In Destiny 2, the Warmind assists you with a powerful artifact. Find out what mods Rasputin’s sword has and how to get the seasonal item.
What are artifacts? Each new season brings a new thematic artifact. This artifact is available to every Destiny player, so it is not tied to the season pass.
With the artifact, your Guardian becomes stronger and can face the challenges of the new season more effectively. At the end of the season, the artifact disappears along with all its mods and bonuses. Season 10 will end on June 9.

Warmind’s Child’s Chalice as an artifact in Destiny 2
This is how the new artifact works: In Season 10, the artifact is called “Warmind’s Child’s Chalice.” Visually, it is inspired by a sword and adorned with Warmind ornaments.
Through XP, the artifact levels up almost passively and gives you access to very powerful mods through rank-ups, allowing you to customize and individualize your Guardian.
Additionally, the seasonal artifact allows you to level up beyond the actual maximum power level. In the Season of Worthy, the artifact is the only way to surpass the cap of 1010 power.
You can check the status of the seasonal artifact in your inventory at any time. From here, you can also access the mod selection. Each new artifact level requires more XP than the previous one.
How do I get the seasonal artifact? Visit Commander Zavala in the Tower. He’ll start the quest “Authentication Protocol” for you. During the missions, you have to visit Rasputin on Mars.
You will receive the aptly named artifact from the Warmind quite early in the quest line. This quest serves as an introduction to the story of Season 10 and has no starting prerequisites.
The artifact mods from the Season of Worthy
What you should know about artifact mods: The artifact offers a total of 25 different mods at 5 tiers. You can unlock up to 12 of them simultaneously. The selection can be reset at any time should the situation require it or if you want to try something new. However, a reset costs you Glimmer and becomes more expensive each time.
In each tier, there are 5 mods that become more powerful with increasing tier. To unlock the next tier of mods, you must have already unlocked a certain number of mods in previous tiers.
Tier 1 mods (no artifact mods required): These mods are essential against the Champions from the Firetrial. In Season 10, there is even a new, tougher difficulty added to the specific Nightfall version.
- Anti-Barrier Submachine Gun: Grants the weapon shield piercing to bypass the defenses of enemy fighters. Strong against Barrier Champions.
- Anti-Barrier Hand Cannon: Grants the weapon shield piercing to bypass the defenses of enemy fighters. Strong against Barrier Champions.
- Overload Rounds: Sustained fire grants disruptive bullets that delay ability energy regeneration and reduce damage dealt to enemies. Strong against Overload Champions. Applicable with auto rifles and submachine guns.
- Unstoppable Hand Cannon: The use of the targeting device charges a powerful explosive payload that staggers unprotected enemies. Strong against Unstoppable Champions. Applicable with pulse rifles.
- Overload Rounds (Hand Cannon and Sidearms): Consecutive hits on enemies cause disruption, delaying ability energy regeneration and reducing damage dealt to enemies. Strong against Overload Champions.
Tier 2 mods (one artifact mod required): The mods at tier 2 improve your handling of various firearms. All mods are used in your armor and are considerably cheaper than regular enhanced mods.
In Season 10, the focus is on melee combat, particularly auto rifles receive strong support.
- Improved Auto Rifle Aiming: Significantly reduces flinch from incoming damage when aiming with auto rifles. Installed in the chest armor. (Energy Cost: 1)
- Improved Projectile Aiming: Significantly improves tracking, accuracy, and targeting speed for auto rifles, machine guns, submachine guns, pulse rifles, sidearms, and fusion rifles. Installed in the head armor. (Energy Cost: 3)
- Improved Auto Rifle Reload Speed: Significantly increases the reload speed of auto rifles. Installed in the arm armor. (Energy Cost: 1)
- Improved Sidearm Reload Speed: Significantly increases the reload speed of hand cannons, sidearms, submachine guns, and bows. Installed in the arm armor. (Energy Cost: 3)
- Improved Sword Scavenger: Swords gain additional bonus reserves when picking up ammo. Installed in the leg armor. (Energy Cost: 1)
Tier 3 mods (4 artifact mods required): The mods at tier 3 assist you in daily Guardian tasks and help you quickly gather resources and Glimmer. These are general armor mods, and the energy cost for all is 1. This way, minimal space in your new Armor 2.0 gear is used, however, these mods are not stackable.
- Whirling Blade: Defeating fighters with swords grants a chance for a large amount of Glimmer.
- Splitter Gladius: Defeating Cabal Minotaurs grants weapon master materials.
- As Long As Possible: Defeating Fallen Captains grants destination materials.
- Prize Shooting: Defeating fighters with hand cannons or sidearms grants a small amount of Glimmer.
- Automatic Prize: Defeating fighters with auto rifles or submachine guns grants a small amount of Glimmer.
Tier 4 mods (7 artifact mods required): The mods at tier 4 further empower you against champions and create synergies with your fireteam.
- Disrupting Blade (Sword Mod): Consecutive hits cause disruption, delaying ability energy regeneration and reducing damage taken from fighters. Strong against Overload Champions.
- Surge Catalyst: Arc grenades cause disruption, delaying ability energy regeneration and reducing damage taken from fighters. Strong against Overload Champions. (Energy Cost: 2)
- Hammer of the Warmind: Defeating a fighter with a Seventh Seraph weapon has a chance to create a Warmind cell. (Energy Cost 4)
- The explosion caused by the destruction of the Warmind cell causes disruption and staggers enemies. Strong against Overload and Unstoppable Champions (not stackable)
- Inferno Whip: Solar melee skills stagger unprotected enemy fighters. Strong against Unstoppable Champions. (Energy Cost: 1)
- Surge: Instantly returns your melee charge when you or an ally staggers an Unstoppable Champion. (Energy Cost 4)
Tier 5 mods (10 artifact mods required): The most powerful mods of the artifact await at tier 5. They are all intended for the class item of your armor and come in the seasonal slot. These mods significantly influence your gameplay and are consequently very costly.
- Passive Defense: Reduces the damage that fighters near you inflict while wielding a sword. (Energy Cost: 6)
- Heart of the Praxian Fire: Activating Solar class abilities grants an overshield, additionally accelerating the cooldown of class abilities. (Energy Cost: 6)
- Wave of the Tyrant: Defeating a fighter with a Seventh Seraph weapon has a chance to create a Warmind cell. (Energy Cost 6)
- Damage caused by Arc melee, super, and grenade abilities creates a Warmind cell. (not stackable)
- Thundercoil: Increases the damage of all Arc melee abilities. Gain super energy through finishers. (Energy Cost: 6)
- The Lightning Strikes Twice: After throwing an Arc grenade, your grenades temporarily recharge faster. Arc finishers extend the duration of this benefit. (Energy Cost: 7)
How do you like the new artifact from the Season of Worthy? Do you have any ideas for powerful builds yet?
Why the seasonal artifact caused quite a stir even before the start of Season 10 can be read here.
Those who want to equip the best weapons according to their artifact mods will find them here.



