The 9.0.0.1 Patch for Destiny 2 has arrived, bringing with it The Portal, a Seasonal Hub, activity updates, and dozens of adjustments and fixes.
This page acts as a comprehensive breakdown of the 9.0.0.1 Patch for Destiny 2, including a link to the full Patch Notes.
The Portal
- The Portal is now the main access point for new activity content and is available directly from orbit.
- Kepler Destination access
- Portal Activity Ops access
- Event Card access
- Seasonal Hub access
- Tower access
- Quick Launch Activity Carousel
- Information Carousel
- The Portal contains links to the main Portal Activity nodes
- Solo Ops
- Fireteam Ops
- Pinnacle Ops
- Crucible Ops
Customization
- Allows players to choose modifiers and improve rewards.
- There are four primary sections to customization
- Difficulty Tiers
- Normal – Power 10
- Advanced – Power 100
- Expert – Power 200
- Master – Power 300
- Grandmaster – Power 400
- Activity Modifiers
- Challenges
- Unique sandbox-based challenges.
- Up to five per activity can be selected.
- Banes
- Random enemies have a unique effect that makes them more powerful.
- There are seven new bane types.
- Boons
- Beneficial player boosts.
- For example, Elemental Surges.
- Beneficial player boosts.
- Player Stakes
- Non-sandbox-based modifiers.
- For example, No HUD or No Starting Ammo.
- There is also a new set of static modifiers – the rules modifiers. These include:
- Information about how to score points.
- Enemy tier and faction composition.
- Enemy toughness.
- Bane frequency.
- Challenges
- Activity Preview
- Visible on right side of activity menu during customization
- Shows relevant activity details
- Activity Power
- Power Level
- Difficulty Shield
- Easy, challenging, or impossible
- Reward Forecast
- Visible on right side of activity menu during customization
- Rewards are based on the Reward Score
- Final Reward Score is based on two parameters:
- Challenge Multiplier
- This is fireteam based, shared by everyone on the fireteam.
- You increase this by increasing the difficulty tier, and selecting Challenges, Banes, and Player Stakes.
- Reward Multiplier
- This is player based, you have full control of your Reward Multiplier.
- You can increase this by increasing your Power level, wearing new or featured gear, and by obtaining scoring bonuses.
- Challenge and Reward Multipliers determines Reward Score Forecast
- Rewards that should be expected upon completing an activity.
- You will see an engram on the Rewards Display that lists the gear tier, loot pool, and Power – and it can be inspected to see exactly what it contains.
- Reward Score translates into rewards based no two parameters:
- Reward Rank
- You earn different Reward Ranks as you level up.
- Starts at Copper, caps at Diamond V
- Reward Package
- Each Portal activity you play, you will earn a grade: C all the way up to A based on the score you achieved.
- The Reward Package you get is the reward you earn: Gear tier and power of the engram(s), and any currencies alongside the gear rewards.
- Reward Ranks determine the score you need to achieve to get a specific Reward Package.
- Reward Rank
- Challenge Multiplier
- Difficulty Tiers
Activity Type
- There are three activity types, as far as scoring points go:
- Final-blow scoring
- For example, strikes, Hunts, and Battlegrounds
- Kills award small amount of points.
- Objective scoring
- Solo Ops and Exotic Missions
- Completing objectives grant points.
- There are bonuses that players can find.
- Wave-based scoring
- Featured in Onslaught.
- Points are earned upon wave completion.
- Players must score enough points to reach the tickmark on the in-game scorebar to get the forecasted Reward Package.
- Each activity has 10,000 (and sometimes more) points available to earn before multipliers are applied once the activity is finished.
- Final-blow scoring
Bonus Timer
- Activities now have a bonus countdown timer.
- Rewards up to a 15% bonus to your score, depending on how much time is left.
Mid-Activity Rewards
- Mid-activity rewards can be earned in some activities.
- Longer activities (Exotic missions, the Coil, Onslaught) have reward chests spaced out at regular intervals.
- These chests aren’t scored like the end-activity reward, but have quality determined by Seasonal Power and Guardian Rank progress.
- Challenging enemies often drop rewards, like currencies, and sometimes engrams.
- Quality of the reward is determined by Seasonal Power and Guardian Rank progress.
- All mid-activity rewards come from the loot pool for that activity.
- Longer activities (Exotic missions, the Coil, Onslaught) have reward chests spaced out at regular intervals.
Scoring Experience
- New scorebar
- New killfeed
- Ghost Menu now shows your current Power.
- Reward Score and Reward Package are shown upon activity completion.
- Reward Package rewards come from a unique chest at the end of all PvE Portal activities.
Fireteam Power
- Fireteam Power is enabled for all activities in the Portal.
- Reward quality is determined by personal Reward Rank, so each player may earn different rewards.
Portal Training and Tutorial
- Seven training tiers are available at Solo Ops and Fireteam Ops.
- They serve as a highlight and tutorial of Portal features.
- Training tiers have a slightly different selectable modifier availability.
Seasonal Hub
- New home to challenges and rewards to help your Guardian power up during the Season.
- Challenges Hub
- Daily and Weekly Challenges
- Weekly Reward Track
- Play Now Hub
- Seasonal Title Hub
- Set of Triumphs that awards the Seasonal Title
- Challenges Hub
New Campaign and Destination
- The Edge of Fate Campaign launched at 10 AM Pacific on July 15, 2025
- Kepler destination
- Story Missions
- Quests
- General Quests
- Exotic Quests
- Exotics
- Destination Weapons
- Destination Armor
- Destination Activities
- Secrets
Crucible
- Trials of Osiris has new loot.
- New Armor
- New Weapons
- Refreshed Weapons
- Power advantages have been disabled in Trials of Osiris.
- The minimum Power requirement for accessing Trials of Osiris has been adjusted to align with the Power Cap.
- For Season: Reclamation, players must reach the Power Cap of 200.
- Passage status determines Trials Multiplier, which factors into the Crucible Reward Multiplier.
- Trials of Osiris Passage
- Wins up to seven increases Trials Multiplier.
- Upon reaching seven wins, you can claim a reward on the Passage itself.
- Lighthouse Passage
- Wins up to seven increases Trials Multiplier.
- Active win streak continues after seven wins.
- Lighthouse chest rewards have been rebalanced, but the general structure remains the same.
- For example, your longest win streak leading up to seven wins still determines your Lighthouse Chest rewards.
- Trials of Osiris Passage
- Featured weapon rotation will not be available until the mid-Season update.
- The minimum Power requirement for accessing Trials of Osiris has been adjusted to align with the Power Cap.
- New Competitive Rewards
- Competitive Weapon
- Season: Reclamation Ascendant emblem
- Competitive Division determines Competitive Multiplier, which factors into Crucible Reward Multiplier.
- The Competitive weapon rewards now drops at a percent-chance on wins.
- The chance increases with your highest seasonal Competitive Division.
- 20% chance at Copper, up to 50% chance at Ascendant.
- Gear tier is determined by Reward Package, while Power is capped relative to your current Power.
- The chance increases with your highest seasonal Competitive Division.
Raids and Dungeons
- New Raid – The Desert Perpetual
- Launches July 19 at 10:00AM Pacific
- Sundered Doctrine
- Fixed an issue where alternate characters were unable to advance beyond step 2 of The Drowning Labyrinth quest.
- Vesper’s Host
- Fixed an issue where some players are not able to advance beyond step 6 on the Rogue Network quest.
- Fixed an issue where Radiation debuff was not clearing when dropping a nuclear core or safe distance from Puppets.
- Warlord’s Ruin
- Fixed an issue where, on the final stand of the last encounter, players were sometimes not being teleported.
- Spire of the Watcher
- Corrected an issue where Arctrician buff was not being displayed in the intended space below the health bar.
- Garden of Salvation
- Fixed an issue where the Consecrated Mind would run away faster than it should when hit by certain weapons and abilities.
Gameplay & Investment
- Difficulty Changes
- Several adjustments have been made game-wide to damage curves and Power ranges.
- Difficulty is now more linear.
- 100 over: this should feel roughly equivalent to even Power during The Final Shape.
- Even Power: this should feel slightly more difficult than the same during The Final Shape.
- 40 under: equivalent to Grandmaster difficulty in The Final Shape.
- 100 under: Immune enemies
- Matchmade Activities in the Portal have the following values, depending on what you choose
- Normal – Even
- Advanced – 10 under
- Expert – 20 under
- Master – 30 under
- Grandmaster – 40 under
- Ultimate – 50 under
New Armor Set Bonuses
- Added the Armor 3.0 system, which is used for all new armor sets added in The Edge of Fate and beyond:
- Armor will provide up to two set bonus perks, provided for equipping two and four pieces of armor from the same set.
- All Armor 3.0 will drop with full Mod Energy.
- Masterworking now provides +1 to your three lowest stats on the armor per level, up to a maximum of +5.
- This is instead of the previous +2 benefit to all stats when fully Masterworked.
- Armor will now roll with three stats – a primary stat (highest), secondary stat (second highest), and tertiary (lowest) stat.
- A randomly selected armor archetype determines the primary and secondary stat of that armor.
- A piece of armor’s total stats are determined by its gear tier.
Ammo System Changes
- Ammo is now earned deterministically game wide by filling a meter, with progress gained from kills and assists.
- The amount of ammo granted by bricks in PvE has been modified correspondingly.
- The inventory stat has been deprecated from weapons and replaced with the Ammo Generation stat, which improves how many points kills and assists contribute towards the Ammo Meters.
- Inventory for most weapon types has been fixed or greatly reduced in its variability (based on ROF and magazine size).
- We have several new or reworked sets of mods that allow you to modify the Ammo Meter.
- Ammo finders now improve contributions to the corresponding meter and can stack, and Special Ammo finders are enabled in Crucible.
- Reserves mods on chest armor have been deprecated and replaced with Ammo Generation mods, which improve the Ammo Generation stat of weapons matching their damage type, and can stack.
- Scavenger mods will continue to work as before (and continue to be disabled in the Crucible) and cannot stack.
- Scout weapon mods have been deprecated.
- New activity modifiers have been created which can increase or decrease Ammo Meter contributions.
- This system provides us with a significant number of new tuning levers for balance, and we look forward to gathering your feedback and further improving the system after launch.
Melee Damage Scaling Update
- All melee-damage-increasing buildcrafting atoms have been converted to use additive damage stacking.
- Melee damage increases no longer scale Scorch and Ignition damage caused by melee attacks.
Glaives
- Glaive melee is now considered to be a type of unpowered melee ability.
- They now receive melee damage increases at full effect in all cases where an unpowered melee ability would, including the damage increases from Synthoceps, Knockout, Offensive Bulwark, Combination Blow, Spark of Feedback, Wormgod Caress, Banner of War, and Stylish Executioner.
- Glaive melee now triggers all effects that are triggered by any melee ability.
- They will no longer benefit from some weapon damage bonuses (such as Radiant).
- Effects that modify the behavior of basic melee attacks (such as the Titan Aspect «Knockout» changing the damage type of basic melee attacks from kinetic to Arc) will not affect the behavior of Glaive melee.
- Glaive melee damage in PvE has been adjusted to compensate for their increased access to melee damage-increasing effects.
- Glaive melee damage against minors and majors has been reduced by 40%.
- Glaive melee damage against Champions and minibosses has been reduced by 28.5%.
- Glaive melee damage against bosses and vehicles has been reduced by 50%.
Abilities
Titan
- Roaring Flames
- Maximum PvE melee damage bonus increased from 73% to 200%.
- As a note, Roaring Flames increases Solar ability damage, and Glaive melee is always kinetic. We have opted to follow the rules as written for this one for now, so Roaring Flames does not scale Glaive melee damage.
- Melee damage bonus against is no longer decreased when used with Peregrine Greaves, Wormgod Caress, One-Two Punch, or Synthoceps.
- Maximum PvE melee damage bonus increased from 73% to 200%.
- Knockout
- PvE uncharged melee damage bonus increased from 100% to 160%.
- PvE charged melee damage bonus increased from 50% to 160%.
- Increased melee damage now works with Glaive melee at full effect.
- Offensive Bullwark
- PvE melee damage bonus increased from 100% to 160%.
- Increased melee damage now works with Glaive melee at full effect.
- Melee damage bonus is no longer decreased when used with Synthoceps.
- Banner of War
- Melee damage bonus for user and allies increased from 40% to 100%.
- Melee damage bonus is no longer decreased when used with Wormgod Caress, Synthoceps, or Glaive Melee.
- The damage bonus provided to Bladefury’s melee attacks is unchanged.
Hunter
- Stylish Executioner
- PvE melee damage bonus increased from 200% to 300%.
- Now works with Glaive melee at full effect.
- Now works with every melee ability if the ability makes contact while you are leaving invisibility.
- In other words, projectile melee abilities like Threaded Spike will benefit from the damage increase if you use it at point-blank.
- Facet of Courage
- PvE melee damage bonus increased from 10% to 50%.
- Spark of Feedback
- PvE melee damage bonus increased from 75% to 100%.
- Now works with Glaive melee at full effect.
- PvE melee damage bonus is no longer decreased when used with Synthoceps, Liar’s Handshake, Knockout, Wormgod Caress, One-Two Punch, or Winter’s Guile.
- Combination Blow
- Maximum PvE damage bonus increased from 309% to 400%.
- Increased melee damage now works with glaive melee at full effect.
- Now works with Ascension in PvE at full effect.
- Now works with Grapple Melee in PvE at full effect.
Armor
- Hunter Exotic: Athrys’s Embrace
- PvE Weighted Throwing Knife damage bonus increased from 200% to 300%.
- Hunter Exotic: Liar’s Handshake (and Spirit of the Liar)
- PvE basic and Arc melee damage increased from 200% to 400%.
- Hunter Exotic: Ophidia Spathe
- Maximum PvE Throwing Knife damage bonus increased from 100% to 200%.
- Hunter Exotic: Triton Vice
- PvE Glaive melee damage bonus increased from 100% to 200%.
- Titan Exotic: Heart of Inmost Light
- Maximum PvE melee damage bonus increased from 20% to 50%.
- Now increases the damage of unpowered and Glaive melee abilities.
- Titan Exotic: Peregrine Greaves
- Shoulder charge ability impact damage bonus against non-Champion, non-Tormentor, and non-miniboss targets increased from 363% to 400%.
- Titan Exotic: Synthoceps (and Spirit of the Synthoceps)
- Melee damage bonus is unchanged.
- Melee damage bonus is no longer decreased when used with Combo Blow, Stylish Executioner, and Glaive melee.
- Damage bonus is still decreased against players when used with Lightning Surge.
- Titan Exotic: Wishful Ignorance
- Maximum PvE Frenzied Blade melee damage bonus increased from 100% to 200%.
- Maximum PvE Flechette Storm melee damage bonus increased from 50% to 200%.
- Titan Exotic: Wormgod Caress
- Maximum PvE melee damage bonus increased from 275% to 400%.
- Melee damage bonus is no longer decreased when used with Roaring Flames or Glaive melee.
- Warlock Exotic: Winter’s Guile
- Maximum PvE melee damage bonus increased from 275% to 400%.
Weapons
- Close to Melee
- PvE Glaive melee damage bonus increased from 30% to 60%.
- One-Two Punch
- PvE melee damage bonus increased from 100% to 150%.
- Now works with all melee abilities!
- Melee damage bonus is no longer decreased when used with Liar’s Handshake.
- Increased the time the perk is active tothree3 seconds.
- Bastion
- Saint’s Fists PvE melee damage bonus increased from 100% to 300%.
- Now works with all melee abilities.
- Increased the time the perk is active to three seconds.
- Monte Carlo
- Catalyst melee attack no longer deals reduced melee damage to bosses, minibosses, and Champions.
- Winterbite
- Is now able to receive melee damage bonuses from a variety of sources.
- Reduced enhanced melee damage with ammo to +20% vs bosses, down from +50%.
- Is now able to receive melee damage bonuses from a variety of sources.
Weapons
- New weapons in The Edge of Fate have a new cosmetic mod socket called Combat Flair.
- For players who have obtained Sweaty Confetti, it can be applied to these new weapons in this location and is not consumed on these weapons.
- Weapons before Edge of Fate can still apply the consumable version of Sweaty Confetti in the weapon mod socket.
- Staged Reload
- Machine Guns now have a «staged reload.» This places «checkpoints» in a reload animation; when a player cancels a reload animation and starts it again, it will resume from the latest of these checkpoints.
- Weapons that contained fragile Weapon Mods from Episode Heresy will have those mods removed as they have expired.
- Players can apply their normal mods.
- Updated weapon crafting progress in Trials so that losses contribute the same amount as wins.
- Deepsight drop rates are improved in Dares of Eternity upon the retirement of the guaranteed weekly Deepsight reward from the Legend version of the activity.
- Updated The Pale Heart so that, after resetting the Ghost vendor, the drop rate of Deepsight Pale Heart weapons increases.
Exotics
- Two-Tailed Fox
- Corrected an issue where it was not receiving two bursts per ammo crate in Crucible.
- Choir of One
- Updated the hip fire reticle to better show spread state.
- Vigilance Wing
- Bonus can now activate when running solo in PvE activities.
- Hierarchy of Needs
- Players now gain charges of Guidance Ring with any hit from Hierarchy of Needs. Players now only need three charges to deploy the ring.
- Hierarchy’s spawned Guidance Ring duration increased from 13s to 20s.
- Hierarchy’s spawned Guidance Ring now rotates to face its owner.
- Players are now limited to one Guidance Ring in the world per player. Spawning a second one will remove your previous ring.
- All bows now spawn missiles when fired through an allied player’s Guidance Ring.
- Fixed an issue where Hierarchy’s seeker missiles would not play detonation visual effects when colliding with world geometry.
- Dead Man’s Tale
- Each stack of cranial spike now grants:
- +3.4% damage vs combatants (max 17% at 5 stacks)
- +1 rounds reloaded
- Each stack of cranial spike now grants:
- Duality
- Added a secondary activator for On Black Wings, now gives the buff when landing most of your pellets on a target.
- The Navigator
- Added a damage bonus for the weapon while the user has Woven Mail.
- Also increases the weapon’s Ammo Generation stat while the user has Woven Mail.
- Wicked Implement
- Now is Rapid Fire RPM.
- Now takes one additional hit to start slowing and to freeze to account for the faster rate of fire.
- Bumped up magazine size.
- Heartshadow
- Increased ammo reserves.
- Reduced cost of Heavy attack to three (from four).
- Added: «Defeats while Shot in the Dark is active make you invisible once more.»
- Worldline Zero
- Increased lunge distance of the heavy Tesseract attack by 3m.
- Removed the ability to chain two blink attacks back-to-back.
- Added a new effect: «Defeating a target with Tesseract allows you to Tesseract again for a short duration.»
- These extra blink attacks cost less ammo and consume less guard energy.
- Devil’s Ruin
- Removed fire on release behavior.
- Beam is now behind special reload.
- Kills make firesprites, firesprites enable the special reload.
- Beam now scorches on hit and ignites on kills.
- Increased magazine size to 20.
- Tommy’s Matchbook
- General
- Added a burning screen effect while the player takes self-damage from Ignition Trigger. Other players who are taking self-damage from Ignition Trigger will have a burning effect surrounding their model.
- Ignition Trigger
- In the HUD, the «Overheated» debuff has been removed and replaced with a buff that reads as «Ignition Trigger.» This buff now appears as a bar.
- While Ignition Trigger is active, the bar charges as you fire the weapon and drains when you don’t.
- So long as the bar has some charge, Ignition Trigger will remain active.
- Heat Sink
- Hip-fire self-damage now deals 50% less damage than ADS self-damage, previously 33% less damage.
- Catalyst
- Removed improved health regen.
- Now final blows while Ignition Trigger is active grant Cure x1 to the user.
- The Scorch on hit is unchanged.
- General
- Winterbite
- Reduced enhanced melee damage with ammo to +20% vs bosses, down from +50%
- This is to account for this now being able to receive melee damage bonuses from a variety of sources.
- Reduced enhanced melee damage with ammo to +20% vs bosses, down from +50%
- Ace of Spades
- Reduced the delay of the precision kill explosion.
Increased the damage the explosion does against players by 15%.
- Deterministic Chaos
- Fixed an issue where the weapon was unable to pierce non-Champion shields.
- Fixed an issue where the weapon’s intrinsic anti-Champion properties could get wiped away from outside sources of anti-Champ such as Radiant.
- Vex Mythoclast
- Fixed an issue where this weapon’s automatic fire couldn’t be interrupted by initiating a reload.
Perks
- Reconstruction
- Increased the amount of ammo transferred per activation from 10% to 25%.
- Paracausal Affinity
- Added a visible timer to the buff.
- Kinetic Tremors
- Decreased shots to activate on certain weapons and subfamilies.
- High-Impact Auto Rifles require nine hits down from 12.
- Aggressive and High-Impact Scout Rifles require five hits down from six.
- Hand Cannon subfamilies have received specific tuning
- Aggressive Hand Cannons require four hits down from six.
- Adaptive Hand Cannons require five hits down from six.
- Precision Hand Cannons are unchanged and still require six shots to activate.
- Decreased shots to activate on certain weapons and subfamilies.
- One Two Punch
- Now works with all melee abilities. Perk active time increased from 1.22 seconds to 3 seconds.
- Attrition Orbs
- Increased perk progress by 20% across the board.
- Reduced perk progress by 80% with area denial Grenade Launchers (this is surprisingly not as noticeable as it sounds).
- Increased perk progress by an additional 30% on Swords.
- Eager Edge and Valiant Charge
- While active, melee search angle is now reduced 50% at the start of lunge range and 88% at the edge of lunge range.
- This requires the player to look more at their target to strike it, improving specific target acquisition in PvE and requiring a more direct look in PvP.
- Eager Edge
- Fixed an issue where the perk could briefly remain active when swapping weapons during a third person animation.
- Chain Reaction
- Threadlings created by weapon perks will no longer activate the detonation from Chain Reaction.
- Chain Reaction, Dragonfly, Firefly
- These perks no longer use weapon archetype scaling against combatants and instead use a unified damage scaling that is more normalized between different weapon types. This buffs many weapons with these perks against most targets.
- Destabilizing Rounds
- Fixed an issue where Destabilizing Rounds was granting Volatile Rounds on every enemy kill.
- This perk should now follow the in-game description of granting Volitile Rounds when the «Void Burst» hits a secondary target.
- Fixed an issue where Destabilizing Rounds was granting Volatile Rounds on every enemy kill.
- Wild Card
- Fixed an issue where the Telesto bolts generated by this origin trait would delete themselves when colliding with objects like ammo bricks.
- Recycled Energy
- Fixed an issue where Enhanced Recycled Energy generates no energy.
- Fixed an issue where the perk would only grant grenade energy.
Full Patch Notes
If you wish to read the Patch Notes in full, including hundreds of fixes, you can do so via the official Bungie websites 9.0.0.1 Patch Notes blog post.