New Destiny 2 Lightfall Mods are live in game now! With the launch of the new Lightfall campaign in Destiny 2, the mod system has seen a complete overhaul. These changes will see players eagerly seeking the best and most powerful new mods for their builds.
There are a ton of brand new mods to choose from, however, so you’ll want to set aside some time to figure out which mods will work best in which slots. Below, we’ve listed all of the available new mods and what body armor slot they fall under.
New Destiny 2 Lightfall Mods
All General Mods
- Discipline Mod = +10 Discipline. Requires 3 Energy
- Intellect Mod = +10 Intellect. Requires 4 Energy
- Minor Discipline Mod = +5 Discipline. Requires 1 Energy
- Minor Intellect Mod = +5 Intellect. Requires 2 Energy
- Minor Mobility Mod = +5 Mobility. Requires 1 Energy
- Minor Recovery Mod = +5 Recovery. Requires 2 Energy
- Minor Resilience Mod = +5 Resilience. Requires 2 Energy
- Minor Strength Mod = +5 Strength. Requires 1 Energy
- Mobility Mod = +10 Mobility. Requires 3 Energy
- Recovery Mod = +10 Recovery. Requires 4 Energy
- Resilience Mod = +10 Resilience. Requires 4 Energy
- Strength Mod = +10 Strength. Requires 3 Energy
There are currently 3 General Mod slots which are locked and unavailable. Players will likely be able to unlock them by completing certain activities or the future trial. We’ll update with more information when it becomes available.
Head
- Arc Siphon = Rapid Arc weapon final blows create an Orb of Power. Requires 1 Energy
- Arc Siphon = Rapid Arc weapon final blows create an Orb of Power. Requires 3 Energy
- Arc Targeting = Improved target acquisition, accuracy, and aim-down-sights speed for Arc weapons. Requires 1 Energy
- Arc Targeting = Improved target acquisition, accuracy, and aim-down-sights speed for Arc weapons. Requires 3 Energy
- Ashes to Assets = Gain bonus Super energy on grenade kills. Requires 1 Energy
- Ashes to Assets = Gain bonus Super energy on grenade kills. Requires 3 Energy
- Dynamo = Reduces Super cooldown when using your class ability near targets. Requires 1 Energy
- Dynamo = Reduces Super cooldown when using your class ability near targets. Requires 3 Energy
- Font of Wisdom = You gain a bonus to intellect while you have any Armor Charge. Armor Charges decay over time. Requires 1 Energy
- Font of Wisdom = Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. Requires 3 Energy
- Hands-On = Gain bonus Super energy on melee kills. Requires 1 Energy
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Hands-On = Gain bonus Super energy on melee kills. Requires 3 Energy
- Harmonic Siphon = Rapid Arc weapon final blows create an Orb of Power. Requires 1 Energy
- Harmonic Targeting = Improved target acquisition, accuracy, and aim-down-sights speed for Arc weapons. Requires 1 Energy
- Harmonic Targeting = Improved target acquisition, accuracy, and aim-down-sights speed for Arc weapons. Requires 2 Energy
- Heavy Ammo Finder = Increases the drop chance of Heavy ammo on kill. Requires 1 Energy
- Heavy Ammo Finder = Increases the drop chance of Heavy ammo on kill. Requires 3 Energy
- Heavy Ammo Scout = When one of your ammo finder perks creates a brick of Heavy ammo for you, it also creates bricks of Heavy ammo for your allies. Requires 1 Energy
- Kinetic Siphon = Rapid Kinetic weapon final blows create an Orb of Power. Requires 1 Energy
- Kinetic Siphon – Rapid Kinetic weapon final blows create an Orb of Power. Requires 2 Energy
- Kinetic Targeting = Improved target acquisition, accuracy, and aim-down-sights speed for Kinetic weapons. Requires 1 Energy
- Kinetic Targeting = Improved target acquisition, accuracy, and aim-down-sights speed for Kinetic weapons. Requires 3 Energy
- Power Preservation = Your Super final blows create extra Orbs of Power for your allies. Requires 1 Energy
- Powerful Friends = Collecting an Orb of Power causes nearby allies to increase their current Armor Charge by 1. Requires 1 Energy
- Radiant Light = Casting your Super causes nearby allies to also increase their current Armor Charge by 1. Allies that have a different subclass element from you increase Armor Charge by 2. Requires 1 Energy
- Solar Siphon = Rapid Solar weapon final blows create an Orb of Power. Requires 1 Energy
- Solar Siphon = Rapid Solar weapon final blows create an Orb of Power. Requires 3 Energy
- Solar Targeting = Improved target acquisition, accuracy, and aim-down-sights speed for Solar weapons. Requires 1 Energy
- Solar Targeting = Improved target acquisition, accuracy, and aim-down-sights speed for Solar weapons. Requires 3 Energy
- Solar/Strand Dual Siphon = Rapid Solar weapon final blows create an Orb of Power. Requires 3 Energy
- Special Ammo Finder = Increases the drop chance of Special ammo on kill. Requires 1 Energy
- Special Ammo Finder = Increases the drop chance of Special ammo on kill. Requires 3 Energy
- Special Ammo Scout = When one of your ammo finder perks creates a brick of Special ammo for you, it also creates bricks of Special ammo for your allies. Requires 1 Energy
- Stasis Siphon = Rapid Stasis weapon final blows create an Orb of Power. Requires 1 Energy
- Stasis Siphon = Rapid Stasis weapon final blows create an Orb of Power. Requires 3 Energy
- Stasis Targeting = Improved target acquisition, accuracy, and aim-down-sights speed for Stasis weapons. Requires 1 Energy
- Stasis Targeting = Improved target acquisition, accuracy, and aim-down-sights speed for Stasis weapons. Requires 3 Energy
- Strand Siphon = Rapid Strand weapon final blows create Orbs of Power. Requires 1 Energy
- Strand Siphon = Rapid Strand weapon final blows create Orbs of Power. Requires 3 Energy
- Strand Targeting = Improved target acquisition, accuracy, and aim-down-sights speed for Strand weapons. Requires 1 Energy
- Strand Targeting = Improved target acquisition, accuracy, and aim-down-sights speed for Strand weapons. Requires 3 Energy
- Void Siphon = Rapid Void weapon final blows create an Orb of Power. Requires 1 Energy
- Void Siphon = Rapid Void weapon final blows create an Orb of Power. Requires 3 Energy
- Void Targeting = Improved target acquisition, accuracy, and aim-down-sights speed for Void weapons. Requires 1 Energy
- Void Targeting = Improved target acquisition, accuracy, and aim-down-sights speed for Void weapons. Requires 3 Energy
- Void/Strand Dual Siphon = Rapid Void weapon final blows create an Orb of Power. Requires 3 Energy
There are currently 3 Helmet Armor Mod slots which are locked and unavailable. Players will likely be able to unlock them by completing certain activities or the future trial. We’ll update with more information when it becomes available.
Chest
- Arc Reserves = Increases the amount of ammo you can carry for Arc weapons. Requires 1 Energy
- Arc Reserves = Increases the amount of ammo you can carry for Arc weapons. Requires 3 Energy
- Arc Resistance = Reduces incoming Arc damage from combatants. Requires 1 Energy
- Arc Resistance = Reduces incoming Arc damage from combatants. Requires 2 Energy
- Charged Up = Increases the maximum number of stacks of Armor Charge you can carry by 1. Requires 1 Energy
- Charged Up = Increases the maximum number of stacks of Armor Charge you can carry by 1. Requires 3 Energy
- Concussive Dampener = Reduces incoming area-of-effect damage from combatants. Requires 1 Energy
- Concussive Dampener = Reduces incoming area-of-effect damage from combatants. Requires 3 Energy
- Emergency Reinforcement = When your shields become broken, you gain temporary damage reduction. Consumes 3 or more stacks of Armor Charge, granting a longer duration to the damage reduction for each charge consumed. Requires 1 Energy
- Emergency Reinforcement = Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. Requires 3 Energy
- Font of Endurance = You gain a bonus to resilience while you have any Armor Charge. Your Armor Charge now decays over time. Requires 1 Energy
- Font of Endurance = Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. Requires 3 Energy
- Harmonic Reserves = Increases the amount of ammo you can carry for Arc weapons. Requires 1 Energy
- Harmonic Reserves = Increases the amount of ammo you can carry for Arc weapons. Requires 2 Energy
- Harmonic Resistance = Reduces incoming Arc damage from combatants. Requires 1 Energy
- Kinetic Reserves = Increases the amount of ammo you can carry for Kinetic weapons. Requires 1 Energy
- Kinetic Reserves = Increases the amount of ammo you can carry for Kinetic weapons. Requires 3 Energy
- Lucent Blades = Increases the energy recharge rate of your equipped Swords. Your equipped Glaives gain more energy from dealing damage with their ranged attacks. Requires 1 Energy
- Lucent Blades = Increases the energy recharge rate of your equipped Swords. Your equipped Glaives gain more energy from dealing damage with their ranged attacks. Requires 2 Energy
- Melee Damage Resistance = Reduces incoming damage from combatants that are at point-blank range. Requires 1 Energy
- Melee Damage Resistance = Reduces incoming damage from combatants that are at point-blank range. Requires 3 Energy
- Sniper Damage Resistance = Reduces incoming damage from combatants that are at long range. Requires 1 Energy
- Sniper Damage Resistance = Reduces incoming damage from combatants that are at long range. Requires 3 Energy
- Solar Reserves = Increases the amount of ammo you can carry for Solar weapons. Requires 1 Energy
- Solar Reserves = Increases the amount of ammo you can carry for Solar weapons. Requires 3 Energy
- Solar Resistance = Reduces incoming Solar damage from combatants. Requires 1 Energy
- Solar Resistance = Reduces incoming Solar damage from combatants. Requires 2 Energy
- Stasis Reserves = Increases the amount of ammo you can carry for Stasis weapons. Requires 1 Energy
- Stasis Reserves = Increases the amount of ammo you can carry for Stasis weapons. Requires 3 Energy
- Stasis Resistance = Reduces incoming Stasis damage from combatants. Requires 1 Energy
- Stasis Resistance = Reduces incoming Stasis damage from combatants. Requires 2 Energy
- Strand Reserves = Increases the amount of ammo you can carry for Strand weapons. Requires 1 Energy
- Strand Reserves = Increases the amount of ammo you can carry for Strand weapons. Requires 3 Energy
- Unflinching Arc Aim = Reduces flinching from incoming fire while aiming an Arc weapon. Requires 3 Energy
- Unflinching Harmonic Aim = Reduces flinching from incoming fire while aiming an Arc weapon. Requires 1 Energy
- Unflinching Harmonic Aim = Reduces flinching from incoming fire while aiming an Arc weapon. Requires 2 Energy
- Unflinching Kinetic Aim = Reduces flinching from incoming fire while aiming a Kinetic weapon. Requires 1 Energy
- Unflinching Kinetic Aim = Reduces flinching from incoming fire while aiming a Kinetic weapon. Requires 3 Energy
- Unflinching Solar Aim = Reduces flinching from incoming fire while aiming a Solar weapon. Requires 1 Energy
- Unflinching Solar Aim = Reduces flinching from incoming fire while aiming a Solar weapon. Requires 3 Energy
- Unflinching Stasis Aim = Reduces flinching from incoming fire while aiming a Stasis weapon. Requires 1 Energy
- Unflinching Stasis Aim = Reduces flinching from incoming fire while aiming a Stasis weapon. Requires 3 Energy
- Unflinching Strand Aim = Reduces flinching from incoming fire while aiming a Strand weapon. Requires 1 Energy
- Unflinching Strand Aim = Reduces flinching from incoming fire while aiming a Strand weapon. Requires 3 Energy
- Unflinching Void Aim = Reduces flinching from incoming fire while aiming a Void weapon. Requires 1 Energy
- Unflinching Void Aim = Reduces flinching from incoming fire while aiming a Void weapon. Requires 3 Energy
- Void Reserves = Increases the amount of ammo you can carry for Void weapons. Requires 1 Energy
- Void Reserves = Increases the amount of ammo you can carry for Void weapons. Requires 3 Energy
- Void Resistance = Reduces incoming Void damage from combatants. Requires 1 Energy
- Void Resistance = Reduces incoming Void damage from combatants. Requires 2 Energy
There are currently 3 Chest Armor Mod slots which are locked and unavailable. Players will likely be able to unlock them by completing certain activities or the future trial. We’ll update with more information when it becomes available.
Arms
- Arc Dexterity = Faster ready and stow speed for Arc weapons. Requires 1 Energy
- Arc Dexterity = Faster ready and stow speed for Arc weapons. Requires 3 Energy
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Arc Loader = Increases reload speed of Arc weapons. Requires 1 Energy
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Arc Loader = Increases reload speed of Arc weapons. Requires 3 Energy
- Bolstering Detonation = Grants class ability energy when you cause damage with a grenade. Requires 1 Energy
- Bolstering Detonation = Grants class ability energy when you cause damage with a grenade. Requires 2 Energy
- Fastball = Increases grenade throw distance. Requires 1 Energy
- Firepower = Your grenade final blows create Orbs of Power. Requires 1 Energy
- Firepower = Your grenade final blows create Orbs of Power. Requires 3 Energy.
- Focusing Strike = Grants class ability energy when you cause damage with a melee attack. Requires 1 Energy
- Focusing Strike = Grants class ability energy when you cause damage with a melee attack. Requires 2 Energy
- Font of Focus = You gain a bonus to discipline while you have any Armor Charge. Your Armor Charge now decays over time. Requires 1 Energy
- Font of Focus = Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. Requires 3 Energy
- Font of Vigor = You gain a bonus to strength while you have any Armor Charge. Your Armor Charge now decays over time. Requires 1 Energy
- Font of Vigor = Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. Requires 3 Energy
- Grenade Kickstart = When your grenade energy is fully expended, you gain grenade energy.
Additionally, your Armor Charge is consumed and you gain additional grenade energy for each stack. Requires 1 Energy - Grenade Kickstart = Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. Requires 3 Energy
- Harmonic Dexterity = Faster ready and stow speed for Arc weapons. Requires 1 Energy
- Harmonic Dexterity = Faster ready and stow speed for Arc weapons. Requires 2 Energy
- Harmonic Loader = Increases reload speed of Arc weapons. Requires 1 Energy
- Harmonic Loader = Increases reload speed of Arc weapons. Requires 2 Energy
- Heavy Handed = Your powered melee final blows create Orbs of Power. Requires 1 Energy
- Heavy Handed = Your powered melee final blows create Orbs of Power. Requires 3 Energy
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Impact Induction = Causing damage with a melee attack reduces your grenade cooldown. Requires 1 Energy
- Impact Induction = Causing damage with a melee attack reduces your grenade cooldown. Requires 2 Energy
- Kinetic Dexterity =Faster ready and stow speed for Kinetic weapons. Requires 1 Energy
- Kinetic Dexterity = Faster ready and stow speed for Kinetic weapons. Requires 3 Energy
- Kinetic Loader = Increases reload speed of Kinetic weapons. Requires 1 Energy
- Kinetic Loader = Increases reload speed of Kinetic weapons. Requires 3 Energy
- Melee Kickstart = When your melee energy is fully expended, you gain melee energy. Additionally, your Armor Charge is consumed and you gain additional melee energy for each stack. Requires 1 Energy
- Melee Kickstart = Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. Requires 3 Energy
- Momentum Transfer = Causing damage with a grenade reduces your melee cooldown. Requires 1 Energy
- Momentum Transfer = Causing damage with a grenade reduces your melee cooldown. Requires 2 Energy
- Shield Break Charge = Breaking a combatant’s shield with the matching damage type grants you Armor Charge. Requires 1 Energy
- Shield Break Charge = Breaking a combatant’s shield with the matching damage type grants you Armor Charge. Requires 4 Energy
- Solar Dexterity = Faster ready and stow speed for Solar weapons. Requires 1 Energy
- Solar Dexterity = Faster ready and stow speed for Solar weapons. Requires 3 Energy
- Solar Loader = Increases reload speed of Solar weapons. Requires 1 Energy
- Solar Loader = Increases reload speed of Solar weapons. Requires 3 Energy
- Stasis Dexterity = Faster ready and stow speed for Stasis weapons. Requires 1 Energy
- Stasis Dexterity = Faster ready and stow speed for Stasis weapons. Requires 3 Energy
- Stasis Loader = Increases reload speed of Stasis weapons. Requires 1 Energy
- Stasis Loader = Increases reload speed of Stasis weapons. Requires 3 Energy
- Strand Dexterity = Faster ready and stow speed for Strand weapons. Requires 1 Energy
- Strand Dexterity = Faster ready and stow speed for Strand weapons. Requires 3 Energy
- Strand Loader = Increases reload speed of Strand weapons. Requires 1 Energy
- Strand Loader = Increases reload speed of Strand weapons. Requires 3 Energy
- Void Dexterity = Faster ready and stow speed for Void weapons. Requires 1 Energy
- Void Dexterity = Faster ready and stow speed for Void weapons. Requires 3 Energy
- Void Loader = Increases reload speed of Void weapons. Requires 1 Energy
- Void Loader = Increases reload speed of Void weapons. Requires 3 Energy
There are currently 3 Arm Armor Mod slots which are locked and unavailable. Players will likely be able to unlock them by completing certain activities or the future trial. We’ll update with more information when it becomes available.
Legs
- Absolution = Reduces all ability cooldowns each time you pick up an Orb of Power. Requires 1 Energy
- Absolution = Reduces all ability cooldowns each time you pick up an Orb of Power. Requires 3 Energy
- Arc Holster = Gradually reloads your stowed Arc weapons over time. Requires 1 Energy
- Arc Holster = Gradually reloads your stowed Arc weapons over time. Requires 2 Energy
- Arc Scavenger = Arc weapons get bonus reserves when picking up ammo used by that weapon. Requires 1 Energy
- Arc Scavenger = Arc weapons get bonus reserves when picking up ammo used by that weapon. Requires 3 Energy
- Arc Weapon Surge = Your Arc weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time. Requires 1 Energy
- Arc Weapon Surge = Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. Requires 3 Energy
- Better Already = Your health begins to regenerate immediately after picking up an Orb of Power. Requires 1 Energy
- Font of Agility = You gain a bonus to mobility while you have any Armor Charge. Your Armor Charge now decays over time. Requires 1 Energy
- Font of Agility = Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. Requires 3 Energy
- Harmonic Holster = Gradually reloads your stowed Arc weapons over time. Requires 1 Energy
- Harmonic Scavenger = Arc weapons get bonus reserves when picking up ammo used by that weapon. Requires 1 Energy
- Harmonic Scavenger = Arc weapons get bonus reserves when picking up ammo used by that weapon. Requires 2 Energy
- Innervation = Reduces grenade cooldown each time you pick up an Orb of Power. Requires 1 Energy
- Insulation = Reduces class ability cooldown each time you pick up an Orb of Power. Requires 1 Energy
- Invigoration = Reduces melee cooldown each time you pick up an Orb of Power. Requires 1 Energy
- Kinetic Holster = Gradually reloads your stowed Kinetic weapons over time. Requires 1 Energy
- Kinetic Holster = Gradually reloads your stowed Kinetic weapons over time. Requires 2 Energy
- Kinetic Scavenger = Kinetic weapons get bonus reserves when picking up ammo used by that weapon. Requires 1 Energy
- Kinetic Scavenger = Kinetic weapons get bonus reserves when picking up ammo used by that weapon. Requires 3 Energy
- Kinetic Weapon Surge = Your Kinetic weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time. Requires 1 Energy
- Kinetic Weapon Surge = Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. Requires 3 Energy
- Orbs of Restoration = Picking up an Orb of Power grants a small amount of energy to your ability with the least energy. Requires 1 Energy
- Orbs of Restoration = Picking up an Orb of Power grants a small amount of energy to your ability with the least energy. Requires 2 Energy
- Recuperation = Replenishes health each time you pick up an Orb of Power. Requires 1 Energy
- Solar Holster = Gradually reloads your stowed Solar weapons over time. Requires 1 Energy
- Solar Holster = Gradually reloads your stowed Solar weapons over time. Requires 2 Energy
- Solar Scavenger = Solar weapons get bonus reserves when picking up ammo used by that weapon. Requires 1 Energy
- Solar Scavenger = Solar weapons get bonus reserves when picking up ammo used by that weapon. Requires 3 Energy
- Solar Weapon Surge = Your Solar weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time. Requires 1 Energy
- Solar Weapon Surge = Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. Requires 3 Energy
- Stacks on Stacks = Picking up an Orb of Power grants you 1 additional stack of Armor Charge. Requires 1 Energy
- Stacks on Stacks = Picking up an Orb of Power grants you 1 additional stack of Armor Charge. Requires 4 Energy
- Stasis Holster = Gradually reloads your stowed Stasis weapons over time. Requires 1 Energy
- Stasis Scavenger = Stasis weapons get bonus reserves when picking up ammo used by that weapon. Requires 1 Energy
- Stasis Scavenger = Stasis weapons get bonus reserves when picking up ammo used by that weapon. Requires 3 Energy
- Stasis Weapon Surge = Your Stasis weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time. Requires 1 Energy
- Stasis Weapon Surge = Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. Requires 3 Energy
- Strand Holster = Gradually reloads your stowed Strand weapons over time. Requires 1 Energy
- Strand Holster = Gradually reloads your stowed Strand weapons over time. Requires 2 Energy
- Strand Scavenger = Strand weapons get bonus reserves when picking up ammo used by that weapon. Requires 1 Energy
- Strand Scavenger = Strand weapons get bonus reserves when picking up ammo used by that weapon. Requires 3 Energy
- Strand Weapon Surge = Your Strand weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time. Requires 1 Energy
- Strand Weapon Surge = Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. Requires 3 Energy
- Void Holster = Gradually reloads your stowed Void weapons over time. Requires 1 Energy
- Void Holster = Gradually reloads your stowed Void weapons over time. Requires 2 Energy
- Void Scavenger = Void weapons get bonus reserves when picking up ammo used by that weapon. Requires 1 Energy
- Void Scavenger = Void weapons get bonus reserves when picking up ammo used by that weapon. Requires 3 Energy
- Void Weapon Surge = Your Void weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time. Requires 1 Energy
- Void Weapon Surge = Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. Requires 3 Energy
Class
- Benevolent Finisher = Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. Requires 1 Energy
- Bomber = Reduces grenade cooldown when using your class ability. Requires 1 Energy
- Bulwark Finisher = Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. Requires 1 Energy
- Distribution = Reduces all ability cooldowns when using your class ability near targets. Requires 1 Energy
- Distribution = Reduces all ability cooldowns when using your class ability near targets. Requires 3 Energy
- Empowered Finish = Finisher final blows grant you 1 temporary Armor Charge when you have none. Requires 1 Energy
- Empowered Finish = Finisher final blows grant you 1 temporary Armor Charge when you have none. Requires 3 Energy
- Explosive Finisher = Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. Requires 1 Energy
- Font of Restoration = You gain a bonus to recovery while you have any Armor Charge. Your Armor Charge now decays over time. Requires 1 Energy
- Font of Restoration = Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. Requires 3 Energy
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Healthy Finisher = Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. Requires 1 Energy
- One-Two Finisher = Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. Requires 1 Energy
- Outreach = Reduces melee cooldown when using your class ability. Requires 1 Energy
- Proximity Ward = Gain a powerful overshield while performing your finisher. Requires 1 Energy
- Proximity Ward = Gain a powerful overshield while performing your finisher. Requires 2 Energy
- Reaper = After using your class ability, your next weapon final blow spawns an Orb of Power. Requires 1 Energy
- Reaper = After using your class ability, your next weapon final blow spawns an Orb of Power. Requires 3 Energy
- Restorative Finisher = Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. Requires 1 Energy
- Snapload Finisher = Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. Requires 1 Energy
- Special Finisher = Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. Requires 1 Energy
- Time Dilation = Your decaying Armor Charge has a longer duration. Requires 1 Energy
- Time Dilation = Your decaying Armor Charge has a longer duration. Requires 3 Energy
- Utility Finisher = Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. Requires 1 Energy
- Utility Kickstart = When your class ability energy is fully expended, you gain class ability energy.
Additionally, your Armor Charge is consumed and you gain additional class ability energy for each stack. Requires 1 Energy - Utility Kickstart = Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. Requires 3 Energy
There are currently 3 Class Item Armor Mod slots which are locked and unavailable. Players will likely be able to unlock them by completing certain activities or the future trial. We’ll update with more information when it becomes available.
Artifice
- Discipline-Forged = +3 Discipline. No cost
- Intellect-Forged = +3 Intellect. No cost
- Mobility-Forged = +3 Mobility. No cost
- Recovery-Forged = +3 Recovery. No cost
- Resilience-Forged = +3 Resilience. No cost
- Strength-Forged = +3 Strength. No cost
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