Grimoire:Inventory
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The following is a list of Inventory entries for the Grimoire:
Primary Weapons
Auto Rifles
All-purpose weapons of war, the standard Auto Rifle is ideal for a number of combat scenarios. Stability is key to controlling fully automatic weapons.
Scout Rifles
The preferred weapon of seasoned marksmen, the Scout Rifle is a single-shot precision firearm. Favoring accuracy above all else, the Scout Rifle packs increased stopping power to counter its low rate of fire.
Pulse Rifles
The Pulse Rifle is designed for precision fire and tight shot grouping. Three-round bursts provide added punch with reduced recoil compared to fully automatic weapons. Skilled shooters often walk the burst from the target's center of mass onto the head.
Red Death
Vanguard policy urges Guardians to destroy this weapon on sight. It is a Guardian killer.
Only rumors tell of the mad Guardian who fashioned this butcher's tool. But its power is undeniable, and fear is a formidable weapon.
Hand Cannons
Sturdy and reliable, Hand Cannons have long been a preferred tool for self-defense. Their low rate of fire and modest accuracy is more than made up for by their ease of handling and superior stopping power.
The Last Word
- "Yours...not mine."
- — Renegade Hunter Shin Malphur to Dredgen Yor during the showdown at Dwindler's Ridge
The Last Word is a romantic weapon, a throwback to simpler times when steady aim and large rounds were enough to dispense justice in the wilds of a lawless frontier. Of course, some might say that time has come again.
Ghost Fragment: The Last Word
I'm writing this from memory - some mine, but not all. The facts won't sync with the reality, but they'll be close, and there's no one to say otherwise, so for all intents and purposes, this will be the history of a settlement we called Palamon and the horrors that followed an all too brief peace.
I remember home, and stories of a paradise we'd all get to see some day - of a City, "shining even in the night." Palamon didn't shine, but it was sanctuary, of a sort.
We'd settled in the heart of a range that stretched the horizon. Wooded mountains that shot with purpose toward the sky. Winters were harsh, but the trees and peaks hid us from the world. We talked about moving on, sometimes, striking out for the City. But it was just a longing.
Drifters came and went. On occasion they would stay, but rarely. We had no real government, but there was rule of law. Basic tenets agreed upon by all and eventually overseen by Magistrate Loken.
And there you have it...no government, until there was. I was young, so I barely understood. I remember Loken as a hardworking man who just became broken. Mostly I think he was sad. Sad and frightened. As his fingers tightened on Palamon, people left. Those who stayed saw our days became grey. Loken's protection - from the Fallen, from ourselves - became dictatorial.
Looking back, I think maybe Loken had just lost too much - of himself, his family. But everyone lost something. And some of us had nothing to begin with. My only memory of my parents is a haze, like a daydream, and a small light, like the spark of their souls. It's not anything I dwell on. They left me early, taken by Dregs.
Palamon raised me from there. The family I call my own - called my own - cared for me as if I was their natural born son. And life was good. Being the only life I knew, my judgment is skewed, and it wasn't easy - pocked by loss as it was - but I would call it good.
Until, of course, it wasn't.
Until two men entered my world. One a light. The other the darkest shadow I would ever know.
Ghost Fragment: The Last Word 2
The man I would come to know as Jaren Ward, my third father and quite possibly my closest friend, came to Palamon from the south. I was just a boy, but I'll never forget his silhouette on the empty trail as he made his slow walk into town.
I'd never seen anything like him. Maybe none of us had. He'd said he was only passing through, and I believed him - still do, but life can get in the way of intent, and often does.
I can picture that day with near perfect clarity. Of all the details though - every nuance, every moment - the memory that sticks in my mind is the iron on Jaren's hip. A cannon that looked both pristine and lived in. Like a relic of every battle he'd ever fought, hung low at his waste - a trophy and a warning.
This man was dangerous, but there was a light about him - a pureness to his weight - that seemed to hint that his ire was something earned, not carelessly given.
I'd been the first to see him as he approached, but soon most of Palamon had turned out to greet him. My father held me back as everyone stood in silence.
Jaren didn't make a sound behind his sleek racer's helmet. He looked just like the heroes in the stories, and to this day I'm not sure one way or the other if the silence between the town's people and the adventurer was born of fear or respect. I like to think the latter, but any truth I try to place on the moment would be of my own making.
As we waited for Magistrate Loken to arrive and make an official greeting, my patience got the best of me. I shook free of my father's heavy hand and made the short sprint across the court, stopping a few paces from where this new curiosity stood - a man unlike any other.
I stared up at him and he lowered his attention to me, his eyes hidden behind the thick tinted visor of his headgear. My sight quickly fell to his sidearm. I was transfixed by it. I imagined all the places that weapon had been. All of the wonders it had seen. The horrors it had endured. My imagination darted from one heroic act to the next.
I barely registered when he began to kneel, holding out the iron as if an offering. But my eyes locked onto the piece, mesmerized.
I recall turning back to my father and seeing the looks on the faces of everyone I knew. There was worry there - my father slowly shaking his head as if pleading with me to ignore the gift.
I turned back to the man I would come to know as Jaren Ward, the finest Hunter this system may ever know and one of the greatest Guardians to ever defend the Traveler's Light...
And I took the weapon in my hand. Carefully. Gently.
Not to use. But to observe. To imagine. To feel its weight and know its truth.
That was the first time I held "Last Word," but, unfortunately, not the last.
Ghost Fragment: Thorn
The Rose
The noble man stood. And the people looked to him. For he was a beacon - hope given form, yet still only a man. And within that truth there was great promise. If one man could stand against the night, then so too could anyone - everyone.
In his strong hand the man held a Rose. And his aura burned bright.
When the man journeyed on, the people remembered. In his wake hope spread. But the man had a secret fear. His thoughts were dark. A sadness crept from the depths of his being. He had been a hero for so long, but pride had led him down sorrow's road.
Slowly the shadows' whisper became a voice, a dark call, offering glories enough to make even the brightest Light wander. He knew he was fading, yet he still yearned.
On his last day he sat and watched the sun fall. His final thoughts, pure of mind, if not body, held to a fleeting hope - though they would suffer for the man he would become, the people would remember him as he had been.
And so the noble man hid himself beneath a darkness no flesh should touch, and gave up his mortal self to claim a new birthright. Whether this was choice, or destiny, is a truth known only to fate.
In that cool evening air, as dusk was devoured by night, the noble man ceased to exist. In his place another stood.
Same meat. Same bone. But so very different.
The first and only of his family. The sole forbearer and last descendent of the name Yor.
In his first moments as a new being, he looked down at his Rose and realized for the first time that it held no petals: only the jagged purpose of angry thorns.
Ghost Fragment: Thorn 2
The Bloom
TYPE: Transcript. DESCRIPTION: Conversation.
PARTIES: Four [4]. Three [3] unidentified [u.1, u.2, u.3], One [1] unconfirmed.
ASSOCIATIONS: Breaklands; Durga; Last Word; Malphur, Shin; North Channel; Palamon; Thorn; Velor; Ward, Jaren; WoS; Yor, Dredgen;
//AUDIO UNAVAILABLE//
//TRANSCRIPT FOLLOWS.../
[u.1:0.1] Can I see what you got there? [silence] [u.1:0.2] Yer cannon...can I see it? [beat] [u.2:0.1] I know you? [beat] [u.1:0.3] Not that I can say. [u.2:0.2] And you wanna hold my piece? [beat] [u.1:0.4] Just that I never...seen one like it. [beat] [u.2:0.3] No, you haven't. [u.1:0.5] Looks dangerous. [u.2:0.4] Seems, maybe, that's the point. [u.1:0.6] Suppose so. [u.1:0.7] Can I see it? [u.2:0.5] Not likely. [silence] [u.1:0.8] Where'd...where'd you find it? [silence] [u.1:0.9] You hearin' me? [silence] [u.3:0.1] He asked you question. [silence] [u.2:0.6] Didn't find it. Made it. [u.1:1.0] Heh. Helluva touch you got then. You a 'smith? [u.2:0.7] I look like a 'smith? [u.1:1.1] Looks can be deceiving. [u.2:0.8] Got that right. [u.1:1.2] There a problem? [u.2:0.9] Doesn't need to be. [u.1:1.3] Glad we got that cleared up...Now, about that piece. [silence] [u.2:1.0] Been to Luna? [u.1:1.4] Excuse me? [u.2:1.1] The Moon. You been? [u.1:1.5] Nobody's been. [u.2:1.2] That a truth? [u.1:1.6] That's a fact. [u.2:1.3] Funny you'd make that distinction. [u.1:1.7] Truth is you must think you're some kinda something special. With that attitude. The way you're just dismissin' us like you we're nothing...like we ain't even here. [u.1:1.8] Fact is...You ain't near as rock solid as you figure. Fact is, special's only special 'til it's not. [silence] [u.2:1.4] The bones say otherwise. [u.1:1.9] Speak straight. [u.2:1.5] You say "nobody." Bones say otherwise. [u.1:2.0] What bones? [u.2:1.6] All of them. [u.1:2.1] What're you gettin' at? [u.2:1.7] Too many to count. [u.1:2.2] You trying to get a rile outta us? Was only making conversation. [u.2:1.8] You really weren't. [u.4:0.1] We got a smart one here. [u.2:1.9] Experienced more than smart. But experience has its advantages. [u.1:2.3] Experience tell you to lip off to strangers just tryin' to make talk? [u.2:2.0] Keep insisting and maybe we will. [u.1:2.4] Talk? [u.2:2.1] Have words. [u.1:2.5] Ain't that what we're doin'? [u.2:2.2] My conversations tend to be a bit louder. [silence] [u.1:2.6] That a threat. [u.2:2.3] A truth. [u.1:2.7] Who the hell you think you are? [u.2:2.4] According to your facts, "nobody." Yet, here I sit. [u.1:2.8] Don't matter much how pretty yer cannon is. You keep it up, we'll see just how loud you like to get. [silence] [u.1:2.9] You done talkin' now? Guess he knows his place, boys. [u.2:2.5] Ever have a nightmare? [u.1:3.0] You playin' games? Or just thick? [u.2:2.6] I know you have. This world? Can't help, but. [u.1:3.1] I don't have nightmares. I give 'em. [u.2:2.7] You are a goddamn cliché. The picture perfect bandit. [u.2:2.8] Hearing your voice - the things you're saying, the shade of the hard man you pretend to be... [u.1:3.2] Ain't no shade. [audible crack] [audible crack] [audible crack] [silence] [u.2:2.8] Sit down. [silence] [u.2:3.0] Sit. Down. [u.2:3.1] Your mouth just got your friends dead. [u.2:3.2] This is what happens when you bore me. And right now... [u.2:3.3] I'm so very bored. [u.1:3.3] Wha...No listen... [u.2:3.4] Shhhhh. [u.1:3.4] But...but...you're a...you're one of them...A Guardian, right? [u.1:3.5] You're supposed t'be one'a the good ones. [u.2:3.5] "Supposed to be?" Maybe I am. Maybe this is what "good" looks like. [u.2:3.6] Anymore, who can tell? [u.1:3.6] I... [u.2:3.7] You wanted to see my prize. [u.1:3.7] No...I... [u.2:3.8] Look at it. [u.1:3.8] I... [audible sobbing] [u.2:3.9] Whimpering won't stop what comes next. [u.2:4.0] Look... [audible sobbing] [u.2:4.1] Look at it. [u.2:4.2] Open your eyes. [audible sobbing] [u.2:4.3] Not many get such a clean view. [u.2:4.4] The bone...You see it. Jagged, like thorns. [u.2:4.5] I used to think of it as a rose... [u.2:4.6] Focusing on its bloom. [u.2:4.7] But the bloom is just a byproduct of its anger. [silence] [u.2:4.8] You have nightmares? [audible sobbing] [u.2:4.9] Ever seen a nightmare? Ever opened your eyes and realized the horror wasn't a dream? The terror wasn't gone? [u.2:5.0] I've seen nightmares. [u.2:5.1] They live in the shadows. [u.2:5.2] They've been watching. [u.2:5.3] I thought...It's foolish, I know...but I thought I saw a way. [u.2:5.4] That maybe we could win. Maybe we could survive. [u.2:5.5] But once you step into those shadows, it's so very hard to walk in the Light. [u.2:5.6] Or...maybe I just wasn't strong enough. [u.2:5.7] Maybe. [u.2:5.8] But I feel strong now. [audible sobbing] [u.2:5.9] I stole the dark. [u.2:6.0] Or, maybe it stole me. [u.2:6.1] Either way, here we are. [u.2:6.2] And I'm hungry. [u.2:6.3] Its hungry. [u.2:6.4] You have no Light beyond the spark of your pathetic life. [u.2:6.5] But a spark is something. [audible sobbing] [u.2:6.6] Open your eyes. [audible sobbing] [audible sobbing] [audible crack] [silence] [silence] [silence]
/...END TRANSCRIPT///
Special Weapons
Shotguns
There are few weapons that offer the comfort and familiarity of a shotgun. Built for close quarters combat, they provide immediate, violent conflict resolution.
Fusion Rifles
Advancements in directed energy disbursement, gained through the discovery of Golden Age research, led to the creation of stable, field-ready energy-based weaponry. The first implementation of this technology comes in the form of the Fusion Rifle. Users must hold the trigger down for a few moments to charge the weapon before firing.
Pocket Infinity
- "You cannot shake the feeling that this is less a weapon than a doorway."
Fireteam Tuyet died in the Ishtar Sink, hunting the secrets of the Vex. They must have come too close to something precious, for the Vex descended on them with their typical inscrutable, thorough violence.
But their sacrifice was not in vain. The data they gathered helped forge the Pocket Infinity. Properly modified, the weapon should be capable of devastating output on just a single charge cycle.
The Infinity's mechanisms have proven difficult, if not impossible, to replicate en masse. It is conceivable that the weapon draws its energy from the Vex networks...an ominous possibility. So be wary with it.
Sniper Rifles
The dangers present beyond the City's walls cannot always be met head-on. The accuracy and power of the Sniper Rifle offers the best option for precise ranged attacks. Caliber and make differ, but a good sniper can always remove key threats.
Heavy Weapons
Rocket Launchers
Rocket Launchers have a limited, devastating payload that provides an excellent countermeasure to heavily-armored ground forces and combat vehicles. There is no better battlefield equalizer. Skilled users often aim for the ground beneath nimble targets.
Gjallarhorn
- "If there is beauty in destruction, why not also in its delivery?"
- — Feizel Crux
The Gjallarhorn shoulder-mounted rocket system was forged from the armor of Guardians who fell at the Twilight Gap. Gifted to the survivors of that terrible battle, the Gjallarhorn is seen as a symbol of honor and survival.
Machine Guns
The Machine Gun is an unapologetic weapon of war. Its ability to carry and process large quantities of high-caliber ammunition allows for sustained, focused attacks, making them ideal for the suppression and/or annihilation of hostile forces.
Damage Types
Arc
- ""A spark can give life...or take it.""
The universe is defined by fundamental forces. Complex matter is bound together by deep forces - and in the study of this binding lies the secret of Arc Light.
Solar
- ""Sometimes the only answer is to burn it all away.""
The universe is defined by fundamental forces. Energy is carried by quanta, tiny messengers of change. In the understanding of these messengers lies the secret of Solar Light.
Guardian Vehicles
Guardian Ships
- "It is not enough to defend the City. We must reclaim the stars."
A rare and precious commodity, the jumpships utilized by Guardians are cobbled together from the salvaged wreckage of interplanetary ships built long ago. Only in recent years have the Tower's shipwrights begun working to build new hulls from the keel up. The City's factions are also keen to develop flight capability, whether through salvage or their own shipbuilding projects.
Today, it falls upon each individual Guardian to find and maintain their own craft. Those skilled enough to acquire a ship with off-world capabilities join the front line in the long war to retake what is ours.
Sparrow
- "The shortest distance between two points is full throttle."
The Sparrow is a single-passenger, all-terrain thrust bike with one purpose: moving from objective to objective with unmatched speed.
Quick, quiet, and simple to transmat, Sparrows enjoy surpassing popularity among Guardians working in the field.
Economy
Glimmer
The programmable matter called 'Glimmer' serves as one of the City's basic currencies. With the right inputs and an energy source, Glimmer can be transmuted into nearly anything. This makes it precious to the City's industries and artisans. That value, in turn, makes Glimmer a useful means of exchange - especially with those who venture beyond the City's walls.
Glimmer passes through an economic life cycle. New Glimmer comes from reclaimed Golden Age caches and technology - whether a tiny mechanism or an underground lode seeded by ancient machines. This expansion of the Glimmer supply drives down the value of Glimmer. But Glimmer is also constantly used by the City's industry, which converts it into necessary components and materials. This sink helps keep Glimmer scarce, and therefore valuable.
Between this inflow and outflow lies the pool of liquidity - Glimmer used as trade currency. Master Rahool in the Tower, for example, sells recovered matter engrams in exchange for Glimmer, since he knows he can use Glimmer to acquire new engrams and keep them flowing to Guardians.
Newborn Guardians often complain that they should be issued high-quality gear for free - are they not, after all, fighting for the future of the City? Unfortunately, this gear requires resources to manufacture. Guardians must bring in enough Glimmer and other staples, like spinmetal and relic iron, to keep the engine of the City's economy turning. If good times lead to a resource boom, that surplus may help mass-produce advanced gear.
Vanguard Marks
When a terrible threat rises, Guardians look to the Vanguard, the closest thing they have to a command structure. These elite veterans coordinate the reports of roaming Hunters, the analyses of cloistered Warlocks, and the instincts of grizzled Titans into a single plan of action. And when Guardians fight as part of that plan, the Vanguard rewards them.
Vanguard Marks are tokens of favor that earn a trusted Guardian access to the Tower's armories. Listen carefully to the rumblings of Lord Shaxx, and you might come to believe that this system was meant to keep vital warfighting supplies from being wasted in the Crucible. Talk to Commander Zavala, and he will reassure you that the Vanguard Mark system exists for one reason: to get the best equipment into the hands of those who get the best results.
Guardians eager to win Vanguard Marks would do well to participate in Strike missions organized by the Vanguard.
Crucible Marks
The Crucible is a program of relentless live-fire training, hardening Guardians for battles to come. Competition thrives on risk and reward, so Lord Shaxx has seen fit to dispense Crucible Marks to those who excel.
Guardians with a name in the Crucible can spend these Marks on elite gear. Shaxx considers it fitting that the best should earn the best. The City's factions, fond of using the Crucible as an arena to advance their own interests, will also accept Crucible marks in exchange for their equipment.
Guardians eager to win Crucible Marks should fight in the Crucible, with particular attention to those challenges Lord Shaxx deems important.
Strange Coins
Each coin rings with a faint, sharp hush - as if it has touched the sounds around it with the edge of silence.
These could buy incredible things, in the right hands. Whispers say the faceless creature who sometimes comes to the Tower covets them above all else.
Upgrade Materials
As Guardians buy or salvage new equipment, they learn to tinker and improve. This work requires Glimmer and other material.
Some can be recycled from unneeded gear. Titans favor plasteel, which can be found by disassembling old equipment. Hunters unspool discarded armor into sapphire wire. Warlocks extract hadronic essence from dismantled fieldweave robes. And any Guardian with a sense for weaponry can disassemble old ordnance into weapon parts.
Other materials need to be scavenged on site, generally in the course of Patrols. The Cosmodrome in Old Russia is rich with spinmetal, a fantastically light and strong composite created by rogue colonies of Golden Age machinery that escaped storage. Solar coil systems on the Moon still generate helium filaments. The baffling, possibly Vex-influenced flora of Venus grow spirit blooms. And the surface of Mars offers deposits of ultra-dense relic iron.
The most powerful Guardian equipment transcends ordinary science, entering the realm of Golden Age secrets and the Traveler's power itself. This wargear demands Ascendant Energy and Ascendant Shards - burning fragments of the universal fundament, earned through mighty acts of heroism. Look for them in daily Story challenges and Raids.