Episode: Heresy brings a new Artifact to the Destiny 2 sandbox, bringing with it a suite of powerful new perks that will shape the meta for the next few months. Some fan-favorite perks have returned this time around, including Horde Shuttle, a reworked version of Volatile Light, and even Particle Deconstruction from Season of the Splicer.

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If you're looking to push your builds to their limit or get into buildcrafting in general, you won't want to miss this season's Artifact. Complete the opening Heresy story mission, get your hands on the Tablet of Ruin, and start earning XP to get your hands on these powerful perks.

Updated March 11, 2025, by Charles Burgar: Heresy's second Act is now live, adding five new Artifact perks for players to buildcraft around. Most of these perks are tailored for Trace Rifles, an underused archetype that has received some serious love through these perks. We've updated this guide to include information on all five of this Act's new perks.

How The Artifact Works In Episode: Heresy

Column One Column Two Column Three Column Four Column Five Unstoppable Fusion Overclocked And Load Hold The Line Dreadful Finisher Particle Reconstruction Overload Machine Guns Deep Alchemy Dielectric Maligned Harvest Elemental Supercharger Piercing Sidearms Volatile Marksman King's Vestige Flashover Heavy Ordnance Regeneration Anti-Barrier Sniper Rifle Legend Incarnate Disruptor Spike Horde Shuttle Defibrillating Blast Unstoppable Glaive Unraveling Orbs Photonic Flare No Bell Void Flux Overload Trace Rifles Beam Medic Elemental Siphon Harsh Refraction Limit Break

The Tablet of Ruin is comprised of 30 perks you can allocate. You earn perk points for the Artifact through XP. All XP you earn will contribute towards your next Artifact perk unlock, not just Heresy-themed content. The Tablet of Ruin is obtained during Heresy's onboarding quest; you can't miss it.

Perks are broken up into columns that must be unlocked by allocating points into the Artifact. For example, you can't select any perks in column two until you grab three perks from column one. The order looks like this:

  • Column One: Unlocked by default.
  • Column Two: Requires three perks allocated.
  • Column Three: Requires five perks allocated.
  • Column Four: Requires seven perks allocated.
  • Column Five: Requires ten perks allocated.

You may only have 12 perks allocated at a time.

Should you choose to change your Artifact, you can simply select any perks in the right-most column to unspec them. Doing so is completely free and can be done as many times as you desire. You can also hold the "Respec" button on the bottom-right of the Artifact UI to reset all perk options.

Artifact choices are tied to each character, although they are not saved in your loadout configurations. If you want to use different perks, you'll need to adjust the Tablet of Ruin manually.

Column One Perks

Unstoppable Fusion

Aiming down sights with a Fusion Rifle will load an explosive shot, stunning Unstoppable Champions.

Additionally, Fusion Rifles are always Overcharged when that modifier is active.

Overload Machine Guns

Landing consecutive hits with an LMG will stun Overload Champions.

Additionally, LMGs are always Overcharged when that modifier is active.

Piercing Sidearms

Sidearms fire shield-piercing rounds, strong against Barrier Champions.

Additionally, Sidearms are always Overcharged when that modifier is active.

Anti-Barrier Sniper Rifle

Sniper Rifles fire shield-piercing rounds, strong against Barrier Champions.

Additionally, Sniper Rifles are always Overcharged when that modifier is active.

Unstoppable Glaive

Glaives you wield fire an explosive payload that stuns Unstoppable Champions.

Additionally, Glaives are always Overcharged when that modifier is active.

Overload Trace Rifles

Landing consecutive hits with a Trace Rifle will stun Overload Champions.

Additionally, Trace Rifles are always Overcharged when that modifier is active.

Anti-Barrier Weapons are capable of breaking Barrier Champion shields, stunning them temporarily. Weapons with Anti-Barrier Rounds also gain the ability to shoot through certain immune objects, notably physical shields (Cabal Phalanxes, Vex Hydras, etc.) and Vex Hobgoblin immunity phases. Titan Barricades also receive 20% more damage from Anti-Barrier weapons.

Overload Weapons build up charge through sustained use, firing an Overload Round after enough shots have been fired. Enemies hit by this are exhausted, reducing their outgoing damage by 10% in PvE only; Guardians receive an ability regeneration nerf of roughly 40% instead. This technically counts as an exhaustion debuff for the purposes of later Artifact perks. Exhaustion stuns Overload Champions.

Unstoppable Weapons load an explosive projectile shortly after aiming, stunning Unstoppable Champions on impact. Non-Champion units in PvE are staggered instead. This explosive shot deals no bonus damage and has no effect in PvP.

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Column Two Perks

Overclock And Load

While you are Amplified or have Bolt Charge, Arc weapons gain increased handling and reload speed.

Deep Alchemy

Weapons with the Subjugation origin trait gain stability and reload speed for a short duration when hitting any target.

These weapons are always Overcharged.

Volatile Marksman

Rapid Void weapon precision hits and rapid Void weapon final blows grant Volatile Rounds.

Upgrade: Volatile detonations grant class ability energy.

Legend Incarnate

Weapons with the Timelost Magazine origin trait gain bonus damage.

These weapons are always Overcharged.

Unraveling Orbs

Picking up an Orb of Power or a Tangle grants Strand weapons Unraveling Rounds.

Beam Medic

Rapid Trace Rifle final blows heal you and nearby allies.

Powerful combatants increase the amount.

Overclock and Load grants your Arc weapons roughly +30 handling and reload speed while you're Amplified or have Bolt Charge, two keywords tied to Arc subclasses. This effect is passive and works in both PvE and PvP.

Deep Alchemy buffs the origin trait on all Sundered Doctrine weapons with an extra effect, granting a boost to your handling and reload speed upon hitting a target. This works in both PvE and PvP. Additionally, all Sundered Doctrine weapons are considered Overcharged in endgame PvE content, increasing their damage output by 25%.

Volatile Marksman grants Volatile Rounds for 10 seconds upon landing Void weapon multikills or rapid precision hits. There's no cooldown on this perk, so you can effectively have 100% uptime on Volatile Rounds if you can keep chaining kills. If the Tome of Want is upgraded enough, Volatile explosions will also restore ~5% class ability energy while this perk is selected.

Legend Incarnate buffs all Vault of Glass weapons with a temporary damage buff upon using your Super. Primaries get 20% more damage, Specials get 15%, and Heavy weapons get 10%. Additionally, all VoG weapons are tagged as Overcharged in endgame PvE content, increasing their damage output by 25%.

Unraveling Orbs grants Unraveling Rounds to all Strand weapons for ten seconds upon grabbing an Orb of Power. This is fantastic for building Darkness Transcendence energy on Prismatic and for activating certain Darkness-themed Fragments.

Beam Medic will trigger after four rapid kills, restoring roughly 50 HP when it procs. Defeating majors or tougher opponents will restore additional HP. This does not count as Cure, so Beam Medic cannot proc effects like Ember of Benevolence.

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Column Three Perks

Hold The Line

While surrounded, Machine Guns and Glaives gain increased reload speed and stability; final blows heal you.

Dielectric

Defeating Arc-debuffed targets grants Bolt Charge.

Upgrade: Rapidly defeating Arc-debuffed targets spawns an Orb of Power and heals a small portion of HP.

King's Vestige

Defeating a powerful Taken loads your weapon with 3 Taken seekers. These seekers inflict Disruption and Exhaust.

Exhausted targets deal reduced outgoing damage.

Disruptor Spike

Exhaust and Sever are stronger.

Photonic Flare

Defeating an Exhausted or Severed target with Arc damage releases a blinding burst.

Elemental Siphon

Rapid final blows with a Kinetic weapon or a weapon matching your equipped Super create an elemental pickup that matches your equipped Super.

Boost: Elemental pickups grant matching Super energy when they are collected.

Hold the Line grants a reload speed and stability buff to your Machine Guns and Glaives while you're surrounded by three or more enemies. Additionally, while you're surrounded, kills from LMGs and Glaives will restore roughly 25% of your HP, including Glaive melees.

Dielectric grants a stack of Bolt Charge if you defeat an Arc-debuffed foe. This includes enemies who are Jolted or Blinded. If the Tome of Want is upgraded, you'll also spawn an Orb of Power and restore a small chunk of HP from landing multikills against Arc-debuffed targets.

King's Vestige turns your weapon into a discount version of Barrow-Dyad upon killing a Taken major, causing your next shot to unleash three Taken seekers. These seeker projectiles Exhaust targets, stunning Overload Champions.

Disruptor Spike makes Exhaust and Sever 25% stronger. Exhaust is now a 12.5% debuff, while Sever is increased to 52%. This also works in PvP, albeit with smaller values.

Photonic Flare will release a blinding AoE if you defeat an Exhausted or Severed target with Arc damage, similar to how Spark of Beacons works. Blind is technically an Arc debuff, so you can use Photonic Flare to trigger other Artifact perks like Dielectric.

Elemental Siphon will spawn an elemental pickup after landing a triple kills, provided the weapon you're using matches your Super's element. Pickups include the following:

Element

Pickup

Energy Returns

Arc

Ionic Trace

Ability Energy

Solar

Firesprite

Grenade Energy

Void

Void Breach

Class Ability Energy

Stasis

Stasis Shard

Melee Energy

Strand

Tangle

N/A

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Column Four Perks

Dreadful Finisher

Finishers against powerful combatants spawn Special ammo.

Champions, Tormentors, and Subjugators spawn more ammo.

Maligned Harvest

Rapidly applying Volatile causes your next instance of Void damage to create a Weakening pulse.

Flashover

When you gain maximum Bolt Charge, you also become Amplified.

Lightning bolts deal more damage.

Horde Shuttle

Damaging Unraveled targets with a weapon occasionally spawns a Threadling.

No Bell

Rapid Glaive melee final blows grant Special ammo Glaives additional ammo.

Blocking damage with Glaives increases their melee damage to targets.

Harsh Refraction

Trace Rifles do more damage to targets afflicted by elemental debuff matching their element type.

Dreadful Finisher spawns a Special ammo brick for you and all allies when you perform a finisher on a major or tougher combatant. If that enemy is a major Dread unit or a Champion, you spawn a second brick that restores slightly less ammunition.

Maligned Harvest will grant access to a 15% weaken debuff on your next instance of Void damage upon triggering Volatile five times within a short period. This is a 15% Weaken debuff and is applied over a small area.

Flashover grants Amplified once you gain maximum Bolt Charge stacks. Additionally, Bolt Charge detonations deal 2.5x more damage while this perk is equipped, reduced to 1.9x more damage in PvP.

Horde Shuttle returns this season as a column four perk. Sustained damage against Unraveled targets will spawn a Threadling at their location, which will then seek a target and explode after a short delay. Tougher enemies require more sustained damage to trigger this perk.

No Bell refunds two shots to your Special Glaives whenever you land a Glaive melee multikill. Additionally, upon blocking incoming damage with your Glaive shield, your Glaive's melee damage is increased by 85% for the next six seconds. This stacks with Close to Melee and Glaive-boosting Exotics.

Harsh Refraction grants a damage buff against targets who are afflicted with an elemental debuff that matches your Trace Rifle's element. Legendary weapons deal 50% more damage, Exotics deal 35% more, and Micrcosm does 20% more if any debuff is on the target. For example, if you're using a Strand Trace Rifle, then any target debuffed with Sever or Unravel would take more damage. This damage bonus stacks with all buffs and debuffs, doing so multiplicatively.

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Column Five Perks

Particle Reconstruction

Sustained damage from Fusion Rifles and Linear Fusion Rifles debuff the target, increasing all damage they receive.

The weapon is also partially reloaded from reserves.

Elemental Supercharger

Defeating Exhausted or Severed targets with weapons that match your Super element grants Super energy.

Heavy Ordnance Regeneration

Dealing sustained damage to targets with a Machine Gun or Rocket Launcher grants damage resistance and increases grenade and melee regeneration for a short duration.

Defibrillating Blast

Stunning a Champion grants maximum stacks of Bolt Charge. Triggers an Arc bolt that heals you and Jolts combatants that it damages.

Void Flux

Defeating Weakened targets with a Void weapon applies Volatile to nearby targets.

Powerful targets increase the radius of the explosion.

Limit Break

Casting a Super while you are critically wounded or have an elemental buff matching your Super element grants a period of increased Super damage.

Particle Reconstruction returns from Season of the Splicer with a slight rework. Each instance of damage from a Fusion Rifle or LFR will debuff the target for six seconds, increasing all damage they take from every source. This perk can stack up to five times, culminating in a 28% debuff. This stacks with 15% debuffs, notably Weaken and Divinity. However, it does not stack with 30% debuffs such as Shadowshot: Deadfall and Tractor Cannon.

Bungie has stated that this isn't intended and will be changed in a future patch, turning Particle Reconstruction into a standard 30% debuff that doesn't stack with other sources.

Elemental Supercharger restores an extra 1% Super energy if you kill an Exhausted/Severed target with a weapon that matches your Super element. This perk has no cooldown and works in both PvE and PvP.

Heavy Ordnance Regeneration grants a 25% DR buff and 85% faster melee regeneration for 15 seconds upon landing rapid hits with a Machine Gun or Rocket Launcher. MGs require eight hits; Rocket Launchers require two. The DR buff is reduced to 5% in PvP, but it otherwise behaves the same.

Defibrillating Blast will grant ten stacks of Bolt Charge upon stunning a Champion, causing your next ability to unleash a Bolt Charge strike. Additionally, Botl Charge's AoE explosion now inflicts Jolt and restores 25% of your maximum HP. It will also trigger HP regeneration if you're at critical HP (red health), but it will not restore the shield portion of your health bar.

Void Flux will apply Volatile to nearby enemies upon landing a Void weapon kill on a weakened enemy. Majors and tougher units increase the size of this Volatile explosion, although the exact size increase is hard to quantify.

Limit Break grants a 30% damage buff to your Super if you cast it while critically wounded. Having a buff that matches your Super's element—Woven Mail for Strand, Amplified for Arc, et cetera—will also trigger this bonus.

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