All Artifact Perks for the Season 23 Queensfoil Censer in Destiny 2

Queen Mara knows what you want

If you love buildcrafting, you’ll be excited to see this season’s new artifact. Here are all the artifact perks for Season 23 in Destiny 2.

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All Artifact Perks for the Season 23 Queensfoil Censer in Destiny 2

Season 23 is all about Solar, Strand, and Stasis, with a big ol’ sprinkling of explosive rocket launchers. But more importantly, solo players finally get to live the good life again. That’s right, Solo Operative is back! I’m not crying; you are.

The table below details each column of this season’s artifact, the Queensfoil Censer. Like in previous seasons, you must upgrade your artifact to unlock these passives. To access perks in later columns, you’ll first need to unlock perks in the previous column.

Usually, you’ll need to unlock three passive from Column 1 to access perks from Column 2. You’ll need to unlock five passive from Column 2 or Column 1 to unlock Column 3. To unlock Column 4, you’ll need to unlock a total of seven passives from the previous columns. And, finally, to unlock Column 5 you’ll need to unlock 10 passives from the previous four columns.

Column 1 Column 2 Column 3 Column 4 Column 5 
Anti-Barrier Sidearm —
Your equipped Sidearms fire shield-piercing rounds and stun Barrier Champions.

Additionally, Sidearms are always overcharged when that modifier is active. 
Flame, Fiber, and Freeze —
Combines the Solar/Strand and Solar/Stasis Siphon mods into one. 
Flint Striker —
Rapid Solar weapons precision hits and rapid Solar weapon final blows grant Radiant. 
Unravelling Orbs
Picking up an Orb of Power grants Strand weapons Unraveling Rounds. 
Horde Shuttle —
Damaging unraveled targets with a weapon occasionally spawns a Threadling. 
Unstoppable Hand Cannon
Aiming down the sights of a Hand Cannon for a short time loads a powerful explosive payload that stuns unshielded combatants. Strong against Unstoppable Champions.

Additionally, Hand Cannons are always overcharged when that modifier is active. 
Kindling Trigger —
Radiant causes Solar weapons to apply Scorch to unscorched combatants. 
Torch —
While radiant, deal increased weapon damage to combatants affected by Strand and Stasis debuffs. 
Pillar of Ice —
Killing an encased combatant spawns Stasis crystals. 
Hail The Storm —
Shattering encased targets and Stasis crystals deals increased damage.

Shattering a Stasis crystal releases shards of ice that damage and slow targets. 
Unstoppable Bow —
Holding a Bow fully drawn for a short time loads a powerful explosive payload that stuns unshielded combatants. Strong against Unstoppable Champions. Additionally, Bows are always overcharged when that modifier is active. 
Blast Radius —
Rapid final blows with Rocket Launchers and Grenade Launchers grant Armor Charge. 
Heart of the Flame —
Casting your Solar Super grants nearby allies Radiant and increases the damage of your Super for each nearby ally. 
Revitalizing Blast —
Causing damage with a Solar ability weakens Champions and bosses for a short duration. 
Rays of Precision  —
While radiant, Solar precision final blows cause combatants to ignite. 
Overload Auto Rifles —
Sustained fire from Auto Rifles disrupts combatants, stunning them, delaying ability energy regeneration, and lowering combatant damage output. Strong against Overload Champions.

Additionally, Auto Rifles are always overcharged when that modifier is active. 
Origin Perk Specialization I —
Improves the benefits provided by the Sundering, Nano-Munitions, and Nanotech Tracer Rocket Origin Traits.

Additionally, weapons with these traits are always overcharged. 
Origin Perk Specialization II —
Improves the benefits provided by the Noble Deeds, Unsated Hunger, Head Rush, and Dragon’s Vengeance Origin Traits.

Additionally, weapons with these traits are always overcharged. 
Overload Rocket Launchers —
Rocket Launchers are especially effective against Overload Champions. 
Solo Operative —
While you are the only member of your fireteam, you deal increased damage to all combatants. 
Overload Pulse Rifle —
Sustained fire from Pulse Rifles disrupts combatants, stunning them, delaying ability energy regeneration, and lowering combatant damage output. Strong against Overload Champions.

Additionally, Pulse Rifles are always overcharged when that modifier is active. 
From Whence You Came —
Increases ability damage to Taken and Scorn combatants. 
Wished Into Being —
While your Super is nearly fully charged, ability final blows spawn Orbs of Power. 

Wearing Season of the Wish armor decreases Super amount threshold.
Dragon’s Bite —
Breaking a combatant’s shield with a Strand or Stasis weapon has a chance to suspend or freeze that combatant.

Wearing Season of the Wish armor increases this chance. 
Argent Ordinance —
Firing a Rocket Launcher consumes one stack of Armor Charge, granting increased damage and reload speed until you reload or stow your Rocket Launcher. 

About the Author

Daphne Fama

A Staff Writer at Prima Games since 2022, Daphne Fama spends an inordinate amount playing games of all stripes but has a soft spot for horror, FPS, and RPGs. When she’s not gaming, she’s an author and member of the Horror Writers Association with a debut novel coming out in 2025. In a previous life, she was an attorney but found she preferred fiction to contracts and forms