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Name
Rarity
Energy
Type
Rating
Embers of Light
S9 – SEASON OF DAWN
While a Solar Super is equipped, weapon final blows grant class ability energy. Defeating targets with your weapon while stan...
Fury Conductors
S1 – THE RED WAR
Melee hits grant Armor Charge, and you take less melee damage from combatants while you have Armor Charge. Taking melee damag...
Fusion Harness
S1 – THE RED WAR
Fusion Grenades have an additional charge and recharge from empowered weapon damage, with empowered weapon final blows granti...
Hawkeye Hack
S1 – THE RED WAR
Precision final blows reduce the cooldown of your Super. Modifies Golden Gun to fire a single, high-damage shot. Targets defe...
Helium Spirals
S1 – THE RED WAR
Increases the duration of Solar Grenades. Solar melee kills grant unlimited Solar Grenade energy for a brief time.
Horns of Doom
S1 – THE RED WAR
Defeating targets with Void damage has a chance to grant an escalating bonus to damage with Void weapons. Defeating targets w...
Hydraulic Boosters
S1 – THE RED WAR
Increases slide distance and improves High Jump, Strafe Jump, and Triple Jump. Take less damage from targets when airborne.
Illegally Modded Holster
S1 – THE RED WAR
Improves sprint, slide, and airborne effectiveness while a Hand Cannon is equipped. For a short time after being drawn, Hand ...
Insatiable
S3 – WARMIND
Immediately regenerate health, melee, grenade, and Rift energy for you and your nearby allies upon activating your Super. Aft...
Jump Jets
S1 – THE RED WAR
Increases hip-fire range and accuracy for Primary ammo weapons. Grants additional aerial maneuverability and enables airborne...
Linear Actuators
S1 – THE RED WAR
Increases sprint speed. Sprinting builds up a static charge. After melee-attacking a combatant, that charge will chain damage...
Mecha Holster
S1 – THE RED WAR
While wielding a Submachine Gun, handling, airborne effectiveness, and movement are all improved, and damage against combatan...
Misdirection
S2 – CURSE OF OSIRIS
Dodging disorients nearby enemies and temporarily removes their radar.
Mobius Conduit
S10 – SEASON OF THE WORTHY
Activating Gathering Storm calls down lightning on all nearby targets, jolting them while also amplifying allies. Defeating A...
Move to Survive
S7 – SEASON OF OPULENCE
With Blink equipped, use [Air Dodge] while airborne to perform a Dark Blink.
Using Blink or Dark Blink grants Volatile Roun...
New Tricks
S2 – CURSE OF OSIRIS
Gain an additional Skip Grenade charge. Skip Grenade damage grants Bolt Chargeand gaining Bolt Charge grants Skip Grenade ene...
Nightmare Fuel
S3 – WARMIND
Powered melee and finisher final blows grant Nightmare Fuel, increasing handling and airborne effectiveness. While active, fr...
Overflowing Light
S4 – FORSAKEN / SEASON OF THE OUTLAW
Using an ability (grenade, melee, or Barricade) empowers the other two abilities. Empowered means abilities have faster regen...
Parting Gift
S9 – SEASON OF DAWN
Dodging leaves behind an explosive that detonates after a short delay, damaging targets around it and creating a secondary ef...
Peregrine Strike
S7 – SEASON OF OPULENCE
All shoulder charge abilities (Seismic Strike, Hammer Strike, or Shield Bash) deal bonus damage when activated in the air. Da...
Planetary Torrent
S2 – CURSE OF OSIRIS
Rifts periodically release Arc shockwaves. Final blows with these shockwaves create an Arc explosion. While an Arc Super is e...
Probability Matrix
S1 – THE RED WAR
Arcbolt Grenades have increased chaining capabilities and jolt targets hit. Damaging combatants with jolt or applying jolt to...
Rapid Cooldown
S3 – WARMIND
Increases grenade, melee, and dodge regeneration while sprinting.
Gain stacks of Frost Armor while sprinting. When you have ...
Reflective Vents
S4 – FORSAKEN / SEASON OF THE OUTLAW
While sliding with full class ability energy, you gain a frontal shield that reflects incoming damage. After reflecting damag...
Relentless Tracker
S1 – THE RED WAR
Damaging a powerful combatant or Guardian with an ability temporarily increases weapon damage of the same type. Defeating tha...
Resolute
S3 – WARMIND
[Arc]Arc final blows grant an escalating damage bonus with Arc weapons. While using Fist of Havoc, activating your Super gran...
Roving Assassin
S4 – FORSAKEN / SEASON OF THE OUTLAW
Each Spectral Blades hit or final blow you make before becoming invisible will restore more of your Super energy.
Exiting in...
Scissor Fingers
S3 – WARMIND
Gain a second knife per charge. Getting a final blow with a throwing knife grants consecutive knives a temporary stacking dam...
Seriously, Watch Out
S2 – CURSE OF OSIRIS
While your Juggernaut shield is active, you slowly gain Bolt Charge stacks over time and increased weapon ready speed. Sprint...
Sharp Edges
S4 – FORSAKEN / SEASON OF THE OUTLAW
Throwing Knife final blows decrease the cooldown of your Super. Hitting a single target with most Blade Barrage knives in a v...
Solar Rampart
S2 – CURSE OF OSIRIS
Solar final blows recharge your Barricade. While you have a Solar Super equipped, casting your Barricade unleashes waves of S...
Spheromatik Trigger
S9 – SEASON OF DAWN
Powered melee final blows unleash a damaging explosion. Finishers and final blows against more powerful targets increase the ...
Spirit of Competition
S10 – SEASON OF THE WORTHY
During Guardian Games 2020, completing Crucible matches, Gambit matches, Vanguard strikes, patrols, adventures, and forges gr...
Spring-Loaded Mounting
S1 – THE RED WAR
Increases Sidearm airborne effectiveness, ready speed, and reload speed. While you're critically wounded, swapping to a Sidea...
Starless Night
S2 – CURSE OF OSIRIS
Weapons of Light persists after exiting Ward of Dawn. While Weapons of Light is active, final blows or sustained damage grant...
Strange Protractor
S1 – THE RED WAR
Sprint speed increased. After a short time sprinting, your currently equipped weapon is automatically reloaded.
Sunfire Furnace
S1 – THE RED WAR
While your Solar Super is charged, ability final blows cure you and give stacks of Sunfire Furnace.
While Sunfire Furnace is...
Survival Well
S1 – THE RED WAR
Generates an additional Orb of Power from Supers. Generating a Barricade, or dealing sustained damage or defeating targets fr...
Synapse Junctions
S1 – THE RED WAR
Quick successive attacks with Arc Staff increase its damage output, duration and jolt targets hit.
Tesseract
S3 – WARMIND
[Heavy Attack] : Use while sprinting with full energy to launch a heavy blink attack. Defeating a target with this attack al...
The Fourth Magic
S3 – WARMIND
Weapon final blows with a damage type matching your grenade grant Death Throes, which provide a grenade damage bonus and gran...
The Whispers
S3 – WARMIND
Gain an additional melee charge. Powered melee final blows spawn an Orb of Power.
Tome of Dawn
S1 – THE RED WAR
While you have a [Solar]Solar Super equipped, aiming weapons while you're midair suspends you there for a short time. While t...
Touch of Venom
S7 – SEASON OF OPULENCE
Defeating a weakened target releases a burst of weakening smoke and refunds Void melee ability energy.
Transfusion Matrix
S1 – THE RED WAR
Final blows with Arc melees trigger health regeneration and fully restore a melee charge. Melee hits grant Arc melee energy.
Uncanny Arrows
S1 – THE RED WAR
Provides ability energy for each target tethered by Deadfall anchors. Moebius Quiver has an additional shot.
Unnamed Item #481860148
S1 – THE RED WAR
Unnamed Item #926349163
S1 – THE RED WAR
Upgraded Sensor Pack
S1 – THE RED WAR
Provides radar while you're aiming. Enhances your radar resolution while crouched. Visually marks targets. Deals more damage ...
Ursine Guard
S4 – FORSAKEN / SEASON OF THE OUTLAW
Move faster while guarding with Sentinel Shield or the Unbreakable shield. Damage blocked with Sentinel Shield is converted t...