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Historical status: The Episode: Echoes Artifact was Hunter’s Journal, but it is no longer equipable. Bungie says all Echoes Artifacts were deprecated from player inventories when Year 8 began on July 15, 2025. This guide records the original 25 perks and the five added in each of Acts 2 and 3.
What was the Hunter’s Journal Artifact?
Hunter’s Journal was the Seasonal Artifact for Destiny 2’s Episode: Echoes. The episode followed the Witness’s defeat and sent players to investigate a Vex threat on Nessus, with Failsafe’s help. Bungie described Echoes as three Acts, each about six weeks long. Act 2 launched July 16, 2024, and Act 3 went live August 27, 2024. The Artifact began with a five-column grid of 25 perks; Bungie added a new five-perk row in each later Act. (Bungie’s Echoes overview; Act 2 announcement; Act 3 announcement)
The five columns below describe the initial Artifact preview, not the complete set available by the episode’s end. Perk descriptions follow Bungie’s published text; no damage percentages or rankings are implied.
What were the original 25 Episode: Echoes Artifact perks?
Bungie’s preview emphasized Solar, Void, and Arc, alongside melee, Swords, and long-range weapons such as Sniper Rifles. The original grid also included Champion counters, origin-trait synergies, and perks for other subclasses and elements. (Bungie’s Artifact preview)
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Column 1: Champion weapon perks
- Anti-Barrier Pulse Rifle: Equipped Pulse Rifles fire shield-piercing rounds that stun Barrier Champions. Pulse Rifles are overcharged when the corresponding modifier is active.
- Unstoppable Sidearm: Aiming down sights briefly loads an explosive payload that stuns unshielded combatants and Unstoppable Champions. Sidearms are overcharged when the corresponding modifier is active.
- Unstoppable Scout Rifle: Aiming down sights briefly loads an explosive payload that stuns unshielded combatants and Unstoppable Champions. Scout Rifles are overcharged when the corresponding modifier is active.
- Overload Hand Cannon: Consecutive hits disrupt combatants, stun Overload Champions, delay ability regeneration, and reduce combatant damage output. Hand Cannons are overcharged when the corresponding modifier is active.
- Anti-Barrier Submachine Gun: Equipped Submachine Guns fire shield-piercing rounds that stun Barrier Champions. Submachine Guns are overcharged when the corresponding modifier is active.
Column 2: Origin traits and weapon support
- Logic Reductor: Weapons with the Radiolaria Transposer origin trait deal increased damage to Vex and extend the duration of their radiolaria pools.
- Overcharged Armory: Weapons with Dealer’s Choice, Radiolaria Transposer, Collective Purpose, or Sundering Origin traits count as Overcharged weapons when the modifier is active.
- Authorized Mod: Elemental Charge: Significantly reduces the energy cost of Elemental Charge mods.
- Saint’s Inspiration: Rounds loaded by the Cast No Shadows origin perk can overflow the magazine.
- Winning Hand: With Dealer’s Choice weapons, precision final blows or rapid combatant defeats trigger a Solar explosion. Equipping more weapons with that trait increases the explosion’s effect.
Column 3: Elemental pickups, Swords, and subclass interactions
- Elemental Siphon: Rapid final blows with a Kinetic weapon or a weapon matching the equipped Super create an elemental pickup matching that Super.
- Overload Sword: Consecutive hits with a wielded Sword disrupt and stun combatants, delay ability regeneration, and reduce combatant damage output; the perk also counters Overload Champions. Swords are overcharged when the corresponding modifier is active.
- Creeping Chill: Stasis weapon final blows against slowed or frozen targets release a burst that slows nearby targets.
- Press The Advantage: Breaking a combatant’s shield grants weapon stability, handling, and reload speed, and increases Sword guard resistance.
- Threaded Blast: Destroying a Tangle with a Strand weapon creates a larger, more damaging explosion.
Column 4: Champion energy and subclass support
- Counter Energy: When you or a fireteam member stuns a Champion, you gain energy for your least-charged ability.
- Blade Stamina: Rapid Sword defeats refund some ammo.
- Void Hegemony: With a Void or Prismatic subclass equipped, defeating weakened targets grants a small Void Overshield.
- Radiant Orbs: With a Solar or Prismatic subclass equipped, picking up an Orb of Power makes you radiant.
- Galvanic Armor: With an Arc or Prismatic subclass equipped, incoming combatant damage is reduced while you are amplified.
Column 5: Team damage and build payoffs
- Prismatic Transfer: Casting a Super grants a weapon-damage bonus to fireteam members whose Super type differs from yours.
- Argent Blade: While you have Armor Charge, Sword damage consumes a charge to briefly empower the Sword with bonus damage and energy charge rate.
- Expanding Abyss: Void sources deal increased damage to weakened targets.
- Shieldcrush: With Woven Mail, Frost Armor, or a Void Overshield, melee recharges faster and deals more damage. While amplified or radiant, grenades recharge faster and deal more damage.
- Transference: While transcendent, grenade and melee damage increase. Weapon final blows while transcendent refund Light and Dark energy after Transcendence ends.
What perks were added in Echoes Act 2?
Act 2 added a row focused on Sniper Rifles and Solar. Its five perks broadened the Artifact’s weapon and elemental options beyond the initial grid. (Bungie’s Act 2 announcement)
- Anti-Barrier Sniper Rifle: Sniper Rifles fire shield-piercing rounds that stun Barrier Champions. Sniper Rifles are overcharged when the corresponding modifier is active.
- Authorized Mods: Scavenger: Significantly reduces the energy cost of Scavenger mods.
- Incendiary Rifle Rounds: Solar Sniper Rifle precision hits scorch targets.
- Solar Fulmination: Ignitions deal more damage in a larger radius.
- Sniper’s Meditation: Sniper Rifle hits briefly grant stacking damage, stability, and reload bonuses. Heavy-ammo Sniper Rifle hits count as more than one hit for this effect.
What perks were added in Echoes Act 3?
Act 3 added an Auto Rifle-focused row, including Overload coverage, damage resistance, a weapon-damage effect, and an Arc interaction. (Bungie’s Act 3 announcement)
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- Overload Auto Rifle: Continuous Auto Rifle fire grants bullets that stun combatants, delay ability regeneration, and reduce combatant damage output. Auto Rifles are overcharged when the corresponding modifier is active.
- Authorized Mod: Charged Up: Significantly reduces the energy cost of the Charged Up mod.
- Sustained Fire: Continuously damaging combatants with an Auto Rifle grants damage resistance.
- Targeting Autoloader: While an Auto Rifle is equipped, defeating combatants reloads the equipped weapon and temporarily increases weapon damage. Final blows while surrounded grant additional progress toward the effect.
- Shock and Awe: With an Arc or Prismatic subclass equipped, Arc final blows while amplified summon lightning that damages and jolts targets.
How did the Artifact change over the episode?
The additions changed which weapon and build options the Artifact supported over time. The initial set offered a broad mix of Champion counters, Sword and melee support, origin-trait effects, elemental pickups, and subclass interactions. Act 2 added a Sniper Rifle and Solar branch; Act 3 added an Auto Rifle branch. These are distinctions in the perks’ published effects, not a ranking of which options were strongest.
Bungie also expanded the Season Pass path by 50 ranks in each later Act, describing the full path as “a total of 200 unlocks and rewards.” That figure refers to Season Pass unlocks and rewards, not to the Artifact’s perk count. (Bungie’s Echoes overview)
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Can you still use the Echoes Artifact?
No. Bungie’s Year 8 notice says that when Year 8 began on July 15, 2025, Artifacts from Episode: Echoes, Episode: Revenant, Episode: Heresy, and The Rite of the Nine were deprecated from player inventories and moved into the Destiny Content Vault. Hunter’s Journal is therefore historical content, not an Artifact players can currently equip. (Bungie’s Year 8 notice)
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