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How The Artifact Works In Episode: Echoes
Column One Perks
Column Two Perks
Column Three Perks
Column Four Perks
Column Five Perks
Destiny 2: The Final Shape has made some major changes to the way seasons work. The seasonal model has been replaced with an episodic model, trading the weekly drip-fed narrative for a more organic model that evolves over three acts. Each act comes with small changes and additions, ranging from modified activities to new quests.
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The Artifact is one such element that has been modified by the new model. While it is functionally identical to past seasonal Artifacts, the Artifact tied to Echoes will receive new perks through each act. To help you get the most out of this altered Artifact, this guide will explain how the Artifact system works in Echoes, how to unlock it, and give a breakdown of how each perk works. Expect updates as the episode develops.
Article-In-Progress
This article currently lacks exact values for each Artifact perk. We'll add additional information to each Artifact perk as soon as possible.
How The Artifact Works In Episode: Echoes
Column One | Column Two | Column Three | Column Four | Column Five |
---|---|---|---|---|
Anti-Barrier Pulse Rifle | Logic Reductor | Elemental Siphon | Counter Energy | Prismatic Transfer |
Unstoppable Sidearm | Overcharged Armory | Overload Sword | Blade Stamina | Argent Blade |
Unstoppable Scout Rifle | Authorized Mod: Elemental Charge | Creeping Chill | Void Hegemony | Expanding Abyss |
Overload Hand Cannon | Saint's Inspiration | Press The Advantage | Radiant Orbs | Shieldcrush |
Anti-Barrier SMG | Winning Hand | Threaded Blast | Galvanic Armor | Transference |
The Hunter's Journal is unlocked partway through The Final Shape campaign, similar to seasonal Artifacts from past expansions. All XP you earn throughout the episode will increase the Artifact's level, unlocking additional Artifact perks while increasing your account's Power level. The more XP you earn, the more perks and bonus Power you'll earn.
Any XP you earned before claiming the Hunter's Journal will still be tracked on your Artifact.
For the first act of Echoes, the Artifact has 25 perks to choose from, broken up into five columns. From the inventory screen, inspect your Artifact to bring up the perk menu. These perks are passive and always active, even in PvP. The columns are set up in a hierarchical order, so you'll need to spend points on previous columns to unlock the next set of perks. You can have up to 12 perks active at a time.
- Column One: Unlocked by default.
- Column Two: Requires 3 unlocked passives from the previous column.
- Column Three: Requires 5 unlocked passives from previous columns.
- Column Four: Requires 7 unlocked passives from previous columns.
- Column Five: Requires 10 unlocked passives from previous columns.
Unlike the seasonal model, the new episodic model will actually change the Artifact over time. Each new act in the current episode will add new perks to the Artifact, presumably by adding a new row. It's unclear how perk limits will change to account for these new options, but keep this in mind when allocating perk points. We'll update this article as the Artifact evolves.
Resetting Your Artifact
If you aren't getting much use out of your Artifact, you can reset it by holding onto the "Reset Artifact" option in the Artifact menu. You can also select active perks on your Artifact to deactivate them, allowing you to reallocate your points. This might be useful if you're switching between builds or from PvE to PvP. Resetting your Artifact costs nothing and can be done as many times as you please.
Column One Perks
Anti-Barrier Pulse Rifle | Your equipped Pulse Rifles pierce Barrier Champion shields. Additionally, Pulse Rifles are always Overcharged when that modifier is active. |
---|---|
Unstoppable Sidearm | Aiming down sights for a couple of seconds will load an explosive round, stunning Unstoppable Champions. Additionally, Sidearms are always Overcharged when that modifier is active. |
Unstoppable Scout Rifle | Aiming down sights for a couple of seconds will load an explosive round, stunning Unstoppable Champions. Additionally, Scout Rifles are always Overcharged when that modifier is active. |
Overload Hand Cannon | Landing consecutive hits with a Hand Cannon will stun Overload Champions. Additionally, Hand Cannons are always Overcharged when that modifier is active. |
Anti-Barrier SMG | Landing consecutive hits with an SMG will stun Overload Champions. Additionally, SMGs are always Overcharged when that modifier is active. |
This column buffs your weapons with anti-Champion capabilities, which is needed to tackle Destiny 2's endgame PvE content like Nightfalls and Master Lost Sectors. These anti-Champion properties also give your weapons some unlisted effects:
- Anti-Barrier: You can shoot through immune objects and enemies (Cabal Centurion shields, healing Vex Hobgoblins, etc.), and your weapon deals 20% more damage to Titan Barricades.
- Overload: Combatants deal 25% less damage and stop casting abilities. Guardians suffer from 5% longer cooldowns.
- Unstoppable: Guaranteed to stagger non-boss units in PvE.
Additionally, any weapon buffed through these mods will gain the Overcharge tag in endgame content, increasing that weapon archetype's damage by 25%. This does not stack with elemental surges, but it does stack with all damage buffs.
Column Two Perks
Logic Reductor | Weapons with the Radiolaria Transposer origin trait deal increased damage to Vex. Extends the duration of the radiolarian pools created by this origin trait. Applies to the episodic weapons added in Echoes. |
---|---|
Overcharged Armory | Weapons with the Dealer's Choice, Radiolaria Transposer, Collective Purpose, and Sundering origin traits are always Overcharged. Applies to all non-reissue Final Shape weapons and Warlord's Ruin weapons. |
Authorized Mod: Elemental Charge | Elemental Charge's energy cost is significantly reduced. Sets the mod cost to 1 energy. |
Saint's Inspiration | Rounds loaded by the Cast no Shadows origin trait can overflow the magazine. Applies to all reissued Season of Dawn weapons. |
Winning Hand | Weapons with the Dealer's Choice origin trait can trigger Solar explosions by landing rapid kills or precision final blows. Wielding multiple weapons with this origin trait empowers the explosion. Applies to all Pale Heart destination weapons. |
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Column Three Perks
Elemental Siphon | Multikills with weapons that match your Super element will create an elemental pickup of that damage type. Kinetic weapons can also trigger this perk. |
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Overload Sword | Landing consecutive hits with a Sword will stun Overload Champions. Additionally, Swords are always Overcharged when that modifier is active. |
Creeping Chill | Stasis weapon kills against slowed or frozen targets release a burst that slows. Works similarly to Chill Clip. |
Press The Advantage | Breaking a combatant's shield grants increased weapon stability, handling, and reload speed. Swords gain increased guard resistance instead. |
Threaded Blast | Detonating Tangles with a Strand weapon creates a larger and more damaging explosion. |
Column Four Perks
Counter Energy | When you or a member of your fireteam stuns a champion, you gain energy for your least-charged ability. |
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Blade Stamina | Rapidly defeating combatants with a Sword refunds some ammo. |
Void Hegemony | While you have a Void or Prismatic subclass equipped, defeating weakened targets provides a small Void Overshield. |
Radiant Orbs | While you have a Solar or Prismatic subclass equipped, picking up an Orb of Power makes you radiant. |
Galvanic Armor | Gain 30% damage resistance while Amplified. Only applies to Arc and Prismatic subclasses. The DR is reduced to 10% in PvP |
Column Five Perks
Prismatic Transfer | Casting a Super grants a damage buff to allies with non-matching Super elements. |
---|---|
Argent Blade | While you have Armor Charge, dealing damage with a Sword consumes an Armor Charge and grants "Argent Blade" for five seconds. Argent Blade grants a 10% stacking damage buff and increases your sword's energy recharge rate. |
Expanding Abyss | Void sources deal increased damage to weakened targets. |
Shieldcrush | While you have Woven Mail, Frost Armor, or a Void Overshield, your melee recharges faster and deals increased damage. While you have amplified or radiant, your grenade recharges faster and deals increased damage. |
Transference | Gain increased grenade and melee damage while transcendent. Weapon final blows while transcendent refund Light and Dark energy after Transcendence ends. |
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