Hunter's Journal

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Hunter's Journal
Hunter's Journal icon.jpg
Attributes
Season 24
Type Artifact
Rarity Legendary
Description A collection of memories made real by the Traveler's Light.

Hunter's Journal is the Seasonal Artifact from the Episode: Echoes.

This item is given to the player after completing the Transmigration Story Mission.

Lore

"How many lifetimes have you lived?" someone will ask, and the answer always depends.

Most Ghosts will say that their Guardian has lived two lives: the one before their first resurrection, and the one they're living now. Some Lightbearers go by the number of times they've fallen in battle, knowing that the count doesn't end unless their Ghost is ended first.

Exos like Cayde-6, have it the hardest—which might be why he likes to keep everything in one place, between the pages of a journal. His mentor, Andal Brask, exists only in his memory and the strokes of a charcoal sketch that Sundance claimed "looks nothing like him." So Cayde drew her too, agonizing over the precise angles of her shell and the special way her Light refracted at dusk and dawn.

There's a poem about all his Vanguard paperwork, and a disclaimer beneath it that he is not—and never will be—a poet.

Entire pages dedicated to half-remembered dreams of the Golden Age, and a family that he fears is only wishful thinking. Physical mementos, too, tucked between the pages or fastened to them. A ramen ticket. A feather from the Colonel. A playing card stolen from a deck that he and Shiro once shared. Wild sage grown in the mountains outside the Last City, where he and Sundance used to escape when the Tower started feeling like a tomb. When Cayde rubs the brittle leaves between his fingers, they crumble into a mealy dust. Its smell makes his heart ache.

Crow does not ask Cayde how many lifetimes he's lived, although he's curious what the answer would be. He also does not ask where the journal came from, or why it might be here in the Pale Heart with him. It's a question that would inevitably lead to others—and neither of them are ready for that conversation. Even if they both know it must be coming.

So he gives it to you. To hold onto.

Perks

A maximum of 12 perks can be unlocked at a time.

Tier 1

Tier 1 perks are available to unlock by default.

Name Image Description
Anti-Barrier Pulse Rifle Anti-Barrier Pulse Rifle icon.png Your equipped Pulse Rifles fire shield-piercing rounds and stun Barrier icon.png Barrier Champions. Additionally, Auto Rifles are always overcharged when the modifier is active.
Unstoppable Sidearm Unstoppable Sidearm icon.png Aiming down the sights of a Hand Cannon for a short time loads a powerful explosive payload that stuns unshielded combatants. Strong against Unstoppable icon.png Unstoppable Champions. Additionally, Hand Cannons are always overcharged when that modifier is active.
Unstoppable Scout Rifle Unstoppable Scout Rifle icon.png Aiming down the sights of a Scout Rifle for a short time loads a powerful explosive payload that stuns unshielded combatants. Strong against Unstoppable icon.png Unstoppable Champions. Additionally, Scout Rifles are always overcharged when that modifier is active.
Anti-Barrier Submachine Gun Overload Hand Cannon icon.png Landing consecutive hits with any Hand Cannon you are wielding disrupts combatants, stunning them, delaying ability energy regeneration and lowering combatant damage output.

Strong against Overload icon.png Overload Champions.
Overload Pulse Rifle Overload Pulse Rifle icon.png Sustained fire from Pulse Rifles disrupts combatants, stunning them, delaying ability energy regeneration, and lowering combatant damage output. Strong against Overload icon.png Overload Champions. Additionally, Pulse Rifles are always overcharged when that modifier is active.
Anti-Barrier Sniper Rifle Anti-Barrier Sniper Rifle icon.png Your equipped Pulse Rifles fire shield-piercing rounds and stun Barrier icon.png Barrier Champions. Additionally, Auto Rifles are always overcharged when the modifier is active.
Overload Auto Rifle Overload Auto Rifle icon.png Sustained fire from Auto Rifles disrupts combatants, stunning them, delaying ability energy regeneration, and lowering combatant damage output. Strong against Overload icon.png Overload Champions. Additionally, Pulse Rifles are always overcharged when that modifier is active.

Tier 2

Tier 2 perks become available to unlock after unlocking 3 perks from the previous tier.

Name Image Description
Logic Reductor Logic Reductor icon.png Weapons with the Radiolaria Transposer origin perk deal increased damage to Vex. Extends the duration of the radiolaria pools created by Radiolaria Transposer.
Overcharged Armory Overcharged Armory icon.png 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.
Authorized Mod: Elemental Charge Authorized Mod Elemental Charge icon.png The energy cost of Elemental Charge mods are significantly discounted.
Saint's Inspiration Saints Inspiration icon.png Rounds loaded by the Cast No Shadows origin perk can overflow the magazine.
Winning Hand Winning Hand icon.png 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 combatants. Having several equipped weapons with the Dealer's Choice origin trait increases the effect of the explosion.
Authorized Mod: Scavenger File:Authorized Mod Scavenger icon.png The energy cost of Scavenger mods are significantly discounted.
Authorized Mod: Charged Up Authorized Mod Charged Up icon.png The energy cost of Charged Up mods are significantly discounted.

Tier 3

Tier 3 perks become available to unlock after unlocking 5 perks from the previous tiers.

Name Image Description
Elemental Siphon Elemental Siphon icon.png Rapid final blows with a Kinetic weapon or a weapon matching your equipped Super create an elemental pickup that matches your equipped Super.
Overload Sword Overload Sword icon.png Uninterrupted fire from a Sword you are wielding disrupts combatants, stunning them, delaying ability energy regeneration, and lowering combatant damage output. Strong against Overload icon.png Overload Champions. Additionally, Swords are always overcharged when that modifier is active.
Creeping Chill Creeping Chill icon.png Stasis weapon final blows against slowed or frozen targets release a burst that slows.
Press The Advantage Press The Advantage icon.png Improves the benefits provided by the Noble Deeds, Unsated Hunger, Head Rush, and Dragon’s Vengeance Origin Traits. Additionally, weapons with these traits are always overcharged.
Threaded Blast Threaded Blast icon.png Destroying a Tangle with a Strand weapon creates a larger and more damaging explosion.
Incendiary Rifle Rounds Incendiary Rifle Rounds icon.png Solar Sniper Rifle precision hits scorch targets.
Sustained Fire Sustained Fire icon.png Continuously damaging combatants with an Auto Rifle grants you damage resistance.

Tier 4

Tier 4 perks become available to unlock after unlocking 7 perks from the previous tiers.

Name Image Description
Counter Energy Counter Energy icon.png When you or a member of your fireteam stuns a champion, you gain energy for your least-charged ability.
Blade Stamina Blade Stamina icon.png Rapidly defeating combatants with a Sword refunds some ammo.
Void Hegemony Void Hegemony icon.png While you have a Void or Prismatic subclass equipped, defeating weakened targets provides a small Void Overshield.
Radiant Orbs Radiant Orbs icon.png While you have a Solar or Prismatic subclass equipped, picking up an Orb of Power makes you radiant.
Galvanic Armor Galvanic Armor icon.png While you have an Arc or Prismatic subclass equipped, incoming damage from combatants is reduced while amplified.
Solar Fulmination Solar Fulmination icon.png Your ignitions do increased damage in an increased radius.
Targeting Autoloader Targeting Autoloader icon.png While you have an Auto Rifle equipped, defeating combatants reloads your equipped weapon and temporarily increases weapon damage. Awards bonus progress when dealing final blows while surrounded.

Tier 5

Tier 5 perks become available to unlock after unlocking 10 perks from the previous tiers.

Name Image Description
Prismatic Transfer Prismatic Transfer icon.png When you cast your Super, each member of your fireteam with a Super type different than yours gains a bonus to weapon damage.
Argent Blade Argent Blade icon.png 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.
Expanding Abyss Expanding Abyss icon.png Void sources deal increased damage to weakened targets.
Shieldcrush Shieldcrush icon.png While you have Woven Mail, Frost Armor, or a Void Overshield, your melee recharges faster and deals increased damage. While you are amplified or radiant, your grenade recharges faster and deals increased damage.
Transference Transference icon.png Gain increased grenade and melee damage while transcendent. Weapon final blows while transcendent refund Light and Dark energy after Transcendence ends.
Sniper's Meditation Snipers Meditation icon.png Sniper Rifle hits grant stacking Sniper Rifle damage, stability, and reload bonuses for a short time. Heavy ammo Sniper Rifle hits count as more than one.
Shock and Awe Shock and Awe icon.png When you have an Arc or Prismatic subclass equipped, Arc final blows while you are amplified summon a burst of lightning that damages and jolts targets.

Images