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Gifts of the Nine are powerful modifiers you earn by clearing stages in the Realm of the IX of Destiny: Rising. See a detailed list of all Gifts of the Nine, their effects, and learn how to unlock the Realm of the IX.
| Gift | Gift Type | Details |
|---|---|---|
| Nimble | Universal |
Singularity #: I, VII Type: Ability Base Effect: Grants 30% increased signature ability recharge speed. |
| Augmentation | Universal |
Singularity #: I, VII Type: Ability Base Effect: Grants 30% increased ability damage. |
| Retrace | Universal |
Singularity #: I, VII Type: Ability Base Effect: Once every 20s, the next Signature Ability cast will not enter cooldown. |
| Deep Breach | Universal |
Singularity #: I, VII Type: Ability Base Effect: Weapon damage dealt to targets increases their ability damage taken by 30% for 3s. |
| Overload | Universal |
Singularity #: I, VII Type: Ability Base Effect: Casting your Super grants 40% increased damage for 5s. |
| Lethal Assault | Universal |
Singularity #: I, II, III, IV, V, VII, IX Type: Balanced Base Effect: Your damage multiplier against targets with 50% or more health is increased by 15%. |
| Sunder | Universal |
Singularity #: VI, VIII Type: Balanced Base Effect: Grants 20% increased damage resistance and movement speed for 5s when your shield is destroyed. |
| Executioner | Universal |
Singularity #: I, II, III, IV, VII Type: Balanced Base Effect: Your damage multiplier against targets with 50% or less health is increased by 30%. |
| Unscathed | Universal |
Singularity #: I, II, III, IV, V, VII, IX Type: Balanced Base Effect: You deal +15% damage when above 80% health. |
| The Last Stand | Universal |
Singularity #: II, III, IV, VI, VII, VIII Type: Balanced Base Effect: You deal 0.03% increased damage for every 1% health you lose. |
| Iron Lungs | Universal |
Singularity #: VI, VIII Type: Balanced Base Effect: Grants 20% shortened shield recovery interval. |
| Armor-Breaker | Universal |
Singularity #: II, III, IV, V, VI, VII, VIII, IX Type: Balanced Base Effect: Ability damage dealt to targets increases their weapon damage taken by 20% for 7s. |
| Boxer | Universal |
Singularity #: IV, VI, VIII Type: Impact Base Effect: Melee attacks deal an additional 300.0 damage. |
| Ammo Plunderer | Universal |
Singularity #: IV, VI, VIII Type: Impact Base Effect: Targets defeated within a 10-meter radius of you drop 50% increased ammo. |
| Soul Extraction | Universal |
Singularity #: IV, VI, VIII Type: Impact Base Effect: You recover 5% health when combatants are defeated within a 10-meter radius of you. |
| Close Quarter | Universal |
Singularity #: IV, VI, VIII Type: Impact Base Effect: You deal 10% increased damage to targets within a 10-meter radius. |
| Shadow Steps | Universal |
Singularity #: IV, VI, VIII Type: Impact Base Effect: Each enemy within a 10-meter radius grants 4% increased movement speed, up to 35%. |
| Mortal Assault | Universal |
Singularity #: IV, VI, VIII Type: Impact Base Effect: The multiplier for non-precision hit damage is increased by 10%. |
| Armor-Piercing Rounds | Universal |
Singularity #: V, IX Type: Piercing Base Effect: You deal 10% increased precision damage and 50% increased damage to shields. |
| Partial Weakness | Universal |
Singularity #: V, IX Type: Piercing Base Effect: Body shots are treated as precision hits, dealing 50% precision damage. |
| Weakness Siphon | Universal |
Singularity #: V, IX Type: Piercing Base Effect: Precision hits multiply the next shot's damage by 20%. |
| Concussion | Universal |
Singularity #: V, IX Type: Piercing Base Effect: Precision hits create an explosion with a 5-meter radius, dealing blast damage equal to the weapon damage. |
| Precise Reload | Universal |
Singularity #: V, IX Type: Piercing Base Effect: Precision kills fully reload the current weapon. |
| Concentration | Universal |
Singularity #: II Type: Rapid-Fire Base Effect: Hitting the same target in quick succession grants 8% increased damage. Stacks 3x. |
| Quickshot | Universal |
Singularity #: II Type: Rapid-Fire Base Effect: Landing a hit grants 10% increased rate of fire and 20% increased reload speed for 2s. |
| Dauntless | Universal |
Singularity #: II Type: Rapid-Fire Base Effect: Firing grants 15% increased movement speed and 15% damage reduction for 1s. Continuously fiting refreshes the duration. |
| Mag Expansion | Universal |
Singularity #: II Type: Rapid-Fire Base Effect: Grants 50% increased ammo capacity. |
| Ammo Recycle | Universal |
Singularity #: II Type: Rapid-Fire Base Effect: Landing a hit has a 30% chance to reload 1 round from reserves. |
| Sustained Spread | Universal |
Singularity #: II Type: Rapid-Fire Base Effect: The damage of the 3rd hit will be spread to all targets within a 10-meter radius. |
| Patience | Universal |
Singularity #: III Type: Spread Base Effect: Once every 3s, your next non-precision hit will deal 30% increased damage. |
| Hollow | Universal |
Singularity #: III Type: Spread Base Effect: Projectile explosions gain a 30% increased blast damage radius. |
| Detonator | Universal |
Singularity #: III Type: Spread Base Effect: You deal 25% increased blast damage. |
| Reloader Charge | Universal |
Singularity #: III Type: Spread Base Effect: Reloading grants 15% increased damage for a short time. |
| Focused Blast | Universal |
Singularity #: III Type: Spread Base Effect: When there is only 1 target in the blast radius, deal 25% additional damage 1 time. |
| Double Blast | Universal |
Singularity #: III Type: Spread Base Effect: Every explosion is followed by an additional one in 3s, dealing 30% damage. |
|
Electrify
(Initial) |
Special |
Singularity #: V Type: Arc Base Effect: When abilities deal damage, they electrify the combatant for 7s, causing them to take 10% additional Arc damage. |
| Electroshock | Special |
Singularity #: V Type: Arc Base Effect: When electrified combatants are hit with weapon damage, they take an additional instance of 30% damage. |
| Electro-Discharge | Special |
Singularity #: V Type: Arc Base Effect: When abilities deal damage to electrified combatants, they also deal 30% of the ability's damage to combatants within a 5-meter radius of the initial target. |
| Electrophoresis | Special |
Singularity #: V Type: Arc Base Effect: When electrified combatants are defeated, their electrification will spread to the nearest combatant within a 10-meter radius and deal 200.0 damage. |
| Charged Up | Special |
Singularity #: V Type: Arc Base Effect: You gain 5% reload speed and ability charge rate for every electrified combatant on the field. |
|
Cleave
(Initial) |
Special |
Singularity #: VI Type: Cleave Base Effect: The next hit after using an ability will unleash a slash stretching 7m in front of you, dealing 200.0 damage. Cleave instances can be accumulated. |
| Laceration | Special |
Singularity #: VI Type: Cleave Base Effect: Combatants hit by Cleave will be lacerated, taking 30% more damage for 3s. |
| Wound Siphoning | Special |
Singularity #: VI Type: Cleave Base Effect: You recover 1% health per second whenever a combatant is lacerated. |
| Chained Cleave | Special |
Singularity #: VI Type: Cleave Base Effect: When Cleave hits a single target, it deals an additional instance of 300.0 damage. |
| Enhanced Cleave | Special |
Singularity #: VI Type: Cleave Base Effect: Cleave's length is extended by 3, and it deals 50% more damage. |
|
Ability Comet
(Initial) |
Special |
Singularity #: I Type: Comet Base Effect: Abilities launch 2 Tracer Comets that track and attack the current target, dealing 100.0 damage. |
| Melee Comet | Special |
Singularity #: I Type: Comet Base Effect: Melee attacks unleash 1 Comet with no element. Comets automatically attack targets you aim at, dealing 90.0 damage. |
| Comet Capacity Expansion | Special |
Singularity #: I Type: Comet Base Effect: Your abilities spawn 1 more Comet. |
| Super Comet | Special |
Singularity #: I Type: Comet Base Effect: Casting your Super increases Comet capacity by 1 and damage by 80.0 for 12s. Comets can be fired in a single volley. |
| Elemental Comet | Special |
Singularity #: I Type: Comet Base Effect: Grants an element to your Comets. |
|
Fletched Arrow
(Initial) |
Special |
Singularity #: IX Type: Fletched Arrow Base Effect: Dealing precision damage fires a Fletched Arrow at the combatant, dealing 40% damage. Fletched Arrows can be fired once every 0.3s. |
| Enhanced Arrow | Special |
Singularity #: IX Type: Fletched Arrow Base Effect: When a Fletched Arrow hits, it grants the next Fletched Arrow +50% damage. |
| Twin Arrows | Special |
Singularity #: IX Type: Fletched Arrow Base Effect: 1 additional Fletched Arrow is fired, but they deal 30% less damage. |
| Sharpshooter's Oath | Special |
Singularity #: IX Type: Fletched Arrow Base Effect: Fletched Arrows gain +2% damage for every meter they fly, up to 60%. |
| Ricocheting Arrows | Special |
Singularity #: IX Type: Fletched Arrow Base Effect: Fletched arrows ricochet 1 time between combatants within a 5-meter radius. |
|
Gravitaitonal Collapse
(Initial) |
Special |
Singularity #: III Type: Gravity Base Effect: Reload to gain the Astral Criticality status: Firing creates a Gravitational Collapse that pulls in combatants within a 4-meter radius for 3s. |
| Nova Bomb | Special |
Singularity #: III Type: Gravity Base Effect: When Gravitational Collapse ends, it creates an explosion dealing (50.0 |
| Particle Compression | Special |
Singularity #: III Type: Gravity Base Effect: Gravitational Collapse deals 50.0 damage per second. |
| Constant Compression | Special |
Singularity #: III Type: Gravity Base Effect: Reloading with at least 80% ammo remaining increases gravitational damage by 30%. |
| Intense Compression | Special |
Singularity #: III Type: Gravity Base Effect: Reloading with less than 20% ammo remaining increases gravitatonal radius and duration by 50%. |
| Sustained Collapse | Special |
Singularity #: III Type: Gravity Base Effect: Extends the duration of Gravitational Collapse to 5s. |
|
Shield Shockwave
(Initial) |
Special |
Singularity #: IV Type: Shockwave Base Effect: When you cast an ability, it unleashes a shockwave, dealing damage equal to 5% of your current max shield durability per second for 3s to targets within a 6-meter radius. |
| Shockwave Spread | Special |
Singularity #: IV Type: Shockwave Base Effect: Extends the radius of the shockwave to 10 meters. |
| Health Shield | Special |
Singularity #: IV Type: Shockwave Base Effect: Your health cap is reduced by 15%, but your shield durability cap is increased by 30%. |
| Ability Shield | Special |
Singularity #: IV Type: Shockwave Base Effect: Casting abilities grants 15% of the current shield durability for 5s. Unstackable. |
| Shield Siphon | Special |
Singularity #: IV Type: Shockwave Base Effect: Final blows restore 20% shield durability. Impact weapon hits on combatants restore 2% shield durability. |
|
Flame Offensive
(Initial) |
Special |
Singularity #: VII Type: Solar Base Effect: When abilities deal damage, they inflict 3 stack of Burning for 8s, with each stack dealing 10.0 damage per second. Stacks 10x. |
| Multiple Flames | Special |
Singularity #: VII Type: Solar Base Effect: For the next 6s after casting an ability, dealing a certain amount of damage to a combatant applies 1 additional stack of Burning. |
| Burn Mark | Special |
Singularity #: VII Type: Solar Base Effect: Targerts take higher Solar damage while inflicted with Burning, increasing by 3% per second, up to 12% after 4s. |
| Scorch | Special |
Singularity #: VII Type: Solar Base Effect: Once a target has 10 stacks of Burning, stacks will be cleared and detonated, dealing an additional 100.0 damage in an 8-meter radius. Cooldown: 8s. |
| Explosive Chain | Special |
Singularity #: VII Type: Solar Base Effect: The detonation's blast radius is increased vby 50%, and 1 stack of burning will be spread to targets caught in it. |
| Flame Nourishment | Special |
Singularity #: VII Type: Solar Base Effect: When a target is inflicted with Burning, you will recover 0.5% health per second (unstackable). Whenever a target is defeated by Burning, you instantly recover 2% health. |
|
Venom Assault
(Initial) |
Special |
Singularity #: II Type: Venom Base Effect: Attacks have a 30% chance to render the target Poisoned for 3s, dealing 10.0 damage per second. Stackable. |
| Venom Eruption | Special |
Singularity #: II Type: Venom Base Effect: Accumulating 4 stacks of Poison on a target adds 1 more stack. |
| Venom Miasma | Special |
Singularity #: II Type: Venom Base Effect: Inflicting Venom damage to a target has a 80% chance to also inflict the damage to targets within a 10-meter radius. |
| Venom Pool | Special |
Singularity #: II Type: Venom Base Effect: When they fall, Poisoned targets create a Venom Pool, dealing 50.0 damage per second for 5s to targets within a 5-meter radius. |
| Venom Burst | Special |
Singularity #: II Type: Venom Base Effect: Abilities hitting Poisoned targets grand (2%*stacks of Venom) increased attack speed for 10s. |
|
Void Shackles
(Initial) |
Special |
Singularity #: VIII Type: Void Base Effect: When abilities deal damage, they shackle the target for 7s. Shackled combatants move 30% slower, and they take 10% more Void damage. |
| Detonated Fetters | Special |
Singularity #: VIII Type: Void Base Effect: Dealing damage to Void Shackled combatants triggers an explosion with a 3-meter radius once every 1s, dealing 20.0 damage. |
| Energizing Void | Special |
Singularity #: VIII Type: Void Base Effect: Dealing damage to Void shackled combatants increases ability charge rate by 5% for 7s, up to 25%. |
| Void Alteration | Special |
Singularity #: VIII Type: Void Base Effect: Void Shackles deal 25.0 damage per second. |
| Void Reload | Special |
Singularity #: VIII Type: Void Base Effect: Your drawn weapon is reloaded when Void shackled combatants are defeated. |
| Magic-Minded | Chaos | Base Effect: Grants 300% increased ability recharge speed at the cost of 50% reduced weapon damage. |
| Firmly Planted | Chaos | Base Effect: While stationary, all damage dealt is increased by 100%, and damage taken is reduced by 40%. While moving, all damage dealt is reduced by 70%. |
| Spike Shell | Chaos | Base Effect: When you take damage, the damage source also takes 500.0 damage. You also recover health over time and gain 300% increased melee damage. Weapons are banned. |
Universal Gifts are broken down further into subtypes such as ability, balanced, rapid-fire, spread, impact, and piercing, each designed to support a different playstyle. Special Gifts provide more situational effects, while Chaos Gifts appear to be tied to the Realm’s unique challenge modes.
Choosing the right combination is a critical part of surviving later stages, as your strategy will hinge on whether you stack offensive boosts, prioritize survivability, or lean into utility-based perks.

Gifts of the Nine function as stage-based rewards offered by the mysterious Nine. After each stage completion, you are presented with new Gifts to collect, and your choices steadily define your progress for the remainder of the run.
Each stage you clear grants you access to new Gifts, which act as power-ups that enhance your abilities, defenses, and overall performance during the challenges that follow.

The Realm of the IX becomes available once you complete Hero’s Trial I, an early quest within the main campaign.
Unlocking this area gives you access to its distinct activities, including Singularity: Order, Singularity: Chaos, and The Expanse.
Campaign Missions List and Walkthrough
Characters |
Builds |
Tips and Tricks |
Banners |
Events |
Quests |
Weapons |
Abilities |
Talent Trees |
Artifacts |
Perks and Traits |
Mods |
Items |
Emblems |
Fishes |
Gifts of the Nine |
News |
- |
List of All Gifts of the Nine



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