The Season of the Witch in Destiny 2 comes with a grand new mechanic called Mementos. This mechanic is tied to weapons, and can make them look very unique. However, it isn’t as easy as finding exactly what you want and slapping it onto a weapon. This mechanic gets a bit complicated and requires quite a lot of dedication to get exactly the weapon you’re looking for. If you’re confused about any aspect of Mementos, this guide will explain things for you!
How to Get Mementos in Destiny 2
Mementos are a purely cosmetic weapon upgrade in Destiny 2. These are applied to the weapons crafted at The Enclave and evolve as you give it experience, culminating at a level 30 Shader cosmetic. You can only acquire Mementos from Gambit, Nightfalls and Trials of Osiris this season. They are still rare rewards in each given event, so be sure to set aside time to farm.
For Gambit, just hit up the playlist and you’ll hopefully find one eventually. Just do your other tasks while in Gambit and you’ll probably find one per week.
For Nightfall, you’ll need to play in Grandmaster difficulty. Thankfully, this seems to guarantee a single Memento per week, as long as you and your fireteam can clear the run. Make sure your Light Level is high enough so you can clear consistently.
The Trials memento is difficult, as you must clear the Trial flawlessly during the Trials of Osiris. If you do so, it should drop from the Flawless chest.
Each type of challenge has a specific skin. Gambit is green, Nightfall is gold, and Trials is orange-ish. In addition, as you level up, the mementos also have animations and titles that make the weapons even more cool!
When you craft a weapon, you can equip a memento during the reshaping or forging process. There is no light level cap or anything like that, but the memento won’t be cool until you reach specific milestones. Be sure to put it on a weapon you know you’ll want to grind with for a little while! You can’t get it back; reshaping or dismantling the weapon will also destroy the memento.
Jason Toro-McCue has committed his schooling to the study of the connection between game design and narrative. When he's not working on this bond through writing articles or guides, he's playing Dungeons & Dragons, or just playing games themselves and looking at the story there.