Whisper of the Worm
The WhisperNow a direct completion reward; the old quest step was removed.
Gear quality from 1 to 5. Armor gains stats; weapons gain perk benefits.
1-100 covers base effects. 101-200 adds bonus effects.
Each armor piece favors one primary stat and one secondary stat.
Non-Prismatic subclasses now have 4 Aspects, giving 6 two-Aspect pairings.
Armor uses six Armor 3.0 stats. Old names map to the new names below:
Rule: 1-100 gives the base effect. 101-200 gives the bonus effect.
Old stat values converted 1:1. Values were not doubled. Example: 20 Mobility became 20 Weapons.
Old 100 = new 100. The 101-200 range is new headroom for Armor 3.0 gear.
Legacy Legendary armor: usable while leveling, but missing Armor 3.0 systems.
Farm new Tier 4 or Tier 5 armor for endgame builds.
Stats now scale from 1 to 200. The split point is 100:
Base stat effect, usually cooldown or energy generation.
Bonus effect: damage, ammo, shields, or overshield depending on the stat.
Monument of Triumph ability changes:
The old 100 Resilience PvE damage reduction is baseline. Health does not increase that damage reduction.
1-100: Orb healing and flinch resistance. 101-200: shield capacity and shield recharge.
For most PvE builds, Weapons, Super, Grenade, Melee, or Class usually provide more value than 200 Health.
Armor drops at Tier 1-5. Higher tiers have higher stat budgets. Tier 4 and 5 add extra systems.
Low-stat early drops.
Higher stat floor.
Usable baseline for most content.
11 mod energy instead of 10.
75 total stats in a 30/25/20 split plus a stat tuning slot.
Use Tier 4 as the common farm target. Use Tier 5 for max-tier slots.
Each armor archetype has a primary stat, a secondary stat, and a smaller tertiary stat. These are the core six; Monument of Triumph added six more.
Health and class ability focus.
Super and melee focus.
Grenade and Super focus.
Melee and Health focus.
Class ability and Weapons focus.
Weapons and Grenade focus.
Monument of Triumph: six new archetypes and re-tuned set bonuses.
Current changes:
Exotic armor earned since Edge of Fate, roughly 141 pieces, got Tier 5 stats retroactively plus tuning-mod access. No re-grind needed.
More stat-spread options, with set bonuses re-tuned so no archetype is mandatory. Wider build variety across the board.
Every non-Prismatic subclass gained one. Standouts: Shieldburst (Solar Titan), Crackshot (Solar Hunter) and Soul Siphon (Void Warlock). Pairings doubled.
Two new grenades joined the sandbox, alongside fresh ability options such as Nightstalker's Phantom Surge melee.
The cap on ability recharge speed dropped from +190% to +125%, so a maxed stat refunds abilities slower than at launch. Worked example in Step 2.
Super energy gained by shooting bosses was reduced by 60% to rein in the launch-era Super-spam meta.
Armor farming has three controls: vendor focusing, activity difficulty, and Ghost mods.
Rank up a vendor, then spend that activity's currency to focus armor. Vendor focusing is Power-gated for higher tiers.
Focuses PvP armor and tiered rolls from the Crucible playlist.
Sets: Triumphal Anthem · Per AudaciaVanguard and Conquest armor focusing.
Trials of Osiris armor for high-end PvP.
Set: Cruel ElectrumLimited-time Iron Banner armor while the event runs.
Set: Iron BattalionGambit set armor and tiered rolls.
Custom-roll an Exotic and pick its exact archetype before you buy.
Difficulty sets the guaranteed reward tier. Master = Tier 4. Grandmaster and Ultimate = Tier 5. Boosts can raise drops one tier higher.
Armor-focusing Ghost mods bias archetype odds. Monument of Triumph improved the target odds to roughly 1 in 2.
Use Ghost mods for archetype, difficulty for tier, and the correct activity for set bonuses.
Power runs from 10 to 550. Monument of Triumph did not raise the cap.
Fresh characters start here.
Standard reward progression reaches this band.
Current maximum Power.
Power no longer boosts activity score. Reward rank comes from difficulty, modifiers and performance. Use the launch-screen forecast to confirm Tier 5 eligibility.
Default reward tiers by difficulty:
Floor, not ceiling. Modifiers, performance grades, and flat tier boosts can raise drops above the default tier.
Raid Feats raise the drop tier. Five Feats guarantee Tier 5. Simulant Ansible sells gear at your highest Feat tier after a clear.
Conquests replaced Grandmaster Nightfalls. A Grandmaster clear drops a Tier 5 reward engram, and Master drops Tier 4.
Rank 5 with any syndicate unlocks Spider's +1 tier upgrade at the Outpost.
Active Distortions raise public event rewards one tier. Heroic completions pay Tier 5.
Featured raids and dungeons are farmable. Dungeons drop Tier 5 weapons and armor.
Gambit, Crucible, Iron Banner, Trials and returning raid armor can reach Tier 5.
Tier 5 can appear from Prime drops and reward packages as Power climbs.
Rahool and Xur do not sell first copies of active-source Exotics.
The kiosk covers retired sources, not active mission or campaign unlocks.
Exotic mission weapons come from their permanent mission nodes.
Relativism, Stoicism and Solipsism start from Dual Destiny.
Good news from Monument of Triumph: the weekly Exotic Mission Rotator and the Legends node that hosted it are gone, and every Exotic mission is now permanently launchable from Pinnacle Ops, its destination node or the Raids & Dungeons node. No more waiting weeks for your mission to rotate in. The weapons still only drop from their missions, though:
Now a direct completion reward; the old quest step was removed.
Same Monument of Triumph treatment as The Whisper: run the mission for the gun.
The craftable scout rifle still belongs to its mission.
The wave-frame Exotic stays tied to Vox Obscura.
Launch Seraph's Shield for the first copy and upgrades.
The Void glaive still comes from Avalon.
The Strand bow is the Starcrossed reward path.
The Void auto rifle remains tied to Encore.
The Exotic shotgun comes from Kell's Fall / Revenant Fortress.
The Strand SMG is locked to the Derealize mission path.
The Solar Exotic axe / sword is the Heliostat completion reward, then its upgrades come from mission secrets.
The Kinetic fusion rifle comes from the secret Moon mission chain, not an old seasonal vendor.
Earned from the Renegades Fire & Ice Exotic mission during the campaign. Later clears and secrets handle its upgrades.
These never enter an engram pool at all. Each is tied to a Pale Heart questline, and the quests sit after the campaign, so finishing the story is step one for every entry below:
Given by Cayde-6 after the "Queens, Part 1" step of the post-campaign questline. One mission, one gun.
First copy via the Dyadic Prism. Fresh random rolls then come from Pale Heart Pathfinder and Overthrow.
Micah-10's questline ending in "Convalescence: Budding", replaying campaign missions in Cooperative Focus.
An exploration unlock fed by Region Chests, Cyst missions and Overthrow play. Budget an evening and keep a checklist guide open.
The Prismatic Hunter class item. Dual Destiny requires exactly two players before repeat sources open.
The Prismatic Titan class item. Once you own one, Xur can sell repeats when it appears in his stock.
The Prismatic Warlock class item. No solo, no trio: Dual Destiny is built for exactly two players.
The Renegades expansion locks its class Exotics behind the campaign itself, once per class:
Solar Exotic combat bow / crossbow from the final encounter chest. It is a dungeon Exotic drop, with Triumphs improving the odds.
Strand Exotic machine gun from the current reward track: premium rank 1 or free-track rank 70, with the catalyst later on the pass.
Exotic engram decoding and Focused Decoding from the general pool. Campaign Exotics appear here only after you have earned the first copy yourself.
One legacy piece plus one from the Beyond Light, Witch Queen, Lightfall or Final Shape pools. Sells Exotic class items only to players who already earned one in Dual Destiny.
The Tower kiosk is not the first-unlock answer for playable missions. Use it for retired-source Exotics, and treat any unlocked mission weapon shown there as reacquisition or catch-up, not the source path.
Prismatic is the mix-Light-and-Dark subclass from The Final Shape, and it plays by different rules from everything else in the modern game: you cannot buy any of it. Owning The Final Shape is required, the subclass unlocks in the first campaign mission at the Prismatic Conflux, and it is yours permanently from that moment. But it arrives mostly empty: the bulk of its supers, grenades, melees, Aspects and Fragments (called Facets) start locked.
There is no vendor catch-up, and Monument of Triumph did not add one. Ikora sells Arc, Solar and Void Aspects and Fragments for Glimmer at the Tower. Prismatic is the deliberate exception: Bungie's own June 2026 FAQ confirms its Aspects and Facets come only from Pale Heart play. If a Facet is missing from your build, the answer is always "go play the Pale Heart", never "go buy it".
One more Monument of Triumph footnote: the fourth Aspects added in that update went to the standard subclasses only. Prismatic's Aspect and Facet pool has not grown since The Final Shape, so a Prismatic unlock checklist from 2024 is still complete today.
Level first. Farm Tier 4 pieces in the archetypes your build wants once those rewards are unlocked. Recent Exotics already carry Tier 5 stats. For new builds, prioritize two or three stats in the 1 to 100 band.
There isn't one. It depends on your build. As a rough default, Health and Class keep you alive, ability builds want Grenade or Melee, and gun builds want Weapons. Match the stat to what your Aspects and Exotic are trying to do.
Aspects are the two big gameplay rules you equip on a subclass, and each one opens one to three Fragment slots. Fragments are the smaller passive perks you slot into those openings. Aspects set the shape of your build, Fragments handle the fine-tuning. Each subclass now offers four Aspects, so there are six possible pairs to experiment with.
Absolutely. That's what the rest of this site is for. Our curated build database lays out the full loadout, stat priorities, Aspects, Fragments and a one-click DIM import, so you can equip a tuned setup in seconds and learn by playing it.
Tier 1-5. Higher tiers add perk and mod benefits.
Natural Tier 5 drops can have three perks per column.
Tier upgrading does not add missing perk rows.
Grandmaster and Ultimate guarantee Tier 5. Boosts can raise lower difficulties.
Normal perks.
Two pre-enhanced perks.
At least two enhanced perks per column.
Enhanced and seasonal mods, plus enhanced barrels and magazines.
Natural drops can roll three perks per column. Tier 5 also adds an enhanced Origin trait and cosmetic effects.
Natural Tier 5 drops can roll three perks in each perk column. Upgraded lower-tier drops keep their original perk rows.
Natural Tier 5 drops can carry more perk choices.
Tier 5 unlocks enhanced Origin traits.
Higher tiers include enhanced perk benefits.
Tier 5 adds a holofoil-style ornament and kill effect.
Spider's Rank 5 upgrade raises drops one tier.
Five Raid Feats guarantee Tier 5.
Farmable Tier 5 weapons and armor.
GM pays Tier 5. Master pays Tier 4.
Flawless chest drops top-tier PvP weapons.
Difficulty sets the default reward grade and guaranteed gear tier.
Difficulty -> Grade -> Tier
Similar role, different system. Tier 5 mainly improves roll variety and tier benefits.
No. Tier 3 and Tier 4 rolls clear most content.
Yes. Crafted weapons reach Tier 5 at Weapon Level 30. Reshape-capable Raid Adepts can also reach Tier 5.
You can upgrade tier benefits. Perk rows stay fixed. For three perks per column, farm a natural Tier 5 or use a supported crafted weapon.
Use the . It covers armor tiers, stats to 200, archetypes, Aspect combinations, Power caps and how to focus the armor you want.
Use the build library for Titan, Hunter and Warlock loadouts with one-click DIM imports.