Relativism: Difference between revisions
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{{Armor infobox | {{Armor infobox | ||
|image= [[File:Relativism.jpg|360px]] | |image= [[File:Relativism.jpg|360px]] | ||
|name= | |name= | ||
|type=Cloak | |type=Cloak | ||
|rarity=[[Exotic]] | |rarity=[[Exotic]] | ||
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|} | |} | ||
==Lore== | ==Lore== | ||
{{Verbatim}} | |||
'''"WE WATCH. WE LISTEN. WE ARE THE FIRST TO SEE THE DANGER LURKING IN THE ABYSS."''' | |||
---- | |||
You were the first wanderer. Navigator. Searching for an answer to a question you've yet to ponder. | You were the first wanderer. Navigator. Searching for an answer to a question you've yet to ponder. | ||
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We are not walking away. We are looking to the horizon. | We are not walking away. We are looking to the horizon. | ||
—Unknown Hunter | —Unknown [[Hunter]] | ||
==References== | ==References== | ||
<references/> | |||
[[Category:Exotic armor]] | [[Category:Exotic armor]] |
Revision as of 15:22, July 27, 2024
Relativism | |
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Specifications | |
Type: |
Cloak |
Rarity: |
|
Class: |
|
Availability | |
Sources: |
Dual Destiny, Chests in The Pale Heart, The Final Shape story missions on Cooperative Focus mode |
- "We watch. We listen. We are the first to see the danger lurking in the abyss."
- — Armor description
Relativism is an Exotic Class item for Hunters released during The Final Shape expansion. Exotic class items combine two aspects of two different exotics instead of having an exotic perk themselves. There are two perks on each exotic class item with eight options for each perk. These exotic perks are only active when a Prismatic subclass is equipped. Exotic class items can be obtained by doing the Dual Destiny mission, afterwards it will be able to drop from various activities within The Pale Heart.
Perks
1st Column | Description | 2nd Column | Description |
---|---|---|---|
Spirit of the Assassin | Finishers and powered melee final blows grant invisibility. | Spirit of the Star Eater | While your Super energy is full, picking up an Orb of Power overcharges your Super, granting it bonus damage. |
Spirit of the Inmost Light | Using an ability empowers the other two abilities granting them improved energy regeneration. | Spirit of the Synthoceps | Improved melee damage when you're surrounded. |
Spirit of the Ophidian | Weapons ready very quickly. | Spirit of Verity | Weapon final blows with a damage type matching your grenade grant a stacking grenade damage bonus. |
Spirit of the Dragon | Using your class ability reloads all weapons and increases weapon handling speeds for a brief time. | Spirit of the Cyrtarachne | Gain Woven Mail when you use your grenade. |
Spirit of Galanor | Hits and final blows with your Super will return Super energy after it ends. | Spirit of the Gyrfalcon | Your Void weapons gain Volatile Rounds after you emerge from being invisible. |
Spirit of the Foetracer | Damaging a powerful combatant or Guardian with an ability grants you a temporary damage bonus for weapons matching that ability's element. | Spirit of the Liar | Dealing damage with a powered melee or being hit by a melee attack will allow you to follow up with an extremely powerful melee counterpunch. |
Spirit of Caliban | Powered melee final blows trigger an ignition. | Spirit of the Wormhusk | Dodging gives a small health and shield bump. |
Spirit of Renewal | Allies inside the Duskfield Grenade take reduced damage, and targets inside the area deal reduced damage. | Spirit of the Coyote | Gain an additional class ability charge. |
Lore
"WE WATCH. WE LISTEN. WE ARE THE FIRST TO SEE THE DANGER LURKING IN THE ABYSS."
You were the first wanderer. Navigator. Searching for an answer to a question you've yet to ponder.
I am the watcher. Invisible. The eyes of the Last City. The very nature of my duty necessitates solitude.
We were both adrift. Along the brinks of space, under the black sky. You enter the lives of people that grow to resent your desertion. But we share the same heart, and I know you. You aren't disaffected.
We are not walking away. We are looking to the horizon.
—Unknown Hunter