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Destiny 2’s Shadowkeep launch patch comes with some massive changes to armor and weapons

Check out the patch notes for Bungie’s latest update

Destiny 2: Shadowkeep - a Guardian running through the Black Garden Bungie via Relentless-Hunter on Reddit
Ryan Gilliam (he/him) has worked at Polygon for nearly seven years. He primarily spends his time writing guides for massively popular games like Diablo 4 & Destiny 2.

Destiny 2: Shadowkeep and New Light is here. With the launch of a major expansion and a free-to-play offering, you would expect a pretty big patch from Bungie. With Year 3, the studio delivered. Destiny 2 players have quite a bit to read if they want to know everything that’s changed in their favorite game.

We’ve broken down some of the major points here, mainly focusing on new systems like Armor 2.0, or the removal of the Pinnacle Weapons system in favor of Ritual Weapons. If you’re looking for the full patch notes, keep scrolling past our summaries.

Armor 2.0 is here

Image of Armor 2.0’s Universal Ornaments Bungie via Polygon

One of the biggest changes in this patch is the Armor 2.0 system. Armor now comes with double the stats as before, including old stats from the original Destiny to increase the cooldown of your melee, grenade, and Super abilities.

The armor itself also functions very differently than before. You can now slot powerful mods into each armor piece. Each mod comes with an energy cost, and you can upgrade each armor piece to have a max of 10 power. Players can mix and match different types of mods to create their own builds through Armor 2.0.

Check out our report for a complete explanation on how it works.

Leveling up finally means something

Destiny 2 now has a seasonal battle pass. As you level up, you’ll earn different kinds of rewards — depending on if you’re a free or premium player. But that experience also counts toward the new Artifact system. As you level up, you’ll increase the level of your Artifact.

The Artifact offers two major benefits. The first is infinitely scaling power. This doesn’t affect your gear drops, but it allows you to gain an unlimited supply of power each season, meaning dedicated players can earn far above the 960 power cap. Levels also unlock new armor and weapon mods, unique to each season.

When the season ends, you’ll lose your bonus power and the seasonal mods. A new Artifact will appear with the new season for you to upgrade again.

The Eververse system revamped ... again

It wouldn’t be a new Destiny release without an update to the real-money Eververse store. When you level up, you won’t earn an engram filled with cosmetic only loot from Tess. Instead, you can buy from the Eververse inventory with the earnable Bright Dust currency, or the pay-to-earn Silver currency.

Earning Bright Dust is also much easier than it was before. Eververse items don’t dismantle into Bright Dust anymore, but you can earn it every week by completing bounties for Zavala, the Drifter, and Shaxx. You can also pull any and all your Eververse items out of your collection without spending Bright Dust.

No more Pinnacles, and reduced damage perks

Destiny 2: Shadowkeep image of Guardians protecting a plate Image: Bungie

Some of Destiny 2’s most unique weapons in Year 2 came with the Pinnacle Weapon system — powerful Legendary weapons with unique perks. That system is gone in Shadowkeep, replaced with the less powerful Ritual Weapon system.

You can still earn the old Pinnacles, but Bungie took the opportunity with Shadowkeep to reduce their effectiveness — as well as every major damage perk in the game. Some of the game’s most desirable damage perks (Rampage, Kill Clip, etc.) are now only as powerful as they were in PvP. The damage increase should still be noticeable, but certainly not what it was before.

Revamped Supers and abilities

A new patch means revamped abilities, but Shadowkeep returns an old fan favorite in Titan bubbles.

Bungie rebalanced all of the player buffs, and each new Super or role has a place now. Weaker Supers like Nightstalker’s multi-shot path now deals bonus damage and offers buffs to allies. And Titan’s bubble shield grants a weapon damage buff to allies, just like it did in the original Destiny.

Of course, many of these changes are to offset the damage alterations we mentioned above, and many additional ones you can find in the patch notes below. Destiny 2 is getting a lot harder this year, so you’ll need all the bonus abilities you can get.

Full list of Destiny 2: Shadowkeep launch patch notes

Here’s a complete list of Bungie’s changes with Shadowkeep and New Light:



Finisher System added. Press the finisher button to finish critically wounded combatants.

PvE Damage Numbers Display

Goal: To provide players with useful and legible feedback for damage dealt to enemy combatants across many years of Power progression.

Displayed damage numbers for damage dealt to non-Guardian enemy combatants are crunched

Damage dealt is displayed using fewer digits to enhance readability of damage output

Occurrences of displayed damage getting capped at 999,999 should be significantly reduced or eliminated

The exponential curve used to calculate damage numbers for display is replaced with a new linear curve that is built to last for many years

As players grow in Power, displayed damage numbers increase at a much more measured pace than previously

This is a UI update only; player damage output, whether measured as hits to kill, time to kill, or DPS, remains unchanged by this update

PvE Difficulty Tuning

Goals: Widen the sweet spot where fighting higher-level combatants provides a fun, challenging, and rewarding combat experience for a more enjoyable Power climb. Also, allow players looking for even greater challenges to confront much higher-level enemies.

Combatants that are 10–40 levels higher take less time to kill and deal less damage

Higher-level combatants continue to increase in difficulty up to 100 Power levels above the player

When enemies are 100 Power levels or higher above the player, they are immune to damage

Nameplate icons on higher-level combatants have been updated to reflect these changes

These changes affect only higher-level combatants; the at-level or over-level experience remains unchanged




Nightstalker Way of the Pathfinder (Bottom)

Goal: We want to lean into the fantasy of a speedy disruptor. Pathfinders need more tools to scout the battlefield and a skill based way to engage with that gameplay more often. We should reward this scouting and battlefield control gameplay, executed well, with more opportunities to do the same. At the same time shadow shot needed some quality of life improvements for long standing frustrations.

Vanish: Smoke bomb grants invisibility to allies

Gives 1 stack of Heart of the Pack (newly revamped) to all allies hit

Grants +34 to armor, recovery, and agility

Gives weapon reload speed and handling

Max 3 stacks

Increased invisibility duration from 7 > 8 seconds

Provision: Killing tethered enemies creates super orbs and increases agility, armor, and recovery for allies

New Perk (old perk benefits moved to be part of Mobius Quiver)

Damaging enemies with your grenades reduces the cooldown of your smoke bomb (6% per damage tick)

Making allies invis gives you grenade energy (17.5% per ally)

Moebius Quiver: Fire super multiple times and deals massive damage to tethered targets

Added the old Provision perk to naturally be part of Mobius Quiver

Killing tethered enemies creates super orbs and grants stacks of Heart of the Pack for allies

Expanded the range of Heart of the Pack from 20 > 30 meters.

Shadowshot Super (Top and Bottom path)

Damage increased from 150 > 250

One shot kill in PvP

Improved tether accuracy near obstacles

Suppress on hit is more consistent

Sentinel Code of the Protector (Top)

Goal: This path is the main support role for Titans and focuses heavily on melee kills while staying near allies. We want to focus more heavily on buffing allies so that players care about the timing of their buff usage. With a loop which allows players to get their melee energy back more quickly this will be a more engaging path to play. Additionally, Ward of Dawn is currently not up to snuff, and needs a buff that ties in to the fantasy of buffing allies.

Defensive Strike: Melee ability that creates an overshield for nearby allies

All kills while the overshield is active grant melee energy for the player with the shield (works for all allies you grant a shield to)

This is based upon enemy threat level from 5% (minors) to 25% (players and bosses)

Rallying Force: Melee kills heal nearby allies

Heal buffed from 10 health and 10 shields to 10 health and 20 shields (50% increase)

Ward of Dawn: Alternate super that creates a shield bubble

Increase ward health versus supers

Most supers will require the whole thing to be dumped on the ward to destroy it but will (usually) not kill the players inside

Ward grants weapons of light buff when passing through it (35% weapon damage for 15 seconds)

Grants an additional super orb (3)

Auto-generated orbs now grant the same amount of super energy as regular super orbs (previously the orbs gave less super energy on par with masterwork orbs)

Sentinel Code of the Aggressor (Bottom)

Shield Bash: Shoulder charge that disorients nearby enemies

Now suppresses the target hit and any enemy within 2 meters (have to be basically right next to them)

Voidwalker Attunement of Hunger (Bottom)

Vortex: Nova Bomb leaves behind a damaging AoE pool

Initial explosion damage increased 15%

Lingering damage increased 15%

Dawnblade Attunement of Grace

Well of Radiance: Alternate super that creates a healing/buffing field for allies

Grants an additional super orb (3)

Auto-generated orbs now grant the same amount of super energy as regular super orbs (previously the orbs gave less super energy on par with masterwork orbs)


Nightstalker Way of the Trapper (Top)

Shadowshot: Fires an arrow that damages enemies and debuffs enemies nearby

Damage sharing for the Nightstalker player specifically reduced from 100% to 50%

Now all allied players have 50% damage sharing on tether

Nightstalker Way of the Wraith (Middle)

Flawless Execution: Headshot kills while crouched grant invisibility and truesight

Truesight now lasts 3 seconds (down from 9)

Shattering Strike: After performing a Flawless Execution, your melee attacks have a longer lunge range and weaken enemies

Advanced warning: When we made the change to Flawless Execution this also unintentionally nerfed this ability to only last 3 seconds (it was directly tied to the truesight). We have prepared a fix for the 4.6.1 patch to restore the weaken and lunge range increase to last the entire 9 seconds regardless of truesight and invisibility status.

Instant Reloading

Goal: In the beginning, Lunafactions and Rally Barricade did exist, but they were clunky to use. They still had dramatic impact on gameplay even in that state, but eventually we decided to make their effects easier to handle. The problems they introduced always existed in the game, but over time these have become magnified due to new abilities, perks, and weapons introduced into the Destiny 2 sandbox. The impact of something that takes all reloading out of the equation means that other perks or effects like the Hunter’s Marksman Dodge or the Sealed Ahamkara’s Grasps can simply fall to the wayside – Even swords take a hit in comparison, being one of the few weapons that naturally never needs to reload.

Reloading is one of those mechanics that are simple, but have wide ranging consequences. Because the effect on gameplay of removing reloading is inversely proportional to the size of your weapon’s magazine and how slow your general reload animations are, weapons like Rocket Launchers and Shotguns can benefit greatly compared to other weapons. This, alongside the increase in general access to damage bonus effects like Well of Radiance left us with the decision to remove this effect from these two sources, as they were causing things to quickly snowball out of control.

Titan Rally Barricade

This ability now provides a large increase to reload speed for the duration of the effect

This ability no longer automatically reloads your weapons from reserves

Warlock Rift/Well of Radiance

Lunafaction Boots now provides a large increase to reload speed for the duration of Well of Radiance

This exotic no longer automatically reloads your weapons from reserves

Super Energy Regeneration

Goal: These changes will reduce the speed with which players are able to earn their super which supports difficulty and reduces the current ability to trivialize certain content through excessively chaining supers. Systemically, we want to reduce base sources of supers on a large macro scale without diminishing the feeling that your actions are gaining you a worthwhile energy boost. By reducing the speed at which you gain super we can make mods and perks feel more worthwhile. We still want it to feel like you can make meaningful progress not only through normal play but by augmenting super energy through teamwork, class choices, gear, and skillful play.

New Energy Granted by Super Orbs:

Super Orb: 7.143% (50% reduction)

Masterwork Orb: 2.5% (50% reduction)

Kills: (25% reduction)

Minor: 0.6%

Elite: 0.96%

Mini-boss: 1.8%

Boss: 3%

Player: 3%

Assists: (25% reduction)

Minor: 0.3%

Elite: 0.48%

Mini-boss: 0.9%

Boss: 1.5%

Player: 1.5%

Damage Multipliers

Goal: At Destiny 2 launch, damage buffs were fairly sparse – There was Empowering Rift for a small increase, and you could combine it with a weakening effect such as Hammer Strike, but very little else. As time has gone on, we introduced Well of Radiance, Weapons of Light, Guiding Flame, Frontal Assault, etc, and combining these effects has resulted in player damage output far beyond what was previously available. Even with just a small amount of them, a player can go from 1x damage to 3x and beyond, causing there to be an extremely large gap between standard player output and theoretical output.

By preventing the larger effects from stacking, we are able to keep each of them around without having to do something in response like raise boss health to compensate for these tactics, as well as create more of them. As an example, Lumina would not have been created in world where the damage bonus effect of Noble Rounds stacked with other damage effects, and these changes are simply an extension along those same lines.

While the weakening effects never stacked, we also took a look at them and adjusted their values as many of our more powerful units would simply evaporate when touched by one of them, but we compensated for that in other ways, such as either extending the duration of the effect or in the case of Shadowshot, making it affect power weapons.

Player Damage Buffs

Player Bonuses

Bonus damage effects that apply to all of a player’s weapons simultaneously no longer stack multiplicatively. The highest applicable bonus will be used instead

This does not affect single weapon buffs such as Rampage, Kill Clip, or exotic weapons that increase their own damage. These will still stack multiplicatively.

Buffs that provide bonus damage will still exist simultaneously on the player, so in the event that the one with the highest multiplier wears off the next highest will be used instead.

This change affects the following weapons/abilities (Empowering Rift, Frontal Assault, Guiding Flame, Sun Warrior, Inertia Override, Well of Radiance, Lumina/Noble Rounds, Weapons of Light)

Notable exceptions: Vengeance (One Eyed Mask)

Frontal Assault

Bonus damage is now +20% (Previously +25%)

Sun Warrior

Bonus damage is now +20% (Previously +25%)

Well of Radiance

Bonus damage is now +25% (Previously +35%)

Weapons of Light

Bonus damage is now +35% (Previously +25%)

Enemy Debuffs (Weakened)


Incoming PvE damage is now +30% (Previously +35%)

Incoming PvP damage is now +50% (Previously +55%)

This effect no longer excludes power weapons

Tractor Cannon (Repulsor Force)

Incoming PvE damage is now +30% for all elements (Previously +33%/50% for Non-Void/Void damage respectively)

Incoming PvP damage is now +50% for all elements (Previously +33%/50% for Non-Void/Void damage respectively)

Hammer Strike

Incoming PvE damage is now +30% (Previously +50%)

Duration increased from 6 to 10 seconds in PvE

Shattering Strike

Incoming PvE damage is now +30% (Previously +50%)

Duration increased from 6 to 10 seconds in PvE

Reduced Super Damage Resistance

Goal: Since the launch of Destiny 2 we have slowly introduced buffs to supers, especially roaming supers. While we believe supers should be powerful they should not be mindless. We want supers to be more risky in both PvE and PvP. We want players to think about positioning and timing more. Not so long ago we experimented with Spectral Blades by lowering the damage resistance substantially. These changes were generally well received and improved the experience of the super for both the person running it and the person who was running from it. In PvE players shouldn’t feel like their super makes them invulnerable and casting one should call for situational strategic thinking. In PvP players need to feel like they can challenge a super and that with skillful play there’s a chance they can beat it.

Super Damage Resistance removed from masterwork armor

Inherent Super Damage Resistance lowered by category (see below)

Low- 54% → 49%

Nova Warp

Thunder Crash

Blade Barrage

Nova Bomb

Well of Radiance

Medium - 56% → 51%

Hammer of Sol


High - 60% → 53%

Fist of Havok

Burning Maul

Sentinel Shield

Arc Staff

Arc Lightning


Other (unchanged)

Spectral Blades - 52% / 54.4%

Golden Gun - 0%

Chaos Reach - 40%


Fixed an issue where abilities that dealt lingering damage were dealing higher damage than intended at higher framerates

This includes abilities such as Nova Bomb, Vortex Grenades, Solar Grenades, Smoke Bombs, Fan of Knives, and Sun Spots

Fixed an issue where the Hunter’s Tempest Strike melee ability couldn’t be performed if the Sprint button/key was set to Hold

Fixed an issue where the increased sustain damage perk of the Stormtrance super would break if a player swapped their sub-class to Chaos Reach and then back to Stormtrance within an activity

Fixed an issue where the Liar’s Handshake perk Cross Counter was intermittently failing to activate and trigger healing

Sealed Ahamkara Grasps perk Nightmare Fuel will now correctly reload weapons when used in tandem with Knife Trick and the Tractor Cannon

A Titan’s Burning Maul line attack will no longer be blocked and detonate early if they have Telesto projectiles attached to them

Borealis and Hardlight now match the Prism modifier when changing elements on reload, rotating through Void > Arc > Solar

The Hunter’s Combination Blow ability buff will now correctly be removed when switching sub-classes while the buff is active

The Phoenix Protocol Hearth perk will no longer award bonus super energy on kills and assists to Warlocks inside a Well of Radiance who do not also have the Well of Radiance (Attunement of Grace) sub-class equipped

The Enhanced Momentum Transfer perk now displays the correct icon

The Mad Warden will no longer get frozen in time when destroyed by a Hunter’s Golden Gun

Fixed an issue where Warlocks couldn’t perform their Well of Radiance super during the reload animation for breach loaded Grenade Launchers

If interrupted, the reload animation will complete after the super is cast

Fixed an issue where allied Golden Gun projectiles weren’t going through Banner Shields

Fixed an issue where the Queen’s Wrath perk for the exotic Wish-Ender bow wasn’t correctly highlighting players if their shield was depleted

The Warlock’s Arc subclass ability ‘Pulsewave’ buff will no longer clear the Quickdraw perk bonus granted from a weapon upon its expiration

The Warlock’s ‘Alchemical Etchings’ perk buffs from Lunafaction Boots will now correctly be removed if/when their Well of Radiance is destroyed

Khepri’s Sting will no longer consume the owner’s melee ability energy charge when hit by a friendly Hunter’s smoke bomb


Weapon mods are now treated as reusable unlocks instead of consumables. Any mods you have in your inventory will be converted to unlocks

This gives players the opportunity to play with different mods more frequently

If the only copy of a mod you have is already in a gun, you will need to reacquire one to unlock it

Minor enemies (Rank-and-File) no longer take more precision damage than other enemies

These enemies previously took twice as much damage to their precision hit locations than enemies of higher ranks

You will still deal precision damage, but this is now entirely dependent on the weapon, as it is for higher ranked enemies

The amount of time allowed between kills to generate a masterwork orb has been reworked per archetype:

2.5 seconds for shotguns, hand cannons, scout rifles, machine guns, and pulse rifles

3 seconds for auto rifles and trace rifles

4 seconds for bows, fusion rifles, rocket launchers, and grenade launchers

5 seconds for sniper rifles, linear fusion rifles, sidearms, submachine guns, and swords

Auto Rifles

PvE damage increased between +30% and +25% depending on combatant rank


PvE damage increased by +31% against minor enemies, and +26% against major enemies

Fixed an issue where bow draw times were displayed incorrectly in the inspection screen

Hand Cannons

PvE damage against minor enemies increased by 30%

Lightweight and Adaptive hand cannons use a new firing animation while aiming down sights

This change was made to increase weapon accuracy when firing these weapons as fast as possible

Ex: Currently, players can shoot faster than the recoil animation of 140/150 archetypes – so while the Hand Cannon looks to have fully reset from recoil, the following projectile will be shot as if the weapon was still in a recoiled state

Reduced the effect the range stat has on damage range falloff (effective range) for this weapon archetype

Machine Guns

PvE damage against minor enemies increased by 25%

Increased the effects of damage range falloff on this weapon archetype

Pulse Rifles

PvE damage against minor enemies increased by 28%

Increased the effects of damage range falloff on this weapon archetype

Archetype specific damage changes (impacts both PvE and PvP gameplay)

Rapid-Fire Pulse Rifles now deal 14/23.8 base/precision damage (Previously 13/21.4)

High Impact Pulse Rifles now deal 21/33.6 base/precision damage (Previously 20/32)

Scout Rifles

PvE damage increased between +36% and +18% depending on combatant rank


PvE damage increased to minor and major combatants by 16%

Sniper Rifles

PvE damage increased by +47% against minor enemies, +20% for others

Exotic sniper rifle perk damage bonuses have been modified to compensate for this change and they will not receive the full benefits as a result

Submachine guns

PvE damage increased by 22.5% against minor/major combatants

Aggressive Frame

Removed the intrinsic effect of “Deals bonus damage at close range.”

This bonus was 10%, but was unintentionally always active

The bonus damage has been moved to the base damage for 750 RPM Submachineguns, resulting in no damage change

As a result, Tarrabah and The Huckleberry gain 10% damage in both PvE and PvP


Sweet Business

Increased magazine size from 100 to 150.

Increased PvE damage by 15%.

High Caliber rounds have been replaced with Armor Piercing rounds.

Damage changed to 15/21.2 base/precision (Previously 13.21/21.14)

This weapon no longer requires you to be firing when you pick up ammo to have it automatically reload.

Graviton Lance

PvE damage increased by 30%


Increased magazine size to 12

Vigilance Wing

PvE damage increased by 25%


Damage changed to 19/30.5 base/precision (Previously 13.76/24.75)

Fixed an issue that was causing this weapon to deal higher flinch than intended


Fixed the missing aim assist stat for this weapon

Ace of Spades

Memento Mori’s damage bonus is now affected by range falloff


Noble Rounds should apply their buff to allies more reliably now

The Colony

”Serve the Colony” now functions as Auto Loading Holster does



Reduced the impact of this perk on total reserves

Ricochet Rounds

Removed the hidden bonus to damage falloff


Perk now activates when getting a kill with Ball Lightning

Grave Robber

Perk now activates when getting a kill with ranged melee abilities (ie: Ball Lightning, Explosive Knife)

One-Two Punch

Reduced the effectiveness of stacking One-Two Punch and Cross Counter (Liar’s Handshake)

Ex: Players won’t be able to defeat Riven in less than three seconds after Shadowkeep launches using the combo of One-Two Punch and Liar’s Handshake, but we know many of you will try other builds… and potentially even succeed.

Weapon General Fixes

Fixed an issue where AI combatants in Gambit based activities were using PvP values instead of PvE values

Fixed an issue on Jade Rabbit where parts of the ornament were appearing on the original weapon art

Fixed an issue where masterworked weapons would sometimes spawn a large amount of orbs off a single kill

Fixed an issue where killing Vex Harpies with precision damage from Outbreak Perfected wasn’t spawning Nanites as expected

Added missing Thunderlord Killfeed and Obituary icons

Infusing Thunderlord now correctly requires a destination material (EDZ Dusklight Shards)



Triumphs can now be broken into steps with each step granting Triumph score

Some Triumphs have been extended with additional steps that grant additional Triumph Score

Some Triumphs have had their existing requirements broken into steps and the original Triumph Score has been split between those steps


Each season there will a new pursuit, the seasonal artifact

For Season of the Undying it is The Gate Lords Eye

At the end of the season the artifact will go away, and be replaced by a new artifact

The seasonal artifact has two progressions:

Artifact Power:

Gain an uncapped bonus to your power by earning XP. Each point of power takes more XP to earn than the last

Artifact Mods

Earn up to 12 points by gaining XP

Spend points to unlock seasonal mods for Armor 2.0


Character Stats

Discipline, Intellect, and Strength stats return from the original Destiny game

Your Discipline determines your grenade recharge rate

Your Intellect determines you super recharge rate

Your Strength determines your melee ability recharge rate

All stats now go from 0 to 100

For Discipline, Intellect, and Strength, a stat of 30 is the equivalent recharge rate to the pre-Shadowkeep recharge rate with no mods affecting that recharge rate applied

A stat of 100 is the equivalent of having 5 of the appropriate recharge rate-affecting mod applied

Each piece of armor now provides you with contributions to each of your six stats

Armor that drops in the world, from engrams, and activity rewards have randomized stats

Armor 2.0

All exotic and legendary armor will drop to use the new armor system

Armor 2.0 versions of exotic armor pieces can be pulled from your Collection provided you have collected that exotic

All Armor 2.0 armor pieces have an energy type (Arc, Solar, Void) and an energy capacity

Energy capacity can be upgraded by spending currencies and materials, to a maximum of 10

Armor with 10 energy is considered to be masterworked and provides a +2 bonus to all six character stats

All armor mods have an energy cost and an energy type (Arc, Solar, Void, or Any)

Arc, Solar, and Void mods can only be socketed into armor of the matching energy type; mods with an Any energy cost can be socketed into any armor

Each piece of armor comes with multiple armor mod sockets, into which your mods can be applied

A socketed armor mod occupies an amount of the armor’s energy capacity equal to the mod’s energy cost; you must have enough armor energy available to be able to socket a mod

Armor mods are no longer consumable, and are instead unlocked and resuable across all applicable armor pieces once acquired

Armor mods can be acquired from gunsmith packages, direct purchase from the gunsmith, world engrams, and pinnacle activity engrams

Armor 2.0 mods and pre-Armor 2.0 armor perks do not stack


Fully masterworked armor no longer provide bonus damage reduction when using your super



Actium War Rig

Now works with heavy machine guns


Lunafaction Boots

Removed the effect of automatically reloading allies’ weapons while they occupy your rift

This exotic armor piece now grants a reload speed bonus for allies occupying your rifts



Masterworking Armor costs and levels have been updated to include two new materials: Enhancement Prisms and Ascendant Shards

Both these materials can be obtained via the following sources:

Nightfall: The Ordeal rewards

Purchased from the Gunsmith for a rotating variety of currency and resources

Other special reward sources such as the Season Pass

Enhancement Prisms and Ascendant Shards are capped at 50 and 10 respectively to limit hoarding, and to keep players unfamiliar with this system from sinking all their resources into a single item


Infusion between two items of any rarity now requires only a single material to complete: Upgrade Modules

Upgrade Modules can be obtained via the following sources:

Each of the Gunsmith Weekly Bounties award one Upgrade Module per week

Purchased from the Gunsmith for a rotating variety of currency and resources

Season of Undying free track Season Pass rank rewards

Upgrade Modules are capped at 25 to limit hoarding, and to keep players unfamiliar with this system from sinking all their resources into a single item

Discarding an Enhancement Core no longer deletes the entire stack


Bright Dust is now earned by completing Crucible, Gambit, and Vanguard weekly and repeatable bounties

We chose to grant all of Bright Dust from ritual weekly bounties rather than spreading it out across the weekly and daily bounties so players could more easily earn Bright Dust without having to make sure they complete every single daily

Players will be able to do the repeatable bounties as many times as they like

Any Crucible, Gambit, or Vanguard completed bounties need to be turned in before maintenance begins on 9/30 as these changes will reset them; other bounties—Gunsmith, clan, Eververse, etc.—can still be claimed after Oct 1

Eververse items no longer dismantle into Bright Dust, and instead grant legendary shards and glimmer

New Eververse items for Season of the Undying will become available for Bright Dust two weeks into the Season

Eververse items no longer require Bright Dust to reacquire them(or re-roll perks) from Collections; instead, they cost the same materials that reward items of the same type/rarity use

Fireteam Medallions have been removed from the store, deprecated into Fizzled Fireteam Medallions, and can now be dismantled into Bright Dust to recover their purchase price (50 Bright Dust)

Gleaming Boon of the Vanguard price has been lowered to 150 Bright Dust

Gleaming Boon of the Crucible price has been lowered to 500 Bright Dust


The Season 7 Best of Year One Engram has been retired, and in its place, players can now obtain the new Season 8 Nostalgic Engram

The Seasonal Milestone no longer grants a bounty; instead, it directly grants a Bright Engram

The Season 8 Nostalgic Engram is no longer earned at level up

Instead, the Bright Engram is now included in the free rewards of the Season Pass that are visible before level 100; it’s also awarded every 5 levels after level 100

The Eververse storefront is now available via the Director

Eververse bounties (standard and IGR versions) have been deprecated; any remaining bounty notes can be broken down into Bright Dust

You can still complete and turn in any outstanding Eververse bounties until they expire


Players can now store up to 250,000 Glimmer

Glimmer rewards from the majority of sources in the game have been rebalanced

Most open world sources (public events, Lost Sectors, chests) have been significantly increased

Passive Glimmer gain on kill has been reduced

In addition to directly awarding Glimmer on kill, combatants will sometimes drop additional Glimmer chunks

Weekly bounties award a large amount of Glimmer in addition to their other rewards


The Spider welcomes new opportunities with four arms open and now deals in materials from all planets

However, the Spider has noted changes in market value, and has adjusted his exchange rates accordingly:

Glimmer exchange now costs 10 Legendary Shards or 20 materials, and yields 10,000 Glimmer

Tangled Shore daily bounties no longer award Glimmer, providing instead Etheric Spirals (in keeping with his competition)

Weekly wanted bounties no longer award gear, but now provide between 3,000 and 15,000 Glimmer in addition to the Enhancement Cores currently offered


Xûr’s inventory pool and Fated Engram now include world-drop Exotics from Year 2


Select armor sets now function as Universal Ornaments. Once unlocked, these ornaments can be used to change the appearance of any Legendary Armor 2.0 item. Note armor items that correspond to converted Universal Ornaments have not been removed from player inventories; already owned armor items still exist in their current state.

All previously purchased Eververse armor pieces will unlock a corresponding Universal Ornament of the same appearance and slot on all Armor 2.0 items

Past Eververse sets have been converted to Universal Ornaments, and will be available in Silver bundles via the Eververse archive

Pricing for these bundles will be reduced for each piece in the bundled set already owned on the account

Seasons 1 and 3 sets will be available when Shadowkeep launches - additional seasonal sets will be added at later dates


Weekly bounties now award an Upgrade Module instead of an Enhancement Core

Banshee-44’s mod inventory has been refreshed

Banshee-44 is now selling Upgrade Modules for infusion, as well as Enhancement Prisms and Ascendant Shards for armor Masterworking

Players who obtained a Legendary set of Solstice armor in Season of Opulence will find a bundle available on Banshee containing an Armor 2.0 version of the set

You must be logged in on the relevant class to see its bundle on Banshee (if you obtained that class’s Legendary Solstice set)


All non-powerful rewards now drop 3 to 0 points below your highest equippable Power level, up from 15 to 20 below

Year 2 powerful reward sources have changed to Legendary rewards

These sources no longer have a chance to drop a random Exotic instead of the Legendary gear

Bonus Exotics that drop from Nightfall: The Ordeal will drop at the character’s highest equippable Power level

Under- and over-leveling activities no longer adjust how much Power is received from the rewards

Experience no longer fuels a player’s character level, which has been changed to be level 50 for all characters

Experience instead progresses the Season Pass, Seasonal Artifact mod, and Power progressions, as well as the unlocking of destinations for new characters

Experience rewards have been rebalanced with the introduction of the Season Pass and Seasonal Artifact progressions

The Power granted from the Seasonal Artifact is additive with the Power of the player’s equippable gear, but does not increase the Power of gear drops

All existing gear has had its Power increased to a minimum of 750; new characters will begin Destiny 2 at Power 750 as well

The Power bands for Season 8 are as follows

Floor: 750

Soft Cap: 900

All drops up to this point will be upgrades to the most powerful item in your inventory or vault

Beyond this point, only powerful and pinnacle rewards will increase a player’s Power

Powerful Cap: 950

All non-powerful/pinnacle rewards are capped at 950

Pinnacle rewards are the only way to raise Power above this point

Powerful rewards are equivalent to the character’s highest-equippable Power beyond this point

Pinnacle Cap: 960

This is the highest Power at which gear drops; also known as the “hard cap”

The Seasonal Artifact bonus Power allows characters to attain values above this level

Prime Engrams

Prime Engrams now gain charges more quickly, drop more frequently, and have a higher maximum charge cap (nine charges, up from six during Year 2)

The Power gains have been rebalanced for the increased frequency, providing +3 Power, down from a range of +4 to +7

Players who have completed the “Prime Example” quest prior to Shadowkeep’s release will earn charges, but those charges won’t drop until the character has reached 900 Power

This will help players avoid spending charges early for gains that are most beneficial during the Soft Cap to Powerful Cap range


Reworked Tower bounty pools, and added a new ‘Repeatable Daily Bounty’ which can be purchased by players for a significant amount of glimmer as many times as they like



Added new activity on the Vanguard screen - Nightfall: The Ordeal

Renamed Nightfall to Weekly Nightfall and adjusted base power level to 820

Added Rally Banner consumables to Hawthorne’s inventory

Updated Nightfall scheduling to reduce long streaks without certain Strikes or duplicate Strikes.



Playlists Removed:



Playlists Added:

Control 6v6

6v6 Rotator

4v4 Rotator

Survival 3v3

Survival 3v3 Freelancer (solo queue)

Crucible Labs: Elimination 3v3

Classic Mix 6v6 (connection-based matchmaking)



Dead Cliffs



Legion’s Gulch


Widow’s Court

Twilight Gap



Players cannot lose Glory ranks below Fabled I

Losing a match reduces Glory streak by 2 instead of resetting

Losing a match reduces Valor or Infamy streak by 1 instead of resetting

Glory adjusts more quickly to match player skill


Skill-matching algorithm adjusted to allow for greater variance of matches


Power Ammo crates are now shared in all 6v6 modes

Added physics to the Pacifica Crucible map to prevent players from being able to navigate into an unfairly advantageous position in the environment


Moved Nightfall challenges from Weekly Nightfall activity to Nightfall: The Ordeal, and retuned completions

Removed Daily Heroic Story Mission, Strike, Gambit, and Crucible challenges

Removed Ikora Weekly Bounty Completion challenge

Removed Petra’s weekly challenge

Added Weekly Bounty Completion challenges to Shaxx, Banshee, Zavala, and Drifter


Added rally banners to Leviathan, Eater of Worlds, and Spire of Stars

“The Shattered Throne” Dungeon is now available at all times instead of on a three-week cycle

It can also be launched and reset from the Director


Black Armory forges are now accessible through a director launched playlist on EDZ



The Power level of all players’ current gear will be set to 750 at launch. All new characters will start at Power 750

Black Armory Forges, Gambit, Gambit Prime, the Reckoning, and the Menagerie are available for all players

Leviathan raid lairs Eater of Worlds and Spire of Stars are available for all players

All players can enter Free Roam on all destinations, including the Moon (once the destination has been unlocked)

Many previously quests can now be picked up on various vendors


New characters are no longer required to play through Red War, Curse of Osiris or Warmind (a.k.a. Classic) campaigns before accessing various activities and quests

New characters can acquire the classic campaign pursuits from Amanda Holliday

If the player acquires a campaign pursuit for a mission on a planet they have not yet unlocked by earning XP, that planet will become unlocked

For example, if the player has only unlocked the EDZ and Titan, and then they acquire the Curse of Osiris campaign pursuit, the Mercury destination will become unlocked

New characters have immediate access to all playlist activities (but they still might not meet the Power requirements for higher tiers of Player Elected Difficulty, or they might need a special item like a Mote Synthesizer to play the Reckoning)

New character will be granted the New Light main quest. This quest will lead them through most ritual activities, Year 1 seasonal content, and Year 1 destinations

For new characters, Zavala, Shaxx, and Drifter will initially have simplified inventories. Players must complete a short intro quest for Strikes, Crucible, and Gambit to unlock the full inventory of bounties and pursuits on these vendors



The Black Armory area of the Tower Annex is now accessible to all players

Simplified the Black Armory intro quest

Removed the quests needed to Unlock the Izanami and Gofannon forges


Le Monarque and Jotunn are now first unlocked via pursuits found on Ada-1

The quest for Izanagi’s Burden can now also be acquired from Ada-1


Introducing the Forge Rotator

Found on the EDZ Director Screen

Launch directly into a forge by selecting the node

Which Forge is playable rotates daily

Forges are no longer launched from EDZ or Nessus


Weapon frames no longer require specific forges in order to be completed


Escalation Protocol access is no longer gated on any campaign completion requirements


Fixed an issue where the “Cross Save Enabled” messaging was displayed for players who did not have Cross Save enabled.

Players can now use the Right-Stick and/or Mouse Wheel to scroll up and down on the Lore Tab without having the cursor focused on the scroll bar

Removed the Seasons Node on the Director (all seasonal information can be seen via the Seasons tab)

Added Key Mapping options for the Store, Quests and Seasons tabs

Added a small “You are here” indicator around a destination node (and a string in the tooltip) when the player is in that destination

The character level on the character nameplate has been replaced with the character’s Class Icon

Fallen Spider Tanks are no longer utilizing stealth technology on their front mini-guns

Players who’ve obtained the Salute emote in the past can now correctly select it in their collection and assign it to their Emote wheel

The EDZ Region Chest Triumph now has a requirement of 20 chests for completion

Activating the Fist Bump and Handshake multiplayer emotes will now correctly announce to the Battlefeed

Removed a duplicate “Iron Truage Suit” armor set entry found in Hunter Collections

Runefinder buff will now only award Runes to the player with the buff and not have a chance to grant Runes for other fireteam members


Apply actions will work on the first attempt

Huginn will no longer sell Tinctures to players who have full inventories (no free space)

Fixed an issue where some items would not appear in the loot stream if multiple items were awarded at the same time

Multiplayer (Buddy) emotes will now have a visible indication of where a player can stand to be able to interact and initiate the emote

Players who complete Gambit Prime Civic Duty bounties (which don’t require playing Gambit) will now correctly retain their Infamy points when returning to Orbit from destinations/activities

The last shipments of the Vestian Dynasty sidearm have been recalled from all sources and vendors and sent to Spider for disposal

The Queen of Hearts exotic ship now dismantles in 4 seconds, like other exotics, and now correctly uses the exotic acquired SFX

Fixed an issue where Gambit Prime envoys didn’t count towards the Envoy While It Lasts bount

Failing the first encounter for any Black Armory Forge will no longer award planetary destination materials

Fixed an issue where players would lose rewards if they claimed a bounty in private matches

The timer for Timed Activities (such as the Heroic Whisper of the Worm mission) will now activate after 5 minutes if at least one player has loaded into the activity

Fixed an issue where the “Bank This!” Gambit medal was not being correctly awarded when Invaders killed opposing Guardians holding motes near their Bank, which was preventing the associated “Bank This!” Triumph from progressing