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Destiny: Rising

List of All Gifts of the Nine

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Destiny Rising - Gifts of the Nine

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.

List of All Gifts of the Nine

All Gifts of the Nine

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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
  • collapse duration) damage.
  • 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.

    What Are Gifts of the Nine?

    Stage-Based Power-Ups

    Gifts of the Nine

    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.

    How to Unlock Realm of the IX

    Complete Hero's Trial I

    Hero

    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

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