It’s that time Guardians. With Season of Dawn coming to an end, so too does the Lantern of Osiris. That means saying goodbye to the Destiny 2 Solar class mods and to Charged with Light mods. The Season of the Worthy artifact, the Warmind Khanjali, is set to debut soon and with it comes yet another build rotation to make.
Unfamiliar with Seasonal Artifacts? We’ve got a rundown below including what they are, how they work, and what buffs they provide.
More Destiny 2:
- Destiny 2 Season of the Worthy Calendar Guide – Roadmap, Exotic Quest Dates
- Trails of Osiris Return March 13 in Destiny 2: Season of the Worthy
- Ranking the Enemies of Destiny by How Bad I Feel For Killing Them
How to Unlock and Rank Up the Warmind Khanjali Seasonal Artifact
You unlock the Warmind Khanjali through the first quest of the season’s story. Head to the Tower and talk to Zavala. He’ll send you to Ana Bray on Mars who will ask you to gather and generate orbs of light. After that, she’ll give you a mission that you can start over in her building. All you have to do is accept that and walk over to Rasputin’s core where it will give you the artifact.
Once you’ve unlocked it, you’ll need some time to actually upgrade the artifact itself. The artifact has an infinite number of levels which can advance your Power Level to above 960. Artifact levels will cost more and more XP as you increase its power. If you’ve spent a bunch of time upgrading last season’s Lantern of Osiris, those levels will vanish and you’ll need to start the process again.
Warmind Khanjali Mods – Seasonal Artifact Mods
Long before you hit the hard level cap you’ll unlock each of the different mod tiers. In total you’ll be able to select up to 12 artifact mods to have unlocked at any given point. Keep in mind that because of the unlock limitations, at most, you can have two of the final column mods unlocked.
Column 1 Weapon Mods – Requires 0 Previous Unlocks
All of the following mods have zero energy cost.
- Anti-Barrier SMG: Grants weapon shield-piercing, bypassing combatant defenses. Strong against Barrier Champions.
- Anti-Barrier Sidearm: Grants weapon shield-piercing, bypassing combatant defenses. Strong against Barrier Champions.
- Overloard Rounds (Auto Rifles, SMG): Uninterrupted fire grants bullets that cause disruption, delaying ability energy regeneration and lowering combatant damage output. Strong against Overload Champions.
- Unstoppable Hand Cannon: Aiming down sights loads a powerful explosive payload that staggers unshielded combatants. Strong against Unstoppable Champions.
- Overload Rounds (Sidearms, Hand Cannons): Uninterrupted fire grants bullets that cause disruption, delaying ability energy regeneration and lowering combatant damage output. Strong against Overload Champions.
Column 2 Armor Mods – Requires 1 Previous Unlocks
- Enhanced Unflinching Auto Rifle Aim (1-Cost, Chest): Greatly reduces flinching from incoming fire while aiming Auto Rifles.
- Enhanced Scatter Projectile Targeting (3-Cost, Helmet): Greatly improved target acquisition, accuracy, and aim-down-sights speed for Auto Rifles, Machine Guns, SMGs, Pulse Rifles, Sidearms, and Fusion Rifles.
- Enhanced Auto Rifle Loader (1-Cost, Arms): Greatly increases reload speed of Auto Rifles.
- Enhanced Small Arms Loader (3-Cost, Arms): Greatly increases reload speed of Hand Cannons, Sidearms, SMGs, and Bows.
- Enhanced Sword Scavenger (1-Cost, Legs): Swords get larger bonus reserves when you pick up ammo.
Column 3 General Armor Mods – Requires 4 Previous Unlocks
These mods are less useful and focus on generating extra Glimmer or other materials.
- Flourishing Blade (1-Cost): Defeating combatants or opponents with Swords has a chance to grant a large amount of Glimmer. Mod does not stack.
- Splintered Gladius (1-Cost): Defeating Cabal Centurions grants Gunsmith Materials. Mod does not stack.
- While Ye May (1-Cost): Defeating Fallen Captains grants destination materials. Mod does not stack.
- Prized Shooting (1-Cost): Defeating combatants or opponents with Hand Cannons or Sidearms grants a small amount of Glimmer. Mod does not stack.
- Automatic Prize (1-Cost): Defeating combatants or opponents with Auto Rifles or SMGs grants a small amount of Glimmer. Mod does not stack.
Column 4 Chest Armor Mods – Requires 7 Previous Unlocks
Now is where things usually get interesting. These mods usually provide a good power boost and will be the meat and potatoes of your build.
- Disrupting Blade (Sword Mod): Landing consecutive hits on enemy targets causes disruption, delaying ability energy regeneration and lowering combatant damage output. Strong against Overload Champions.
- Surge Detonators (2-Cost, Chest): Arc grenades cause disruption, delaying ability regeneration and lowering combatant damage output. Strong against Overload Champions.
- Hammer of the Warmind (4-Cost, Worthy Slot): Defeating a combatant with a Seventh Seraph weapon has a chance to drop a Warmind Cell. Multiple copies of this mod do not stack. The detonations from Warmind Cells you destroy cause disruption, delaying ability energy regeneration and lowering combatant damage output, and they stagger unshielded combatants. Strong against Overload Champions and Unstoppable Champions.
- Inferno Whips (1-Cost, Chest): Solar melee abilities stagger unshielded combatants. Strong against Unstoppable Champions.
- Flare-Up (3-Cost, Chest): Immediately regain your melee charge when you or an ally staggers an Unstoppable Champion.
Column 5 Class Item Mods – Requires 10 Previous Unlocks
And finally there are the last column of mods, of which you can only have two. These are usually super powerful and are center points for your seasonal build.
- Passive Guard (6-Cost, Class Item): Receive less damage from combatants that are close to you while you are wielding a sword.
- Soul of the Praxic Fire (6-Cost, Class Item): Activating Solar class abilities grants an overshield and increases the cooldown of your class ability.
- Tyrant’s Surge (6-Cost, Worthy Slot): Defeating a combatant with a Seventh Seraph weapon has a chance to drop a Warmind Cell. Multiple copies of this mod do not stack. Dealing damage with Arc melee, Super, and grenade abilities spawns a Warmind Cell.
- Thunder Coil (6-Cost, Class Item): Grants bonus damage for all Arc melee abilities and refunds Super energy on finisher final blows.
- Lightning Strikes Twice (7-Cost, Class Item): After throwing an Arc grenade, gain increased grenade recharge for a short time. Arc final blows extend the duration of this benefit.
It’s worth noting that just like the Lantern of Osiris just did, the Warmind Khanjali expires at the end of this season. It will take all of your power bonus and seasonal mods with it. Thankfully, artifact progress is shared across all of your characters! At the very least you won’t have to rank it up multiple times in the same season.