Recovery ▲
Powered melee attacks against combatants make you and nearby allies radiant. -10 Discipline ▼
Final blows with a Solar Super causes targets to ignite and creates a Firesprite. +10 Strength ▲
Your Solar Super projectiles have stronger target acquisition. +10 Intellect ▲
Radiant and restoration effects applied to you have increased duration.
Improved target acquisition, accuracy, and aim-down-sights speed for Solar weapons
Rapid Solar weapon final blows create an Orb of Power
Improved target acquisition, accuracy, and aim-down-sights speed for Arc weapons.
Faster ready and stow speed for Arc weapons.
Increases grenade throw distance.
Increases reload speed of Solar weapons
Reduces flinching from incoming fire while aiming a Solar weapon
Reduces flinching from incoming fire while aiming an Arc weapon.
Reduces grenade cooldown each time you pick up an Orb of Power.
Reduces all ability cooldowns each time you pick up an Orb of Power.
Gradually reloads your stowed Arc weapons over time.
Reduces all ability cooldowns when using your class ability near targets.
After using your class ability, your next weapon final blow spawns an Orb of Power.
Reduces grenade cooldown when using your class ability.
+10 Discipline ▲
+10 Mobility ▲
+10 Recovery ▲
Landing consecutive hits with any Hand Cannon you are wielding disrupts combatants, stunning them, delaying ability energy regeneration and lowering combatant damage output. Strong against Overload Champions.
Bows gain shield-piercing arrows, which bypass combatant defenses. Strong against Barrier Champions.
Your equipped Auto Rifles fire shield-piercing rounds and stun Barrier Champions. Additionally, Auto Rifles are always overcharged when the modifier is active.
Arc final blows while you are amplified summon a burst of lightning that damages and jolts targets.
After throwing an Arc grenade, gain increased grenade recharge for a short time. Arc final blows extend the duration of this benefit.
Grants bonus Arc Super damage if cast while critically wounded or while amplified. Lasts until the end of the Super activation.
Stay amplified longer while your Arc subclass is equipped.
Greatly improves the benefits provided by the Unsated Hunger, Nanotech Tracer Rockets, Harmonic Resonance, and Noble Deeds traits.
Combines the Void and Strand Siphon mods into one.
Combines the Solar and Strand Siphon mods into one.
Combines the Arc and Strand Siphon mods into one.
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 Strand weapons are significantly discounted.
The armor energy costs of all armor mods affecting your Arc weapons are significantly discounted.
The armor energy costs of all armor mods affecting your melee are significantly discounted.
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.
Glaives you wield fire a powerful explosive payload that stuns unshielded combatants. Strong against Unstoppable Champions. Additionally, Glaives are always overcharged when the modifier is active.
Landing consecutive hits on combatants with any Scout Rifle you are wielding causes disruption, delaying ability energy regeneration and lowering their damage output. Strong against Overload Champions. Additionally, Scout 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.
A luminous concentration of Solar energy. When picked up, Firesprites grant grenade energy.
You regenerate health and shields over time. Cannot be interrupted by taking damage.
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.
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.