Want to unlock your Destiny 2 Solar 3.0 fragments? The Season of the Haunted has launched and the Solar rework is receiving a bit of a mixed response. The changes to Gunslinger are pretty darn good, but Titans and Warlocks seem a little less pleased with the overhaul. As with the Void rework, it’s all about aspects and fragments now, and choosing a line-up of perks that’ll synergise with your playstyle and mod setup.
But not every fragment or grenade ability is available right from the start. If you’ve just started the season and arrived on the Leviathan, you might want to know a little more about Opulent Keys and chests, or what those Calus Bobbleheads do. That said, here’s every fragment available in the Solar 3.0 rework, as well as how to unlock the others.
Also be aware: some people are experiencing a bug that means they can’t use Solar fragments even after unlocking them, but once Bungie has fixed it, these should hopefully be available for use.
Destiny 2 Solar 3.0: How to unlock fragments and grenades
If you’ve just started the Season of the Haunted, you’ll now have access to Solar 3.0 and the reworked classes for Hunter, Warlock, and Titan. As with the rework of Void in the style of Stasis, you have a super, abilities, aspects, and fragments to choose from, each altering how you play the class. You won’t start with every fragment and grenade unlocked, though.
To get them you have to speak to Ikora Rey in the Bazaar section of the tower. Select Solar and then either fragments or grenades to get the remaining versions. Fragments cost a hefty 25,000 Glimmer, while grenades only cost 3,000 a piece. Once purchased, meditate using the strange globe to your right to unlock them in the subclass menu.
Destiny 2 Solar 3.0: Every fragment
Here are all of the fragments that you can use with Solar 3.0. If more are added as the season continues, I’ll be sure to add them:
|Ember of Singeing
|Your class ability recharges faster when you Scorch targets.
|Row 0 - Cell 2
|Ember of Benevolence
|Applying Restoration, Cure, or Radiant to allies grants increased grenade, melee, and class ability regeneration for a short duration.
|Ember of Beams
|Your Solar Super projectiles have stronger target acquisition.
|Ember of Empyrean
|Solar weapon or ability final blows extend the duration of restoration and radiant effects applied to you.
|Ember of Combustion
|Final blows with your Solar Super cause targets to Ignite.
|Ember of Torches
|Powered melee attacks against combatants make you and nearby allies Radiant.
|Row 5 - Cell 2
|Ember of Char
|Your Solar Ignitions spread Scorch to affected targets.
|Ember of Tempering
|Solar weapon final blows grant you and your allies increased recovery for a short duration. Stacks three times. While Ember of Tempering is active, your weapons have increased airborne effectiveness.
|Ember of Blistering
|Defeating targets with Solar Ignitions grants grenade energy.
|Row 8 - Cell 2
|Ember of Solace
|Radiant and Restoration effects applied to you have increased duration.
|Row 9 - Cell 2
|Ember of Eruption
|Your Solar ignitions have increased area of effect.
|Ember of Ashes
|You apply more Scorch stacks to targets.
|Row 11 - Cell 2
|Ember of Wonder
|Rapidly defeating multiple targets with Solar Ignitions generates an Orb of Power.
|Ember of Searing
|Defeating Scorched targets grants melee energy.