Rapid Arc weapon final blows create an Orb of Power.
Charged with Light
Arc
Season 16
Harmonic Siphon
Helmet
Any
1
Rapid weapon final blows with damage matching your subclass type create an Orb of Power.
Charged with Light
Any
Season 16
Kinetic Siphon
Helmet
Any
3
Rapid Kinetic weapon final blows create an Orb of Power.
Charged with Light
Any
Season 16
Solar Siphon
Helmet
Solar
3
Rapid Solar weapon final blows create an Orb of Power.
Charged with Light
Solar
Season 16
Stasis Siphon
Helmet
Stasis
3
Rapid Stasis weapon final blows create an Orb of Power.
Charged with Light
Stasis
Season 16
Void Siphon
Helmet
Void
3
Rapid Void weapon final blows create an Orb of Power.
Charged with Light
Void
Season 16
Bountiful Wells
Universal
Solar
2
Elemental well mods that cause you to spawn elemental wells can now stack, spawning additional wells for each additional copy of the mod you have equipped.
Elemental Well
Solar
Season 15
Elemental Shards
Universal
Stasis
2
Stasis shards count as Stasis elemental wells for you. Does not apply to Crucible, Trials, or Iron Banner.
Elemental Well
Stasis
Season 15
Elemental Time Dilation
Universal
Stasis
3
Elemental well mods that grant you time-limited benefits can now stack, increasing the duration of the effect for each copy of the mod you have equipped.
Elemental Well
Stasis
Season 15
Enduring Wells
Universal
Void
2
Increases the lifespan of elemental wells you create. Multiple copies of this mod stack, further extending the lifespan.
Elemental Well
Void
Season 15
Melee Wellmaker
Universal
Any
4
Powered melee combatant final blows spawn elemental wells matching your subclass energy type.
Elemental Well
Any
Season 15
Seeking Well
Universal
Arc
2
Elemental wells you create will move across the ground toward nearby players.
Elemental Well
Arc
Season 15
Supreme Wellmaker
Universal
Stasis
3
Casting your Super spawns three Stasis elemental wells near you. Does not apply to Crucible, Trials, or Iron Banner.
Elemental Well
Stasis
Season 15
Well of Ordnance
Universal
Solar
1
Picking up a Solar elemental well grants you additional grenade energy. Multiple copies of this mod increase this effect.
Elemental Well
Solar
Season 15
Well of Restoration
Universal
Stasis
4
Picking up a Stasis elemental well grants you additional energy for your ability that has the lowest energy. Multiple copies of this mod increase this effect.
Elemental Well
Stasis
Season 15
Well of Striking
Universal
Arc
1
Picking up an Arc elemental well grants you additional melee energy. Multiple copies of this mod increase this effect.
Elemental Well
Arc
Season 15
Well of Utility
Universal
Void
1
Picking up a Void elemental well grants you additional class ability energy. Multiple copies of this mod increase this effect.
Elemental Well
Void
Season 15
Protective Light
Universal
Void
2
While Charged with Light, you gain significant damage resistance against combatants when your shields are destroyed. This effect consumes all stacks of Charged with Light. The more stacks consumed, the longer the damage resistance lasts. -10 Strength ▼
Charged with Light
Void
Season 9
Unstoppable Hand Cannon
Arms
Any
1
Aiming down sights with any Hand Cannon you are wielding loads a powerful explosive payload that stuns unshielded combatants. Strong against Unstoppable Champions.
Champions
Any
Elemental Armaments
Universal
Any
2
Weapons takedowns with a damage type that matches your subclass element have an escalating chance to spawn an elemental well.
Elemental Well
Any
Elemental Charge
Universal
Any
2
Become Charged with Light by picking up an elemental well. If the elemental well’s element type matches your subclass element, you gain 2 stacks of Charged with Light.
Elemental Well
Any
Elemental Light
Universal
Any
1
Defeating a combatant with your Super spawns an elemental well that matches your subclass energy type.
Elemental Well
Any
Elemental Ordnance
Universal
Any
3
Defeating a combatant with a grenade spawns an elemental well that matches your subclass energy type.
Elemental Well
Any
Explosive Wellmaker
Universal
Solar
3
Rapidly defeating combatants with explosive damage spawns a Solar elemental well.
Elemental Well
Solar
Font of Might
Universal
Any
4
Picking up an elemental well that matches your subclass energy type grants a temporary bonus to weapon damage of that same elemental type.
Elemental Well
Any
Font of Wisdom
Universal
Any
4
Picking up an elemental well that matches your subclass energy type grants you a temporary significant increase in your Intellect, improving the recharge rate of your Super.
Elemental Well
Any
Overcharge Wellmaker
Universal
Arc
4
Defeating a combatant with a finisher spawns 2 Arc elemental wells.
Elemental Well
Arc
Reaping Wellmaker
Universal
Void
2
After activating your class ability, your next weapon final blow spawns a Void elemental well.
Elemental Well
Void
Shieldcrash Wellmaker
Universal
Any
4
Breaking a shield with the matching weapon type creates an elemental well.
Elemental Well
Any
Well of Ions
Universal
Arc
2
Picking up an Arc elemental well causes your next melee to deal increased damage.
Elemental Well
Arc
Well of Life
Universal
Solar
2
Picking up a Solar elemental well grants increased regeneration for a short period of time.
Elemental Well
Solar
Well of Tenacity
Universal
Void
2
Picking up a Void elemental well reduces the damage you take from combatants for a short period of time.
Elemental Well
Void
Argent Ordnance
Universal
Solar
5
While Charged with Light, dealing damage with a Rocket Launcher to a powerful combatant gives you a major increase to Rocket Launcher damage for a short time, consuming one stack of Charged with Light.
Charged with Light
Solar
Blast Radius
Universal
Solar
3
Become Charged with Light by rapidly defeating multiple enemies with Grenade Launchers or Rocket Launchers.
Charged with Light
Solar
Charge Harvester
Universal
Void
3
While you are not Charged with Light, any kill or assist has a small cumulative chance to cause you to become Charged with Light. -10 to the stat that governs your class ability recharge rate.
Charged with Light
Void
Charged Up
Universal
Solar
2
Allows for 1 additional stack of Charged with Light.
Charged with Light
Solar
Empowered Finish
Universal
Any
1
Become Charged with Light by finishing a combatant, consuming one-tenth of your Super energy.
Charged with Light
Any
Energy Converter
Universal
Void
4
While Charged with Light, using your grenade attack grants you Super energy, consuming all stacks of Charged with Light. -10 Discipline.
Charged with Light
Void
Extra Reserves
Universal
Void
3
While Charged with Light, defeating combatants with Void damage grants a chance to drop Special ammo. This effect consumes all stacks of Charged with Light. The more stacks you have, the higher your chance of gaining the ammo drop. -10 Intellect.
Charged with Light
Void
Firepower
Universal
Solar
4
While Charged with Light, regain a portion of your grenade energy when you use your grenade, consuming one stack of Charged with Light.
Charged with Light
Solar
Heal Thyself
Universal
Solar
4
While Charged with Light, grenade final blows heal you and consume one stack of Charged with Light.
Charged with Light
Solar
Heavy Handed
Universal
Arc
7
While Charged with Light, regain half of your melee energy when you use a charged melee ability, consuming one stack of Charged with Light. While surrounded by multiple enemies, defeating an enemy with a Fusion Rifle, Shotgun, Sidearm, or Submachine Gun adds ammo for that weapon to your reserves.
Charged with Light
Arc
High-Energy Fire
Universal
Any
4
While Charged with Light, gain a bonus to weapon damage. Each defeated enemy consumes one stack of Charged with Light.
Charged with Light
Any
Kindling the Flame
Universal
Solar
2
While Charged with Light, reviving a downed Guardian gives you a burst of healing, consuming one stack of Charged with Light.
Charged with Light
Solar
Lucent Blade
Universal
Arc
4
While Charged with Light, dealing damage with a Sword gives you bonus Sword damage for 5 seconds, consuming one stack of Charged with Light. Greatly increases the charge rate for your equipped Swords.
Charged with Light
Arc
Powerful Friends
Universal
Arc
4
When you become Charged with Light, nearby allies also become Charged with Light, if they are not already. +20 Mobility.
Charged with Light
Arc
Precisely Charged
Universal
Void
1
Become Charged with Light by getting multiple rapid precision final blows with Linear Fusion Rifles or Sniper Rifles. -10 Discipline.
Charged with Light
Void
Precision Charge
Universal
Void
2
Become Charged with Light by rapidly defeating combatants with precision kills from Bows, Hand Cannons, and Scout Rifles. -10 Strength.
Charged with Light
Void
Quick Charge
Universal
Arc
5
Become Charged with Light by rapidly defeating multiple enemies with Fusion Rifles or Shotguns. Greatly increases the ready speed of Fusion Rifles, Shotguns, Submachine Guns, and Swords.
Charged with Light
Arc
Radiant Light
Universal
Arc
3
Casting your Super causes nearby allies to become Charged with Light. +20 Strength.
Charged with Light
Arc
Reactive Pulse
Universal
Arc
3
While Charged with Light, taking damage when surrounded by combatants allows you to emit a burst of damaging Arc energy, consuming one stack of Charged with Light. Gain a powerful overshield while performing your finisher.
Charged with Light
Arc
Shield Break Charge
Universal
Any
1
Become Charged with Light by breaking an enemy shield with the matching energy type.
Charged with Light
Any
Stacks on Stacks
Universal
Void
4
Gain an extra stack of Charged with Light for every stack you gain. -10 Recovery.
Charged with Light
Void
Striking Light
Universal
Arc
5
While Charged with Light, defeating enemies with melee damage and Swords spawns 1 Orb of Light for your allies and consumes one stack of Charged with Light. Gain damage resistance against non-Guardian enemies while sprinting.
Charged with Light
Arc
Supercharged
Universal
Solar
5
You can have 2 additional stacks of Charged with Light, up to a maximum of 5.
Charged with Light
Solar
Surprise Attack
Universal
Void
1
While Charged with Light, reloading or readying a Sidearm will consume all stacks of Charged with Light and convert them into stacks of a major damage buff, which are depleted as you damage combatants with that Sidearm. -10 Intellect.
Charged with Light
Void
Sustained Charge
Universal
Solar
4
Become Charged with Light by rapidly defeating combatants with Auto Rifles, Trace Rifles, or Machine Guns.
Charged with Light
Solar
Swift Charge
Universal
Arc
5
Become Charged with Light by rapidly defeating combatants with Pulse Rifles, Sidearms, or Submachine Guns. Defeating combatants with a Pulse Rifle grants a chance to drop Special ammo for your allies.
Charged with Light
Arc
Taking Charge
Universal
Any
3
Become Charged with Light by picking up Orbs of Light.
Charged with Light
Any
Blessing of Rasputin
Universal
Arc
2
Collecting a Warmind Cell increases the chances that your next final blow with a Seraph weapon will create a Warmind Cell.
Warmind Cell
Arc
Burning Cells
Universal
Solar
3
Destroying a Warmind Cell creates a burst of Solar energy that causes enemies to burn for several seconds.
Warmind Cell
Solar
Cellular Suppression
Universal
Void
4
Damaging a Warmind Cell creates a burst of suppressing Void energy. Additionally, you deal less damage to Warmind Cells.
Warmind Cell
Void
Chosen of the Warmind
Universal
Arc
1
Collecting or destroying a Warmind Cell creates a concussive blast that pushes enemies away.
Warmind Cell
Arc
Fireteam Medic
Universal
Solar
3
Destroying a Warmind Cell creates a burst of healing for you and allies near you.
Warmind Cell
Solar
Global Reach
Universal
Any
3
Warmind Cells you create affect and damage targets at a greater distance.
Warmind Cell
Any
Grasp of the Warmind
Universal
Void
3
You can pick up, carry, and throw Warmind Cells. Once thrown, a Warmind Cell cannot be picked up again.
Warmind Cell
Void
Incinerating Light
Universal
Solar
3
Become Charged with Light by rapidly defeating multiple enemies with the explosion of a Warmind Cell.
Warmind Cell
Solar
Light from Darkness
Universal
Void
3
Become Charged with Light by rapidly defeating multiple enemies near a Warmind Cell using weapons or abilities.
Warmind Cell
Void
Light of the Fire
Universal
Solar
4
Rapidly defeating targets with the detonation of a Warmind Cell generates an Orb of Power.
Warmind Cell
Solar
Modular Lightning
Universal
Arc
3
Collecting a Warmind Cell creates a burst of chaining Arc energy around you.
Warmind Cell
Arc
Power of Rasputin
Universal
Void
4
You gain a bonus to weapon damage against enemies that are near Warmind Cells.
Warmind Cell
Void
Rage of the Warmind
Universal
Solar
5
Adds additional Solar damage to the explosions of Warmind Cells you destroy.
Warmind Cell
Solar
Sheltering Energy
Universal
Arc
5
Collecting a Warmind Cell grants you an overshield.
Warmind Cell
Arc
Strength of Rasputin
Universal
Arc
2
Collecting a Warmind Cell grants you melee energy.
Warmind Cell
Arc
Warmind’s Light
Universal
Arc
1
Become Charged with Light by collecting a Warmind Cell.
Warmind Cell
Arc
Warmind’s Longevity
Universal
Void
1
Warmind Cells you create last longer.
Warmind Cell
Void
Warmind’s Protection
Universal
Void
2
You take reduced damage from enemies that are near Warmind Cells.
Warmind Cell
Void
Wrath of Rasputin
Universal
Solar
1
Solar splash damage final blows have a chance to create Warmind Cells.
Warmind Cell
Solar
[Weapon Type] Ammo Finder
Helmet
Any
1-3
Increases your chance of finding ammo while you have that weapon type equipped.
General
Any
[Weapon Type] Ammo Reserves
Chest
Any
1-3
Increases the amount ammo you can carry.
General
Any
[Weapon Type] Ammo Scavenger
Leg
Any
2-5
Weapon gets bonus reserves when picking up ammo used by that weapon type.
General
Any
[Weapon Type] Dexterity
Arms
Any
2-5
Faster ready and stow speed for that weapon type.
General
Any
[Weapon Type] Holster
Leg
Any
2-5
Gradually reloads your stowed weapon over time. Multiple copies of this perk stack to reduce the time taken to fully reload.
General
Any
[Weapon Type] Loader
Arms
Any
2-5
Greatly increases reload speed of that weapon type.
General
Any
[Weapon Type] Targeting
Helmet
Any
2-5
Improved target acquisition, accuracy, and aim-down-sights speed for that weapon type.
General
Any
[Weapon Type] Unflinching Aim
Chest
Any
2-5
Reduces flinching from incoming fire while aiming that weapon type.
General
Any
Absolution
Leg
Any
3
Reduces all ability cooldowns each time you pick up an Orb of Power.
General
Any
Arc Resistance
Chest
Arc
1
Reduces incoming Arc damage from combatants.
General
Arc
Ashes to Assets
Helmet
Solar
3
Gain bonus Super energy on grenade kills.
General
Solar
Better Already
Leg
Void
1
Your health begins to regenerate immediately after picking up an Orb of Power.
General
Void
Bolstering Detonation
Arms
Void
1
Grants class ability energy when you cause damage with a grenade.
General
Void
Bomber
Class Item
Solar
2
Reduces grenade cooldown when using your class ability.
General
Solar
Bulwark Finisher
Class Item
Void
3
Finisher final blows generate an overshield. Requires one-fourth of your Super energy.
General
Void
Concussive Dampener
Chest
Any
1
Reduces incoming area-of-effect damage from combatants.
General
Any
Discipline Mod
Universal
Any
3
Provides +10 Discipline.
General
Any
Distribution
Class Item
Any
4
Reduces all ability cooldowns when using your class ability near targets.
General
Any
Dynamo
Helmet
Void
4
Reduces Super cooldown when using your class ability near targets.
General
Void
Explosive Finisher
Class Item
Solar
1
Finishers restore grenades. Requires one-fifth of your Super energy.
General
Solar
Fastball
Arms
Any
1
Increases grenade throw distance.
General
Any
Focusing Strike
Arms
Void
2
Grants class ability energy when you cause damage with a melee attack.
General
Void
Grenade Kickstart
Arms
Stasis
4
When your grenade energy is fully expended, you gain grenade energy.
General
Stasis
Hands-On
Helmet
Arc
3
Gain bonus Super energy on melee kills.
General
Arc
Healthy Finisher
Class Item
Solar
1
Finishers heal you. Requires one-tenth of your Super energy.
General
Solar
Impact Induction
Arms
Solar
3
Causing damage with a melee attack reduces your grenade cooldown.
General
Solar
Innervation
Leg
Solar
1
Reduces grenade cooldown each time you pick up an Orb of Power.
General
Solar
Insulation
Leg
Void
1
Reduces class ability cooldown each time you pick up an Orb of Power.
General
Void
Intellect Mod
Universal
Any
5
Provides +10 Intellect.
General
Any
Invigoration
Leg
Arc
1
Reduces melee cooldown each time you pick up an Orb of Power.
General
Arc
Melee Damage Resistance
Chest
Any
1
Reduces incoming damage from combatants that are at point-blank range.
General
Any
Melee Kickstart
Arms
Stasis
4
When your melee energy is fully expended, you gain melee energy.
General
Stasis
Minor Discipline Mod
Universal
Any
1
Provides +5 Discipline.
General
Any
Minor Intellect Mod
Universal
Any
2
Provides +5 Intellect.
General
Any
Minor Mobility Mod
Universal
Any
1
Provides +5 Mobility.
General
Any
Minor Recovery Mod
Universal
Any
2
Provides +5 Recovery.
General
Any
Minor Resilience Mod
Universal
Any
1
Provides +5 Resilience.
General
Any
Minor Strength Mod
Universal
Any
1
Provides +5 Strength.
General
Any
Mobility Mod
Universal
Any
3
Provides +10 Mobility.
General
Any
Momentum Transfer
Arms
Arc
3
Causing damage with a grenade reduces your melee cooldown.
General
Arc
One-Two Finisher
Class Item
Arc
1
Finishers restore melee abilities. Requires one-sixth of your Super energy.
General
Arc
Orbs of Restoration
Leg
Stasis
1
Picking up an Orb of Power grants a small amount of energy to your ability with the least energy.
General
Stasis
Outreach
Class Item
Arc
2
Reduces melee cooldown when using your class ability.
General
Arc
Perpetuation
Class Item
Void
2
Reduces class ability cooldown when using your class ability.
General
Void
Power Preservation
Helmet
Stasis
1
Your Super final blows create extra Orbs of Power for your allies.
General
Stasis
Recovery Mod
Universal
Any
4
Provides +10 Recovery.
General
Any
Recuperation
Leg
Solar
1
Replenishes health each time you pick up an Orb of Power.
General
Solar
Resilience Mod
Universal
Any
3
Provides +10 Resilience.
General
Any
Restorative Finisher
Class Item
Stasis
1
When you use a finisher, you gain a portion of energy for your least-recharged ability. Requires one-tenth of your Super energy.
General
Stasis
Snapload Finisher
Class Item
Any
1
Finishers reload all your weapons. Requires one-tenth of your Super energy.
General
Any
Sniper Damage Resistance
Chest
Any
1
Reduces incoming damage from combatants that are at long range.
General
Any
Solar Resistance
Chest
Solar
1
Reduces incoming Solar damage from combatants.
General
Solar
Special Finisher
Class Item
Any
2
Finishers generate Special ammo for the whole fireteam. Requires one-third of your Super energy.
General
Any
Stasis Resistance
Chest
Stasis
1
Reduces incoming Stasis damage from combatants.
General
Stasis
Strength Mod
Universal
Any
3
Provides +10 Strength.
General
Any
Utility Finisher
Class Item
Void
1
Finishers restore class abilities. Requires one-tenth of your Super energy.
General
Void
Utility Kickstart
Class Item
Stasis
1
When your class ability energy is fully expended, you gain class ability energy.