Hunter's Journal
Artifact
Hunter's Journal is an Artifact, first released in Season 24 (Episode: Echoes). The game files hold 2 more copies of it.
Works best with: Elements: [Solar] [Arc] [Void] Weapons: [Sword] [Sniper Rifle] [Auto Rifle]
Artifact mods (group 1, 2 slots)
- 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.
- Energy Diffusion Substrate: Gain a small amount of resistance to all damage dealt to you by combatants.
- Creeping Chill: Stasis final blows against slowed or frozen targets release a burst that slows combatants and grants Frost Armor to allies caught in the blast.
- Press The Advantage: Breaking a combatant's shield grants increased weapon stability, handling, and reload speed. Swords gain increased guard resistance.
- Threaded Blast: Destroying a Tangle with a Strand weapon creates a larger and more damaging explosion.
- Incendiary Rifle Rounds: Solar Sniper Rifle precision hits scorch targets.
- Sustained Fire: Continuously damaging combatants or healing allies with an Auto Rifle grants you damage resistance.
Artifact mods (group 2, 3 slots)
- Counter Energy: When you or a member of your fireteam stuns a champion, you gain energy for your least-charged ability.
- Blade Stamina: Rapidly defeating combatants with a Sword refunds some ammo.
- Void Hegemony: While you have a Void or Prismatic subclass equipped, defeating weakened targets provides a small Void Overshield.
- Radiant Orbs: While you have a Solar or Prismatic subclass equipped, picking up an Orb of Power makes you radiant.
- Bad Amplitude: Damaging a Champion with an Arc ability causes the Champion to become jolted.
- Solar Fulmination: Your ignitions do increased damage in an increased radius.
- Targeting Autoloader: 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.
- 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.
- Energy Diffusion Substrate: Gain a small amount of resistance to all damage dealt to you by combatants.
- Creeping Chill: Stasis final blows against slowed or frozen targets release a burst that slows combatants and grants Frost Armor to allies caught in the blast.
- Press The Advantage: Breaking a combatant's shield grants increased weapon stability, handling, and reload speed. Swords gain increased guard resistance.
- Threaded Blast: Destroying a Tangle with a Strand weapon creates a larger and more damaging explosion.
- Incendiary Rifle Rounds: Solar Sniper Rifle precision hits scorch targets.
- Sustained Fire: Continuously damaging combatants or healing allies with an Auto Rifle grants you damage resistance.
Artifact mods (group 3, 2 slots)
- Prismatic Transfer: 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: 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: Void sources deal increased damage to weakened targets.
- Shieldcrush: 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: Gain increased grenade and melee damage while transcendent. Weapon final blows while transcendent refund Light and Dark energy after Transcendence ends.
- Sniper's Meditation: 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: 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.
- Counter Energy: When you or a member of your fireteam stuns a champion, you gain energy for your least-charged ability.
- Blade Stamina: Rapidly defeating combatants with a Sword refunds some ammo.
- Void Hegemony: While you have a Void or Prismatic subclass equipped, defeating weakened targets provides a small Void Overshield.
- Radiant Orbs: While you have a Solar or Prismatic subclass equipped, picking up an Orb of Power makes you radiant.
- Bad Amplitude: Damaging a Champion with an Arc ability causes the Champion to become jolted.
- Solar Fulmination: Your ignitions do increased damage in an increased radius.
- Targeting Autoloader: 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.
- 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.
- Energy Diffusion Substrate: Gain a small amount of resistance to all damage dealt to you by combatants.
- Creeping Chill: Stasis final blows against slowed or frozen targets release a burst that slows combatants and grants Frost Armor to allies caught in the blast.
- Press The Advantage: Breaking a combatant's shield grants increased weapon stability, handling, and reload speed. Swords gain increased guard resistance.
- Threaded Blast: Destroying a Tangle with a Strand weapon creates a larger and more damaging explosion.
- Incendiary Rifle Rounds: Solar Sniper Rifle precision hits scorch targets.
- Sustained Fire: Continuously damaging combatants or healing allies with an Auto Rifle grants you damage resistance.
A relic from a past journey to help Saint-14 and face the Conductor.
Source: Episode: Echoes
A collection of memories made real by the Traveler's Light.
"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.