Artifact mods have been a huge part of every Destiny season since they first launched. Whether they increase your effectiveness in Grandmaster Strikes or simple melt Raid Bosses, Artifact's have usually brought something big to the table each season.
Starting in Season 20, Artifacts will now have passive mod abilities, now called artifact perks, and no longer require you to pay to reset. This means you will be able to now choose 12 mod perks and reset your artifact for free if you need to change for a new activity.
For the first time ever, Bungie has also unveiled all of the mod perks you can expect in Season 20 prior to the season's launch. Here they are below:
Column 1
- Anti-Barrier Sidearms - Your equipped Sidearms fire shield-piercing rounds and stun Barrier Champions. Additionally, Sidearms are always Overcharged when that modifier is active.
- Anti-Barrier Pulse Rifles - Your equipped Pulse Rifles fire shield-piercing rounds and stun Barrier Champions. Additionally, Pulse Rifles are always Overcharged when that modifier is active.
- Overload Bows - Damage by fully drawn arrows from your equipped Bows disrupts combatants, stunning the target, delaying ability energy regeneration, and lowering combatant damage output. Strong against Overload Champions. Additionally, Bows are always Overcharged when that modifier is active.
- Unstoppable Scout Rifles - Aiming down the sights of a Scout Rifle for a short time loads a powerful explosive payload that stuns unshielded combatants. Strong against Unstoppable Champions. Additionally, Scout Rifles are always Overcharged when that modifier is active.
- Automatics Overload - Sustained fire from Auto Rifles and Submachine Guns disrupts combatants, stunning them, delaying ability energy regeneration, and lowering combatant damage output. Strong against Overload Champions. Additionally, Auto Rifles and Submachine Guns are always Overcharged when that modifier is active.
Column 2
- Authorized Mods: Solar - The armor energy costs of all armor mods affecting your Solar weapons are significantly discounted.
- Authorized Mods: Strand - The armor energy costs of all armor mods affecting your Strand weapons are significantly discounted.
- Authorized Mods: Void - The armor energy costs of all armor mods affecting your Void weapons are significantly discounted.
- Authorized Mods: Grenades - The armor energy costs of all armor mods affecting your grenades are significantly discounted.
- Multi-Siphon Mods - Grants access to armor mods in your helmet that combine the effects of the Strand Siphon mod with the Solar Siphon Mod and the Void Siphon mods.
Column 3
- Shatter Orbs - The first time you break a combatant's shield, you create an Orb of Power if you break the shield with the matching damage type.
- Defiant Armory - Greatly improves the benefits provided by the Noble Deeds, Nanotech Tracer Rockets, Tex Balanced Stock, and Ambush Origin traits.
- Untangler - Destroying a Tangle with a Strand weapon suspends targets damaged by the explosion.
- Solar Surge - Collecting a Firesprite gives you Armor Charge.
- Volatile Flow - Picking up an Orb of Power grants your Void weapons Volatile Rounds.
Column 4
- Bricks from Beyond - Defeating a powerful combatant with a Void weapon has a chance to generate Heavy ammo for you and your teammates.
- Flare Up - Firebolt Grenades apply more Scorch stacks. Damaging a combatant with a Firebolt Grenade spawns a Firesprite near them.
- Origin Hones - Weapons with the Noble Deeds, Nanotracing Rockets, Tex Balanced Stock, and Ambush Origin traits are always Overcharged when that modifier is active.
- Allied Unraveling - Rapid final blows with a Strand weapon grant your weapon Unraveling Rounds, with a longer duration near allies.
- Counterweave - When you or a member of your fireteam stuns or defeats a Champion, you gain energy for your least-charged Strand ability.
Column 5
- Stranded Reach - Destroying a Tangle with a Strand weapon creates a larger and more damaging explosion.
- Rain of Firebolts - When you have Firebolt Grenades equipped, gain a second grenade charge.
- Void Weapons Channeling - You gain a temporary bonus to Void weapon damage after you defeat a target with a Void weapon while at least one of your Void abilities is fully charged. This damage bonus increases based on the number of fully charged Void abilities you have.
- Medieval Champion - Glaives you wield fire a powerful explosive payload that stuns unshielded combatants. Strong against Unstoppable Champions. Additionally, Glaives are always Overcharged when that modifier is active. Landing consecutive hits with a Sword disrupts combatants, stunning them, delaying ability energy regeneration, and lowering combatant damage output. Strong against Overload Champions. Additionally, Swords are always Overcharged when that modifier is active.
- Prismatic Transfer - When you cast your Super, each member of your fireteam with a subclass damage type different than yours gains a bonus to weapon damage.
Of course most of the perks are going to center around Strand and I can not wait to see what combinations are possible when Build Crafting goes live with Lightfall. Five more days Guardians.
What mod are you most excited for? Let me know in the comments below or on Twitter @Suttledge
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