Hunter's Journal

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Hunter's Journal

"A collection of memories made real by the Traveler's Light."
— Artifact flavor text

Hunter's Journal is a Seasonal Artifact introduced in Episode: Echoes

Seasonal Artifact Mods[edit]

Column 1[edit]

  • Anti-Barrier Pulse Rifle: Your equipped Pulse Rifles fire shield-piercing rounds and stun Barrier Barrier Champions. Additionally, Pulse Rifles are always overcharged when that modifier is active.
  • Unstoppable Sidearm: Aiming down the sights of a Sidearm for a short time loads a powerful explosive payload that stuns unshielded combatants. Strong against Unstoppable Unstoppable Champions. Additionally, Sidearms are always overcharged when that modifier is active.
  • Unstoppable Scout Rifle: Aiming down the sights of a Scout Rifle for a short time loads a powerful explosive payload that stuns unshielded combatants. Strong against Barrier Unstoppable Champions. Additionally, Scout Rifles are always overcharged when that modifier is active.
  • Overload Hand Cannon: Uninterrupted fire from any Hand Cannons you are wielding disrupts combatants, stunning them, delaying ability energy regeneration, and lowering combatant damage output. Strong against Overload Overload Champions. Additionally, Hand Cannons are always overcharged when that modifier is active.
  • Anti-Barrier Submachine Gun: Your equipped Submachine Guns fire shield-piercing rounds and stun Barrier Barrier Champions. Additionally, Submachine Guns are always overcharged when that modifier is active.
  • Anti-Barrier Sniper Rifle: Your equipped Sniper Rifles fire shield-piercing rounds and stun Barrier Barrier Champions. Additionally, Sniper Rifles are always overcharged when that modifier is active.
  • Overload Auto Rifles: Uninterrupted fire from your Auto Rifles grants bullets that stun combatants, delaying ability energy regeneration, and lowering combatant damage output. Strong against Overload Overload Champions. Additionally, Auto Rifles are always overcharged when that modifier is active.

Column 2[edit]

  • Logic Reductor: 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: 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: The energy cost of Elemental Charge mods are significantly discounted.
  • Saint's Inspiration: Rounds loaded by the Cast No Shadows origin perk can overflow the magazine.
  • Winning Hand: 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: The energy cost of Scavenger mods are significantly discounted.
  • Authorized Mod: Charged Up: The energy cost of Charged Up mods are significantly discounted.

Column 3[edit]

  • 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.
  • Overload Sword: Uninterrupted fire from a Sword you are wielding disrupts combatants, stunning them, delaying ability energy regeneration, and lowering combatant damage output. Strong against Overload Overload Champions. Additionally, Swords are always overcharged when that modifier is active.
  • Creeping Chill: Stasis weapon final blows against slowed or frozen targets release a burst that slows.
  • 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 with an Auto Rifle grants you damage resistance.

Column 4[edit]

  • 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.
  • Galvanic Armor: While you have an Arc or Prismatic subclass equipped, incoming damage from combatants is reduced while amplified.
  • Solar Fulmination: Your ignitions do increased damage in an increased radius.
  • Targeting Autoloader: Your ignitions do increased damage in an increased radius.

Column 5[edit]

  • 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.

Lore[edit]

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.

Appearance[edit]