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Episode Timeline
Act 1: June 11
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Act 2: July 16
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Act 3: August 2
Each act lasts about six weeks.
Seasonal Armor
Seasonal Armor
Season of Dawn Weapons
A selection of weapons from Season of Dawn return in Echoes Act.1, with a new Origin Trait and perks. Plus, a new damage type for Breachlight (Strand).
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Episode: Echoes Season Pass
Here’s what the Echoes Season Pass includes for all three acts:
Echoes Season Pass – Act I
Rank | Reward |
1 | Red Death Reformed Exotic Pulse Rifle |
2 | Upgrade Module x3 Enhancement Core x3 |
3 | Glimmer x10,000 Enhancement Core x3 |
4 | Upgrade Module x3 Ritual Glimmer Boost |
5 | Bright Dust x150 Small Fireteam XP Boost |
6 | Enhancement Core x3 |
7 | |
8 | |
9 | |
10 |
Echoes Season Pass – Act II
Echoes Season Pass – Act III
Hunter’s Journal Artifact
COLUMN 1 | COLUMN 2 | COLUMN 3 | COLUMN 4 | COLUMN 5 |
Anti-Barrier | Logic | Elemental Siphon | Counter Energy | Prismatic Transfer |
Your equipped Pulse Rifles fire shield-piercing rounds and stun Barrier Champions. Additionally, Pulse Rifles are always overcharged when that modifier is active. | Weapons with the Radiolaria Transposer origin perk deal increased damage to Vex. Extends the duration of the radiolaria pools created by Radiolaria Transposer. | Rapid final blows with a Kinetic weapon or a weapon matching your equipped Super create an elemental pickup that matches your equipped Super. | Uninterrupted fire from your equipped Machine Gun stuns unshielded combatants, delaying ability energy regeneration and lowering combatant damage output. | When you cast your Super, each member of your fireteam with a Super type different than yours gains a bonus to weapon damage. |
Unstoppable | Overcharged | Overload | Blade | Argent |
Aiming down the sights of a Sidearm for a short time loads a powerful explosive payload that stuns unshielded combatants. Strong against Unstoppable Champions. Additionally, Sidearms are always overcharged when the modifier is active. | Weapons with the Dealer’s Choice, Radiolaria Transposer, Collective Purpose, and Sundering Origin traits are always Overcharged weapons for you when that modifier is active. | Landing consecutive hits with a Sword you are wielding disrupts combatants, stunning them, delaying ability energy regeneration, and lowering combatant damage output. Strong against Overload Champions. Additionally, Swords are always overcharged when that modifier is active. | Rapidly defeating combatants with a Sword refunds some ammo. | While you have Armor Charge, dealing damage with a Sword consumes an Armor Charge and empowers your Sword for a short time, granting it bonus damage and energy charge rate. |
Unstoppable Scout Rifle | Authorized Mod: Elemental Charge | Creeping Chill | Void Hegemony | Expanding Abyss |
Aiming down sights of a Scout Rifle for a short time loads a powerful explosive payload that stuns unshielded combatants. Strong against Unstoppable Champions. Additionally, Scout Rifles are always overcharged when that modifier is active. | The energy cost of Elemental Charge mods are significantly discounted. | Stasis weapon final blows against slowed or frozen targets release a burst that slows. | While you have a Void or Prismatic subclass equipped, defeating weakened targets provides a small Void Overshield. | Void sources deal increased damage to weakened targets. |
Overload Hand Cannon | Saint's | Press the | Radiant | Shieldcrush |
Landing consecutive hits with any Hand Cannon you are wielding disrupts combatants, stunning them, delaying abilities energy regeneration, and lowering combatant damage output. Strong against Overload Champions. Additionally, Hand Cannons are always overcharged when the modifier is active. | Rounds loaded by the Cast No Shadows origin perk can overflow the magazine. | Breaking a combatant’s shield grants increased weapon stability, handling, and reload speed. Swords gain increased guard resistance. | While you have a Solar or Prismatic subclass equipped, picking up an Orb of Power makes you radiant. | 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. |
Anti-Barrier Submachine Gun | Winning Hand | Threaded Blast | Galvanic Armor | Transference |
Submachine Guns you are wielding fire shield-piercing rounds and stun Barrier Champions. Additionally, Submachine Guns are always overcharged when the modifier is active. | While using weapons with the Dealer’s Choice origin trait, combatant precision final blows or rapidly defeating combatants cause the target to explode, dealing Solar damage to nearby enemies. Having several equipped weapons with the Dealer’s Choice origin trait increases the effect of the explosion. | Destroying a Tangle with a Strand weapon creates a larger and more damaging explosion. | While you have an Arc or Prismatic subclass equipped, incoming damage from combatants is reduced while amplified. | Gain increased grenade and melee damage while transcendent. Weapon final blows while transcendent refund Light and Dark energy after Transcendence ends. |
Check out our The Final Shape page for more details.
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