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New Mods in Shadowkeep

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Name
Rarity
Energy
Type
Rating
Sidearm Reserves
Increases the amount of Sidearm ammo you can carry.
Requires 1 VOID Energy
Sniper Rifle Reserves
Increases the amount of Sniper Rifle ammo you can carry.
Requires 3 VOID Energy
Submachine Gun Reserves
Increases the amount of Submachine Gun ammo you can carry.
Requires 1 SOLAR Energy
Sword Reserves
Increases the amount of Sword ammo you can carry.
Requires 2 ARC Energy
Unflinching Auto Rifle Aim
Reduces flinching from incoming fire while aiming Auto Rifles and Trace Rifles.
Requires 1 SOLAR Energy
Unflinching Bow Aim
Reduces flinching from incoming fire while aiming Bows.
Requires 3 ARC Energy
Unflinching Fusion Rifle Aim
Reduces flinching from incoming fire while aiming Fusion Rifles.
Requires 2 SOLAR Energy
Unflinching Grenade Launcher Aim
Reduces flinching from incoming fire while aiming Grenade Launchers.
Requires 3 VOID Energy
Unflinching Hand Cannon Aim
Reduces flinching from incoming fire while aiming Hand Cannons.
Requires 3 VOID Energy
Unflinching Large Arms
Slightly reduces flinching from incoming fire while aiming Rocket Launchers, Grenade Launchers, Machine Guns, and Shotguns.
Requires 4 Energy
Unflinching Light Arms Aim
Reduces flinching from incoming fire while aiming Sidearms, Hand Cannons, Bows, and Submachine Guns.
Requires 4 Energy
Unflinching Linear Fusion Aim
Reduces flinching from incoming fire while aiming Linear Fusion Rifles.
Requires 4 SOLAR Energy
Unflinching Machine Gun
Reduces hit flinch from incoming fire while aiming Machine Guns.
Requires 3 ARC Energy
Unflinching Pulse Rifle Aim
Reduces flinching from incoming fire while aiming Pulse Rifles.
Requires 2 ARC Energy
Unflinching Rifle Aim
Reduces flinching from incoming fire while aiming any Rifle-class weapon.
Requires 5 Energy
Unflinching Scout Rifle Aim
Reduces flinching from incoming fire while aiming Scout Rifles.
Requires 2 VOID Energy
Unflinching Shotgun Aim
Reduces flinching from incoming fire while aiming Shotguns.
Requires 2 ARC Energy
Unflinching Sidearm Aim
Reduces flinching from incoming fire while aiming Sidearms.
Requires 1 VOID Energy
Unflinching Sniper Aim
Reduces flinching from incoming fire while aiming Sniper Rifles.
Requires 4 VOID Energy
Unflinching Submachine Gun Aim
Reduces flinching from incoming fire while aiming Submachine Guns.
Requires 1 SOLAR Energy
Absolution
Reduces all ability cooldowns each time you pick up an Orb of Light.
Requires 3 Energy
Better Already
Your health begins to regenerate immediately after picking up an Orb of Light.
Requires 1 VOID Energy
Bomber
Reduces grenade cooldown when using your class ability.
Requires 2 SOLAR Energy
Bulwark Finisher
Finisher final blows generate an overshield. Requires one-fourth of your Super energy.
Requires 3 VOID Energy
Distribution
Reduces all ability cooldowns when using your class ability.
Requires 4 Energy
Dynamo
Reduces Super cooldown when using your class ability.
Requires 3 VOID Energy
Empty Mod Socket
No mod currently selected.
Enhanced Bomber
Even faster grenade cooldown when using your class ability.
Requires 4 SOLAR Energy
Explosive Finisher
Finishers restore grenades. Requires one-fifth of your Super energy.
Requires 1 ARC Energy
Healthy Finisher
Finishers heal you. Requires one-tenth of your Super energy.
Requires 1 VOID Energy
Innervation
Reduces grenade cooldown each time you pick up an Orb of Light.
Requires 1 SOLAR Energy
Insulation
Reduces class ability cooldown each time you pick up an Orb of Light.
Requires 1 VOID Energy
Invigoration
Reduces melee cooldown each time you pick up an Orb of Light.
Requires 1 ARC Energy
One-Two Finisher
Finishers restore melee abilities. Requires one-sixth of your Super energy.
Requires 1 ARC Energy
Outreach
Reduces melee cooldown when using your class ability.
Requires 2 ARC Energy
Perpetuation
Reduces class ability cooldown when using your class ability.
Requires 2 VOID Energy
Recuperation
Replenishes health each time you pick up an Orb of Light.
Requires 1 SOLAR Energy
Snapload Finisher
Finishers generate Primary ammo and reload all your weapons. Requires one-tenth of your Super energy.
Requires 1 Energy
Special Finisher
Finishers generate Special ammo for the whole fireteam. Requires one-third of your Super energy.
Requires 2 Energy
Ashes to Assets
Gain bonus Super energy on grenade kills.
Requires 2 SOLAR Energy
Enhanced Ashes to Assets
Gain even more Super energy on grenade kills.
Requires 4 SOLAR Energy
Hands-On
Gain bonus Super energy on melee kills.
Requires 2 ARC Energy
Light Reactor
Gain bonus Super energy on Fusion Rifle kills.
Requires 3 SOLAR Energy
Pump Action
Gain bonus Super energy on Shotgun kills.
Requires 3 ARC Energy
Remote Connection
Gain bonus Super energy on Sniper Rifle kills.
Requires 3 VOID Energy
Paragon Mod
This mod has been deprecated and no longer functions. You may replace it with another mod.
Requires 4 Energy
Empty Mod Socket
No mod currently selected.
Fallen Armaments
Defeating a Fallen enemy with a grenade grants Heavy ammo.
This mod's abilities cannot stack across multiple copies.
Requires 3 Energy
Fallen Barrier
Receiving Fallen damage gives a 20% reduction in damage for 10 seconds.
Requires 1 Energy
Fallen Invigoration
Defeating a challenging Fallen enemy refreshes your class ability.
This mod's abilities cannot stack across multiple copies.
Requires 1 Energy