Leg Armor
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.
Weapons
Rat King
Sidearm
This fully automatic weapon becomes stronger when nearby allies also have it equipped. Stacks up to 6 times.
Abilities
Healing Grenade
A grenade that cures allies on impact and creates an Orb of benevolent Solar Light, granting restoration to allies when picked up.
Towering Barricade
Create a large barrier that can be used to reinforce a position with cover from enemy fire.
Hammer of Sol
Summon a flaming hammer and wreak destruction down upon your enemies.
[Light Attack] : Throw your hammer at foes.
Upon impact, your hammers shatter into explosive molten shards.
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.
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 Eruption
Your Solar ignitions have increased area of effect.
+10 Strength ▲
Ember of Ashes
You apply more scorch stacks to targets.
Ember of Torches
Powered melee attacks against combatants make you and nearby allies radiant.
-10 Discipline ▼
Ember of Char
Your Solar ignitions spread scorch to affected targets.
+10 Discipline ▲
Armor mods
Helmet armor mods
Kinetic Siphon
Rapid Kinetic weapon final blows create an Orb of Power.
Arms armor mods
Melee Kickstart
Collecting an Orb of Power causes you to gain 1 temporary Armor Charge.
When your melee energy is fully expended, your Armor Charge is consumed and you gain melee energy for each Armor Charge used.
Kinetic Loader
Increases reload speed of Kinetic weapons.
Fastball
Increases grenade throw distance.
Chest armor mods
Void Reserves(x3)
Increases the amount of ammo you can carry for Void weapons.
Leg armor mods
Invigoration
Reduces melee cooldown each time you pick up an Orb of Power.
Better Already
Your health begins to regenerate immediately after picking up an Orb of Power.
Recuperation
Replenishes health each time you pick up an Orb of Power.
Class item armor mods
Reaper
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Bomber(x2)
Reduces grenade cooldown when using your class ability.
General armor mods
Recovery Mod(x2)
+10 Recovery ▲
Strength Mod(x3)
+10 Strength ▲
Artifact perks
Supernova
Picking up a Void Breach causes your next source of Void damage to create a large weakening pulse.
Unto the Breach
Defeating a Void debuffed target creates a Void Breach while your Void subclass is equipped.
Deeper Origins
Greatly improves the benefits provided by the Unsated Hunger, Nanotech Tracer Rockets, Harmonic Resonance, and Noble Deeds traits.
Authorized Mods: Void
The armor energy costs of all armor mods affecting your Void weapons are significantly discounted.
Authorized Mods: Arc
The armor energy costs of all armor mods affecting your Arc weapons are significantly discounted.
Authorized Mods: Melee
The armor energy costs of all armor mods affecting your melee are significantly discounted.
Technicolor Siphon
Grants access to Helmet armor mods that combine the effects of the Strand Siphon and Arc Siphon mods.
Overcharged Armory
Weapons with the Unsated Hunger, Nanotech Tracer Rockets, Harmonic Resonance, and Noble Deeds traits are always overcharged weapons for you when that modifier is active.
Electric Armor
Gain damage resistance while amplified.
Overload Scout Rifle
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.
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.
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.
Breakdown
Orb generation
Kinetic Siphon
Rapid Kinetic 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
Melee Kickstart
Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. ...
Invigoration
Reduces melee cooldown each time you pick up an Orb of Power.
Better Already
Your health begins to regenerate immediately after picking up an Orb of Power.
Recuperation
Replenishes health each time you pick up an Orb of Power.
Armor Charge create
Melee Kickstart
Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. ...
Armor Charge consume
Melee Kickstart
...
When your melee energy is fully expended, your Armor Charge is consumed and you gain melee energy for each Armor Charge used.
Ability cooldown
Overload Scout Rifle
Landing consecutive hits on combatants with any Scout Rifle you are wielding causes disruption, delaying ability energy regeneration and lowering their damage output. ...
Grenade cooldown
Bomber
Reduces grenade cooldown when using your class ability.
Melee cooldown
Melee Kickstart
...
When your melee energy is fully expended, your Armor Charge is consumed and you gain melee energy for each Armor Charge used.
Invigoration
Reduces melee cooldown each time you pick up an Orb of Power.
Final blows
Kinetic Siphon
Rapid Kinetic weapon final blows create an Orb of Power.
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. ...
Reaper
Shortly after using your class ability, your next weapon final blow spawns an Orb of Power.
Defeating an enemy
Unto the Breach
Defeating a Void debuffed target creates a Void Breach while your Void subclass is equipped.
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
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.
Sol Invictus
...Entering a Sunspot applies restoration.
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.
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. ...
Ember of Char
Your Solar ignitions spread scorch to affected targets. ...
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. ...
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.
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.
Ember of Torches
Powered melee attacks against combatants make you and nearby allies radiant. ...
Ignition
A large Solar explosion which deals damage in an area around the target and stuns Unstoppable Champions.
Ember of Eruption
Your Solar ignitions have increased area of effect. ...
Ember of Ashes
You apply more scorch stacks to targets.
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 Char
Your Solar ignitions spread scorch to affected targets. ...
Hammer Strike
...
If your target is defeated by Hammer Strike, they ignite.