The Seasonal Artifact has been a core part of Destiny 2’s design for several seasons now, and once Lightfall begins, it’ll be improved to offer more functionality on a passive level. While seasonal armor mods from the artifact required dedicated space on your Guardian armor, Lightfall will instead introduce artifact perks that are unlocked and automatically applied to your build.
As Bungie detailed, there’ll be twelve perks to unlock per character and these can be reset at no cost any number of times. Anti-Champion weapons featured on the artifact can also be Overcharged in higher-difficulty activities, and Artifice Armor will have a unique mod slot that grants three additional points to a character stat of your choice. For players preparing to take on Champions with a prepared loadout, you’ll be able to equip sidearms and pulse rifles to take out Barrier Champions, bows and auto rifles to deal with Overload Champions, and scout rifles to take out Unstoppable Champions.
For Season 20, you’ll be able to unlock these abilities on the Ascendant Scepter, and if you’re looking to start planning your loadout ahead of Lightfall’s launch, then you can see what each column has to offer. With Strand, the latest Darkness subclass, being a big focus in Lightfall, there are multiple perks available that take advantage of these new powers.
Untangler and Allied Unraveling are two potentially devastating perks to unlock, as these abilities can leave enemies open for explosive attacks when used properly. The other subclasses aren’t being left behind either, as Void, Solar, Arc, and Stasis are also receiving unique perks that can help your Guardian survive more damage while striking back with deadly firepower.
Other perks that look especially useful include a mod for glaives that allow them to deliver devastating damage to Champions, significant discounts for several armor mods, and improved efficacy for several weapon traits such as Noble Deeds, Nanotech Tracer Rockets, Tex Balanced Stock, and Ambush Origin.
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 combines 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.
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