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New Mods in Season of the Worthy

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Name
Rarity
Energy
Type
Rating
Enhanced Auto Rifle Loader
Greatly increases reload speed of Auto Rifles and Trace Rifles.
Requires 3 SOLAR Energy
Enhanced Bow Loader
Greatly increases nock speed of Bows.
Requires 3 ARC Energy
Enhanced Fusion Rifle Loader
Greatly increases reload speed of Fusion Rifles.
Requires 3 SOLAR Energy
Enhanced Linear Fusion Rifle Loader
Greatly increases reload speed of Linear Fusion Rifles.
Requires 5 SOLAR Energy
Enhanced Machine Gun Loader
Greatly increases reload speed of Machine Guns.
Requires 5 ARC Energy
Enhanced Pulse Rifle Loader
Greatly increases reload speed of Pulse Rifles.
Requires 3 ARC Energy
Enhanced Scout Rifle Loader
Greatly increases reload speed of Scout Rifles.
Requires 3 VOID Energy
Enhanced Sidearm Loader
Greatly increases reload speed of Sidearms.
Requires 3 VOID Energy
Enhanced Sniper Rifle Loader
Greatly increases reload speed of Sniper Rifles.
Requires 6 VOID Energy
Enhanced Submachine Gun Loader
Greatly increases reload speed of Submachine Guns.
Requires 3 SOLAR Energy
Enhanced Unflinching Auto Rifle Aim
Greatly reduces flinching from incoming fire while aiming Auto Rifles and Trace Rifles.
Requires 3 SOLAR Energy
Enhanced Unflinching Fusion Rifle Aim
Greatly reduces flinching from incoming fire while aiming Fusion Rifles.
Requires 3 SOLAR Energy
Enhanced Unflinching Grenade Launcher Aim
Greatly reduces flinching from incoming fire while aiming Grenade Launchers.
Requires 5 VOID Energy
Enhanced Unflinching Hand Cannon Aim
Greatly reduces flinching from incoming fire while aiming Hand Cannons.
Requires 5 VOID Energy
Enhanced Unflinching Machine Gun Aim
Greatly reduces flinching from incoming fire while aiming Machine Guns.
Requires 5 ARC Energy
Enhanced Unflinching Pulse Rifle Aim
Greatly reduces flinching from incoming fire while aiming Pulse Rifles.
Requires 3 ARC Energy
Enhanced Unflinching Shotgun Aim
Greatly reduces flinching from incoming fire while aiming Shotguns.
Requires 3 ARC Energy
Enhanced Unflinching Sidearm Aim
Greatly reduces flinching from incoming fire while aiming Sidearms.
Requires 3 VOID Energy
Enhanced Unflinching Submachine Gun Aim
Greatly reduces flinching from incoming fire while aiming Submachine Guns.
Requires 3 SOLAR Energy
Large Arms Reserves
Increases the amount of ammo you can carry for Rocket Launchers, Grenade Launchers, Machine Guns, and Shotguns.
Requires 4 Energy
Light Arms Reserves
Increases the amount of ammo you can carry for Sidearms, Hand Cannons, Bows, and Submachine Guns.
Requires 4 Energy
Rifle Reserves
Increases the amount of ammo you can carry for any rifle-class weapon.
Requires 4 Energy
Improved Crucible Scanner
Increased chance to obtain additional faction consumables in the Crucible.
Enhanced Auto Rifle Targeting
Greatly improved target acquisition, accuracy, and aim-down-sights speed for Auto Rifles.
Requires 3 SOLAR Energy
Enhanced Fusion Rifle Targeting
Greatly improved target acquisition, accuracy, and aim-down-sights speed for Fusion Rifles.
Requires 3 SOLAR Energy
Enhanced Machine Gun Targeting
Greatly improved target acquisition, accuracy, and aim-down-sights speed for Machine Guns.
Requires 5 ARC Energy
Enhanced Pulse Rifle Targeting
Greatly improved target acquisition, accuracy, and aim-down-sights speed for Pulse Rifles.
Requires 3 ARC Energy
Enhanced Scout Rifle Targeting
Greatly improved target acquisition, accuracy, and aim-down-sights speed for Scout Rifles.
Requires 3 VOID Energy
Enhanced Shotgun Targeting
Greatly improved target acquisition, accuracy, and aim-down-sights speed for Shotguns.
Requires 5 ARC Energy
Enhanced Sidearm Targeting
Greatly improved target acquisition, accuracy, and aim-down-sights speed for Sidearms.
Requires 3 VOID Energy
Enhanced Submachine Gun Targeting
Greatly improved target acquisition, accuracy, and aim-down-sights speed for Submachine Guns.
Requires 3 SOLAR Energy
Enhanced Auto Rifle Dexterity
Greatly increases ready and stow speed for Auto Rifles and Trace Rifles.
Requires 3 SOLAR Energy
Enhanced Bow Dexterity
Greatly increases ready and stow speed for Bows.
Requires 3 ARC Energy
Enhanced Fusion Rifle Dexterity
Greatly increases ready and stow speed for Fusion Rifles.
Requires 3 SOLAR Energy
Enhanced Grenade Launcher Dexterity
Greatly increases ready and stow speed for Grenade Launchers.
Requires 5 VOID Energy
Enhanced Linear Fusion Rifle Dexterity
Greatly increases ready and stow speed for Linear Fusion Rifles.
Requires 5 SOLAR Energy
Enhanced Machine Gun Dexterity
Greatly increases ready and stow speed for Machine Guns.
Requires 5 ARC Energy
Enhanced Pulse Rifle Dexterity
Greatly increases ready and stow speed for Pulse Rifles.
Requires 3 ARC Energy
Enhanced Scout Rifle Dexterity
Greatly increases ready and stow speed for Scout Rifles.
Requires 3 VOID Energy
Enhanced Sidearm Dexterity
Greatly increases ready and stow speed for Sidearms.
Requires 3 VOID Energy
Enhanced Submachine Gun Dexterity
Greatly increases ready and stow speed for Submachine Guns.
Requires 3 SOLAR Energy
Blessing of Rasputin
Defeating a combatant with a Seventh Seraph weapon has a chance to drop a Warmind Cell. Multiple copies of this mod do not st...
Requires 2 ARC Energy
Burning Cells
Defeating a combatant with a Seventh Seraph weapon has a chance to drop a Warmind Cell. Multiple copies of this mod do not st...
Requires 3 SOLAR Energy
Cellular Suppression
Defeating a combatant with a Seventh Seraph weapon has a chance to drop a Warmind Cell. Multiple copies of this mod do not st...
Requires 4 VOID Energy
Chosen of the Warmind
Defeating a combatant with a Seventh Seraph weapon has a chance to drop a Warmind Cell. Multiple copies of this mod do not st...
Requires 1 ARC Energy
Fireteam Medic
Defeating a combatant with a Seventh Seraph weapon has a chance to drop a Warmind Cell. Multiple copies of this mod do not st...
Requires 3 SOLAR Energy
Global Reach
Defeating a combatant with a Seventh Seraph weapon has a chance to drop a Warmind Cell. Multiple copies of this mod do not st...
Requires 1 Energy
Grasp of the Warmind
Defeating a combatant with a Seventh Seraph weapon has a chance to drop a Warmind Cell. Multiple copies of this mod do not st...
Requires 3 VOID Energy
Incinerating Light
Defeating a combatant with a Seventh Seraph weapon has a chance to drop a Warmind Cell. Multiple copies of this mod do not st...
Requires 3 SOLAR Energy
Light from Darkness
Defeating a combatant with a Seventh Seraph weapon has a chance to drop a Warmind Cell. Multiple copies of this mod do not st...
Requires 3 VOID Energy