Gauntlets
Gauntlets
Shotgun
A grenade that cures allies on impact and creates an Orb of benevolent Solar Light, granting restoration to allies when picked up.
Create a large barrier that can be used to reinforce a position with cover from enemy fire.
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.
Throw a hammer from a distance. Picking up a thrown hammer fully recharges your melee ability. If the hammer struck a target, picking it up grants cure.
Final blows with Solar abilities or ignitions increase the damage of your Solar abilities. Stacks 3 times.
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.
You apply more scorch stacks to targets.
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 ▼
Radiant and restoration effects applied to you have increased duration.
Gain bonus Super energy on melee kills.
Increases the drop chance of Heavy ammo on kill.
Your powered melee final blows create Orbs of Power.
Causing damage with a melee attack reduces your grenade cooldown.
Reduces incoming Solar damage from combatants
Increases the amount of ammo you can carry for Void weapons.
Reduces incoming Arc damage from combatants.
Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. Your Kinetic weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Reduces grenade cooldown each time you pick up an Orb of Power.
Replenishes health each time you pick up an Orb of Power.
Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. Finisher final blows generate an overshield. Consumes 3 or more stacks of Armor Charge, granting a longer duration to the overshield for each charge consumed.
Reduces melee cooldown when using your class ability.
+10 Resilience ▲
+10 Discipline ▲
+5 Resilience ▲
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.
You are healed in a burst of mending Solar Light.
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.