A new Destiny 2season means there's a new Artifact to unlock. Revenant brings with it the Slayer Baron Apothecary Satchel, featuring some fan-favorite perks and some powerful new Stasis-themed buffs. Relive the power of Breach and Clear, freeze the arena with Brain Freeze, or give all of your builds Devour with Power from Pain.
And as with Echoes, we'll be seeing frequent changes to the Artifact as the season continues. For the season's first Act, we're looking at 25 new perks to choose from, divided evenly between five columns. In this guide, we explain how the Artifact works, how to unlock it, and showcase the effects of all 30 perks.
Updated January 8, 2025, by Charles Burgar: The final row of Artifact perks is now available in Act 3 of Revenant, giving us some S-tier Void perks that range from easy Void Breach generation to spawning showers of explosive projectiles. If you want to enhance your builds even further, use these new perks before the season ends.
How The Artifact Works In Episode: Revenant
Column One
Column Two
Column Three
Column Four
Column Five
Anti-Barrier Scout Rifle
One With Frost
Wind Chill
Armor of Eramis
Brain Freeze
Overload SMG
Killing Breeze
Crystalline Converter
Hail the Storm
Supernova
Unstoppable Pulse Rifle
Enhanced Ether Generator
Total Carnage
Debilitating Wave
Conductive Cosmic Crystal
Anti-Barrier Shotgun
Fell The Revenant
Power From Pain
Concussive Reload
Serve Cold
Overload Breechloaded Grenade Launcher
Rapid Impacts
Trace Evidence
Retinal Burn
Kinetic Impacts
Authorized Mods: Melee
Emergency Flare
The Thick Of It
Curative Orbs
Arc Compounding
Authorized Mods: Grenades
Frenzied Hunger
Finders Keepers
Void Renewal
Old God's Rite
The Slayer Baron Apothecary Satchel is unlocked through the starting mission in Episode: Revenant, which should start immediately upon login. All XP you earn throughout the episode will increase the Artifact's level, unlocking additional Artifact perks while increasing your account's Power level. The more XP you earn, the more perks and bonus Power you'll earn.
For the first two acts, the Artifact has 35 perks to choose from, broken up into five columns. You can find your Artifact in the character tab, the same place you equip weapons. The Artifact can only have 12 perks active at a time, separated by columns:
Column One: Unlocked by default.
Column Two: Requires 3 unlocked passives from the previous column.
Column Three: Requires 5 unlocked passives from previous columns.
Column Four: Requires 7 unlocked passives from previous columns.
Column Five: Requires 10 unlocked passives from previous columns.
Resetting Your Artifact
While inspecting the Artifact, you can reset it by holding the "Reset Artifact" button. Doing so doesn't cost anything and refunds all spent points. You can reallocate your Artifact as many times as you please. The only exception is when you're in loadout-locked content like GM Nightfalls.
Column One Perks
Anti-Barrier Scout Rifle
Your equipped Scout Rifles pierce Barrier Champion shields.
Additionally, Scout Rifles are always Overcharged when that modifier is active.
Overload SMG
Landing consecutive hits with an SMG will stun Overload Champions.
Additionally, SMGs are always Overcharged when that modifier is active.
Unstoppable Pulse Rifle
Aiming down sights for a couple of seconds will load an explosive round, stunning Unstoppable Champions.
Additionally, Pulse Rifles are always Overcharged when that modifier is active.
Anti-Barrier Shotgun
Shotguns fire shield-piercing rounds, strong against Barrier Champions.
Additionally, Shotguns are always Overcharged when that modifier is active.
Overload Breechloaded Grenade Launcher
Damaging a combatant with a Special GL inflicts Overload, strong against Overload Champions.
Additionally, Primary and Special GLs are always Overcharged when that modifier is active.
Authorized Mods: Melee
Armor mods that affect your melee ability now cost 1 energy.
Authorized Mods: Grenades
Armor mods that affect your grenade ability now cost 1 energy.
Anti-Barrier Weapons gain shield-piercing capabilities, allowing them to pierce invulnerable shields on fodder units like Vex Hobgoblins, Hydras, and physical Cabal shields held by Phalanxes. Additionally, all Anti-Barrier weapons deal 20% more damage against Titan Barricades in the Crucible.
Overload Weapons gain the Overload effect with sustained damage—excluding Grenade Launchers, which gain it when you immediately swap to them. Damaging an enemy with an Overload round will decrease their outgoing damage for a short duration, and PvE enemies will be less likely to use abilities. Enemy Guardians also gain a small ability regeneration penalty while affected by Overload, but it's hardly noticeable.
Unstoppable Weapons load an explosive projectile when you ADS for a second. Firing this round inflicts guaranteed stagger on PvE enemies. It does not increase your damage output. Unstoppable rounds do nothing in PvP.
Authorized Mods: Melee sets the armor drain cost to one for the following melee mods: Hands-On, Heavy-Handed, Momentum Transfer, Focusing Strike, and Melee Kickstart. If you had these mods equipped before activating this Artifact perk, you'll need to re-equip them to receive the drain discount.
Authorized Mods: Grenades will reduce the cost of all grenade-related amor mods to one energy. This includes Ashes to Assets, Firepower, Impact Induction, Bolstering Detonation, and Grenade Kickstart.
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Column Two Perks
One With Frost
While Frost Armor is active, Stasis weapons gain increased reload speed and stability.
Stasis Swords gain increased Guard Resistance instead.
Killing Breeze
Rapid weapon kills grant a bonus to mobility.
Dark Ether Reaper weapons trigger this perk faster.
Enhanced Ether Generator
Dark Ether Reaper has a chance of spawning a bonus Dark Ether charge.
Dark Ether Reaper weapons are overcharged.
Fell The Revenant
Deal 3% more damage to Scorn.
Shadestalker armor increases this bonus (max 4/4).
Rapid Impacts
Damage with Grenade Launchers temporarily increases your GL's reload speed.
Emergency Flare
Emergency Reinforcement consumes all but 1 Armor Charge.
Frenzied Hunger
While Devour is active, rapid final blows grant a bonus to reload and handling speeds.
One With Frost enhances your Stasis weapons while you have Frost Armor active, the main defensive keyword for Stasis subclasses. While active, your Stasis weapons gain roughly +20 reload speed and +20 stability. Swords gain guard resistance instead.
Killing Breeze gives you a mobility buff when you get multikills with Revenant weapons. From limited testing, it seems to be a +20 mobility buff while active, requiring three kills in quick succession.
Enhanced Ether Generator buffs all Dark Ether Reaper weapons to gain Overcharge, a 25% damage buff in endgame PvE content. Beyond that, the origin trait will sometimes spawn an extra Dark Ether charge, refilling a significant portion of your magazine.
Fell the Revenant gives you a 3% damage boost against Scorn, stacking with all damage buffs. Wearing armor pieces from this season will increase the strength of this bonus, up to 15% at four armor pieces.
Rapid Impacts gives you a reload speed buff when you deal damage with a Grenade Launcher. The reload speed buff scales per hit, capping out at five stacks. Reload speed buffs from this perk seem comparable to Feeding Frenzy but only applies to GLs.
Emergency Flare forces the Emergency Reinforcement mod to leave one Armor Charge whenever it triggers. The effect is just as strong as if you consumed every charge. From limited testing, it appears that you cannot trigger Emergency Reinforcement with a single Armor Charge while this Artifact perk is active; you need at least two stacks.
Frenzied Hunger gives you a temporary reload speed and handling buff if you land a multikill while Devour is active. You gain roughly +20 reload and handling while this buff is active.
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Column Three Perks
Wind Chill
Rapid Stasis weapon precision hits grant Frost Armor. Dark Ether Reaper weapons grant additional stacks.
Tonic Bonus: Dealing Stasis weapon damage to slowed targets has a chance to spawn a Stasis Shard.
Crystalline Converter
Stasis Shards grant Crystalline Converter. Your next Stasis melee spawns Crystals equal to your stack count.
Tonic Bonus: Stasis weapon kills after using your class ability spawn a Stasis Shard.
Total Carnage
Finishers grant 25% DR for a short duration.
With 2+ Shadestalker items equipped: finishers also restore HP and grant additional DR.
Power From Pain
Multikills against Weakened targets grant Devour.
Tonic Bonus: Rapidly defeating Weakened foes spawns a Void Breach.
Trace Evidence
Rapid precision hits or final blows against Arc-debuffed foes will spawn an Ionic Trace.
Tonic Bonus: Ionic Traces grant x1 Armor Charge.
The Thick Of It
Rapid final blows while surrounded grant Armor Charge.
Tonic Bonus: While surrounded, weapons have increased handling and Swords gain increased charge rate.
Finders Keepers
Gain x1 Armor Charge upon grabbing multiple ammo bricks.
Wind Chill grants a stack of Frost Armor if you land rapid precision hits with a Stasis weapon. This applies to any Stasis weapon, including Trace Rifles and Exotics. Using a Dark Ether Reaper weapon from this season will grant two stacks of Frost Armor instead.
Crystalline Converter buffs Stasis Shards to grant a stack of Crystalline Converter. Each stack will spawn a Stasis Crystal whenever you land a charged Stasis melee hit. You can get up to five stacks of this buff, spawning five crystals on hit. If you have the correct tonic active, this perk will also buff Stasis weapons to spawn Stasis Shards if you land a kill after using your class ability.
Total Carnage grants 10% DR for 10 seconds upon landing a finisher on a major or tougher foe. Each Shadestalker item you have equipped will increase the DR you gain, up to 25% with two pieces of armor. Finishers will also restore HP if you hit this set bonus.
Power from Pain grants Devour if you land a triple kill against Weakened enemies. Any source of Weaken will work here, including from Void abilities and Exotic weapons. If you have the right tonic active, this perk will also spawn a Void Breach whenever it triggers.
Trace Evidence will spawn an Ionic Trace whenever you land multikills against Arc-debuffed enemies—including Blinded and Jolted targets. If you drink the correct tonic, Ionic Traces will also grant a stack of Armor Charge.
The Thick of It will grant x1 Armor Charge if you land a triple kill while surrounded, meaning at least two enemies are within 15 meters of you. If you have a tonic active that boosts The Thick of It, you'll also gain roughly +30 handling to all weapons while surrounded. Swords gain faster charge rate instead.
Finders Keepers turns ammo bricks into a source of Armor Charge. Special bricks give roughly 50% progress towards an Armor Charge stack; Heavy bricks grant a stack outright. You can use Stacks on Stacks on your leg armor to gain x2 Armor Charge when this perk triggers.
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Column Four Perks
Armor Of Eramis
While you have Frost Armor, taking critical damage causes you to emit a freezing burst.
Tonic Bonus: Increased AoE and strength of the freezing burst.
Hail The Storm
Shattering Stasis Crystals releases shards of ice that damage and Slow targets.
Tonic Bonus: Shatter damage is increased.
Debilitating Wave
Finishers emit a damaging wave that matches your subclass' Super element.
Tonic Bonus: Arc, Void, and Stasis Supers cause the blast to inflict Blind, Weaken, and Slow, respectively.
Concussive Reload
Grenade Launchers inflict Weaken (15%) against bosses and Champions.
Tonic Bonus: Triggering this perk reloads stowed weapons.
Retinal Burn
Rapid Arc precision hits consume Armor Charge to Blind the target.
Tonic Bonus: Now inflicts Blind in a small radius.
Curative Orbs
The first time you break a target's shield or break the shield of a Guardian using their Super, you create an Orb of Power.
Tonic Bonus: Picking up an Orb of Power, Elemental pickup, or Tangle grants a small amount of HP.
Void Renewal
While Devour is active, Void weapon kills have an escalating chance of spawning a Void Breach.
Tonic Bonus: Picking up a Void Breach reloads Shotguns and Grenade Launchers.
Armor of Eramis will trigger a freezing explosion around your character whenever your shields break, provided you have Frost Armor active. This works identically to the Winter's Shroud Aspect for Hunters and covers a similar radius. It outright freezes targets in PvE. If a certain tonic is active, the slowing burst inflicts even more slow, which will only be noticable in PvP.
Hail the Storm returns from past seasons and functions the same. Shattering a Stasis crystal will fire out five projectiles that damage targets, similar to how the Hunter's Withering Blade ability works. Each projectile also inflicts x10 slow. If you have a tonic active, Hail the Storm will also buff your Stasis shatter damage by roughly 12%.
Debilitating Wave will unleash a damaging wave whenever you perform a finisher. The wave isn't particularly strong, so we discourage using this perk for most builds. If you have a tonic active, the explosion can inflict Blind (Arc), Weaken (Void), or Stasis (Slow) based on your equipped Super.
Concussive Reload is effectively Breach and Clear back from Season of the Splicer. Damaging a boss, Champion, or breaking an enemy's shield with a GL will inflict a 15% Weaken effect for six seconds. If you boost the perk with a tonic, it'll also auto-reload all of your weapons. The auto-load property can only trigger once every six seconds.
Retinal Burn causes your Arc weapons to inflict Blind if you land rapid precision hits on the target, consuming one stack of Armor Charge. If the perk is upgraded through a tonic, the Blind effect will apply in a small area roughly the size of Firefly.
Curative Orbs is strangely not curative at all unless you have a tonic bonus active. By default, breaking a target's shields (or a Guardian's shield in Super) will generate an Orb of Power. If you have the correct tonic active, Orbs of Power will now also heal you, stacking with Recuperation and Devour. This healing effect also applies to elemental pickups, including Tangles.
Void Renewal allows your Void weapons to spawn Void Breaches while Devour is active. On average, you'll need 5-6 kills to spawn a Void Breach this way. With the right tonic, this perk will also auto-reload all of your Shotguns and Grenade Launchers upon grabbing a Void Breach.
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Column Five Perks
Brain Freeze
Frozen enemies are surrounded by chilling fog, slowing targets.
Dark Ether Reaper weapons deal more damage to frozen targets.
Supernova
Picking up a Void Breach causes your next source of Void damage to release a large Weakening wave.
Inflicts a 15% Weaken debuff.
Conductive Cosmic Crystal
Dark Ether Reaper weapons and Arc/Void abilities deal bonus damage to targets afflicted with Stasis.
Tonic Bonus: Increases the damage bonus.
Served Cold
Stasis Shards grant class ability energy.
Void Breaches grant melee energy.
Kinetic Impacts
Landing five GL hits on the same target will trigger a shockwave.
This shockwave can stun Unstoppable Champions.
Arc Compounding
Arc sources deal 15% more damage to Blind targets.
Old God's Rite
After picking up a Void Breach, dealing damage with a Void weapon creates a rain of seeking projectiles.
Tonic Bonus: Create more seeking projectiles on final blow.
Brain Freeze effectively spawns a Duskfield Grenades onto frozen targets, inflicting slow to nearby foes. If you damage a frozen target with a Dark Ether Reaper weapon, it'll deal 5% more damage.
Supernova infuses your next Void damage instance with a 15% Weaken debuff whenever you pick up a Void Breach. This Weaken debuff applies in a five-meter radius when it triggers.
Conductive Cosmic Crystal gives your Arc and Void abilities a 5% damage buff against Stasis-debuffed forces. Dark Ether Reaper weapons also gain this damage buff. If boosted, this perk grants an 8% damage buff instead.
Served Cold causes Stasis Shards to restore 10% class ability energy, and Void Breaches restore an extra 10% melee energy.
Kinetic Impacts will trigger a small explosion whenever you hit an enemy five times with a Grenade Launcher. This explosion deals pitiful damage, but it can stun Unstoppable Champions.
Arc Compounding gives your Arc sources a 15% damage buff against targets affected by Blind, stacking multiplicatively with other debuffs. Arc sources include weapons and abilities. For easy Blind application, consider using the Retinal Burn Artifact perk.
Old God's Rite creates a shower of enemy-seeking projectiles that deal a surprisingly high amount of damage, capable of clearing a pack of red bars by itself. You'll need to pick up a Void Breach and subsequently deal damage with a Void weapon to spawn the projectile storm. You can use Void Renewal and Power from Pain's tonic bonus to make Void Breaches easier to spawn.
If you use the correct tonic, Old God's Rite will spawn additional projectiles if the target dies, making this a great option for builds that want to boost their add clear.