Guide to Use Each Artifact in Destiny: Rise of Iron · 10:17am Aug 24th, 2016
Each Artifact comes with its own unique ability that will give players an edge in the game, both against AI and each other. Here is each of the eight Artifacts, along with their in-game descriptions.
Memory of Felwinter – Lose your super, but gain one extra Grenade and Melee charge, and small boosts to all stats. Orbs grant Melee and Grenade energy.
Memory of Jolder – Removes spring cooldown penalty.
Memory of Perun – Enemy Guardians with full supers and all enemies with low health are highlighted.
Memory of Gheleon – Grants a detailed radar. Radar persists when sighting with primary weapons.
Memory of Timur – Melee attacks on minor minions of the Darkness have the chance to temporarily turn the target against its allies.
Memory of Skorri – When your super is full, nearby allies’ supers recharge faster.
Memory of Silimar – In the Crucible, resistance to damage-over-time attacks is greatly increased.
Memory of Radegast – Gain the ability to reflect energy-based projectiles when Guarding with a Sword. Increased Sword Ammo capacity.
Interestingly, each Artifacts are level 360 defense, but can be infused to a higher light level. While it isn’t definitive proof, and hasn’t been confirmed by Bungie, Guardians can comfortably assume the Artifacts in Rise of Iron will start at 360 light. This seems like a safe starting defense considering the new light level cap of 385 at launch and 400 with the addition of Rise of Iron’s hard raid.
The below video from Arekkz shows a few minutes of gameplay for most of the Artifacts.