Destiny 2: The Final Shape - Hunter's Journal Artifact Guide (2024)

Quick Links

  • 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

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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

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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

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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

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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.

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

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Counter Energy

When you or a member of your fireteam stuns a champion, you gain energy for your least-charged ability.

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

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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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Destiny 2: The Final Shape - Hunter's Journal Artifact Guide (2024)

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