– – A – –
Melee_power_level_modifier8%8%8%All or NothingIcon MechanicsUp to +X% Power, as Stamina depletes.
stat buff:
For every 20% of depleted max stamina, grants 1 stack (up to 5); stack calculation rounds down so the first stack is granted when below 80% max stamina, the second when below 60% max stamina, etc. Per stack, increases the power level of melee attacks (see values below); stacks additively with related power level buffs, and multiplicatively with damage buffs.
'Power level buffs' increase the base power of attacks which benefits damage, stagger, and cleave (where applicable).WeaponsCombat Axes
Pickaxes
Sapper ShovelsMelee Power per stack (per tier)5% | 6% | 7% | (up to +40%)
5% | 6% | 7% | (up to +40%)
5% | 6% | 7% | (up to +40%)
– – B – –
Melee_critical_strike_chance15%4 (up To 12 Max)16146Melee_critical_strike_chance100%100%100%100%Melee_infinite_cleave_on_headshotMelee_weakspot_damage15%15%15%15%15%15%15%BashIcon Mechanics+X% Critical Chance for 3s on Pushing Enemies.
stat buff:
When pushing an enemy, grants additional crit chance to melee attacks (see values below) for 3s; can be refreshed during active duration. The push action does not need to stagger the enemy (procs against monstrosities, Bulwark shield, Captain/Twins void shield). Despite the buff icon staying after weapon swap, the buff does not benefit melee special actions from Ripper Gun, Grenadier Gauntlet (melee part), Rumbler, Stubber, and Kickback.WeaponsCleaversCrit Chance (per tier)7.5% | 10% | 12.5% |
Blazing SpiritIcon MechanicsEnemy gains +X Stack(s) of Soulblaze on Critical Hit, to a maximum of X Stack(s).
Damaging melee critical hits apply stacks of Soulblaze. Can't apply Soulblaze through shields. Can apply up to a specific max amount of Soulblaze stacks on a target (see values below).
Soulblaze: same as other sources of Soulblaze; lasts 8s; ticks every 0.75s; refreshes duration on stack application; very high armor damage modifiers across the board, very low armor damage modifier against Carapace.WeaponsForce SwordsSoulblaze Stacks (per tier)3 (up to 9 max) | (Tier 3 and Tier 4 only)
BloodletterIcon Mechanics+X Bleed Stacks from Special Attacks.
Activated weapon special attacks apply stacks of bleed (see values below). Procs on initial hit, revving damage instances do not apply bleed. Can't apply bleed through shields. Can apply up to max bleed stacks on a target.
Bleed: same as other sources of bleed; lasts 1.5s; ticks every 0.5s; refreshes duration on stack application; above average armor damage modifiers across the board, low armor damage modifier against Carapace.WeaponsChainaxes
Chainswords
EvisceratorsBleed Stacks (per tier)13 | | 15 |
11 | 12 | 13 |
3 | 4 | 5 |
BloodthirstyIcon Mechanics+X% Critical Chance on your next Melee Attack after Special Attack Kill.
stat buff:
After killing an enemy with an activated weapon special attack, the next melee attack within 5s receives additional crit chance (see values below).WeaponsChainaxes
Chainswords
Eviscerators
Force SwordsCrit Chance (Tier 4 only)
(Tier 4 only)
(Tier 4 only)
(Tier 4 only)
Brutal Momentum / DeathblowIcon Mechanics+X% Weak Spot Damage. Weakspot Kills also ignore Enemy Hit Mass.
buff keyword:
stat buff:
Increases melee weakspot damage (see values below); stacks additively with related damage buffs, and multiplicatively with power level buffs. Also lets melee attacks ignore the combined hit mass of up to three non-ogryn enemies upon weakspot kill.
Hit mass & cleave:
Every enemy has a specific hit mass, and every attack has a specific hit mass budget. In order to successfully cleave an enemy, an attack's (remaining) hit mass budget is required to be higher than the hit mass of the enemy that is to be cleaved. For example, against enemies with 1.5 hit mass each: If an attack has a hit mass budget of 3.5, it can cleave two of those enemies (spending 3 of its hit mass budget) and hit a third enemy; this attack, however, could not cleave the third enemy (only 0.5 of its hit mass budget remains) to hit a fourth one.
So, when killing a non-ogryn enemy with a weakspot kill, the blessing allows this attack to ignore the hit mass of the slain enemy and, additionally, the combined hit mass of the next two non-ogryn enemies. Then, on the fourth hit enemy, the attack starts to consume its natural hit mass budget until it is spent. Note that the attack also carries over its first target damage against the first four hit enemies (instead of only dealing full damage against the first target and then, as per damage cleave distribution, reduced damage against cleaved targets).
Note that Carapace armor cannot be cleaved by default. This blessing does not allow to bypass Carapace's built-in aborts_attack mechanic: So even with 'infinite' cleave proc'ed, an attack will stop at the next Carapace armor hit zone (e.g. against Mauler heads).WeaponsBattle Maul & Shield
Combat Axes
Heavy Swords
Latrine Shovels
Power Maul
Power Swords
Tactical AxesWeakspot Damage (per tier)7.5% | 10% | 12.5% |
7.5% | 10% | 12.5% |
7.5% | 10% | 12.5% |
7.5% | 10% | 12.5% |
7.5% | 10% | 12.5% |
7.5% | 10% | 12.5% |
7.5% | 10% | 12.5% |
– – C – –
Recover_percentage_toughness8%8%8%8%8%8%Confident StrikeIcon Mechanics+X% toughness on Chained Hit.
function:
Chained hits replenish a fixed percentage of maximum toughness (see values below); the amount of toughness replenished is neither affected by the buff from Too Stubborn to Die nor by the toughness replenishment debuff while in toxic gas; procs additionally to toughness replenishments from talents like Smash 'Em!, The Best Defence, etc, or from blessings like Momentum; does not interact with coherency toughness. If a hit enemy dies, the toughness amount replenished from the blessing is added to Ogryn's base 5% of maximum toughness gained on melee kill.
'Chained hit' refers to the continuous chaining of, in this blessing's case, at least two attacks against targets. Can be any target, does not need to be the same target. The first proc is on the second chained hit; also procs on non-damaging hits against Bulwark shield or Captain/Twins void shield. Missing an attack or waiting out an attack's specific chain timer clears the current chain. Also in this blessing's case, hitting a corpse can be used to start a chain or to maintain an active chain (toughness replenishment procs against alive enemies only).WeaponsBattle Maul & Shield
Bully Clubs
Cleavers
Latrine Shovels
Pickaxes
Power MaulMax Toughness Percentage (per tier)5% | 6% | 7% |
5% | 6% | 7% |
5% | 6% | 7% |
5% | 6% | 7% |
5% | 6% | 7% |
5% | 6% | 7% |
– – D – –
Melee_finesse_modifier_bonus24%Melee_power_level_modifier5%5%5%Can_block_rangedBlock_cost_ranged_multiplier30%Max_hit_mass_attack_modifier80%80%80%DeathblowSee Brutal Momentum.
DecapitatorIcon Mechanics+X% Finesse for 5s on Enemy One-Shot. Stacks 5 times.
stat buff:
When killing an enemy in one hit, grants stacks (up to 5); stacks last for 8s and can be refreshed during active duration. Per stack, grants a melee finesse damage bonus (see values below). Stacks additively with other weakspot and finesse damage buffs, and multiplicatively with power level buffs.
'One hit kill' requires that (1) the targeted enemy is at 100% health, and (2) that the attack in question deals damage equal to or greater than the targeted enemy's maximum health in one hit.WeaponsCombat AxesMelee Finesse Bonus per stack (per tier)18% | 20% | 22% | (up to +120%)
DecimatorIcon MechanicsContinuously chaining more than 2 attacks gives +X% Power. Stacks 10 times.
stat buff:
Chained hits grant stacks (up to 10); generates one stack per swing; stacks last 2s and can be refreshed during active duration. Per stack, increases the power level of melee attacks (see values below); stacks additively with related power level buffs, and multiplicatively with damage buffs.
'Power level buffs' increase the base power of attacks which benefits damage, stagger, and cleave (where applicable).
'Chained hit' refers to the continuous chaining of attacks against targets. Can be any target, does not need to be the same target. Procs also on non-damaging hits against Bulwark shield or Captain/Twins void shield. Missing an attack clears the current chain and removes all stacks.WeaponsCombat Axes
Sapper Shovels
Tactical AxesMelee Power per stack (per tier)2% | 3% | 4% | (up to +50%)
2% | 3% | 4% | (up to +50%)
2% | 3% | 4% | (up to +50%)
DeflectorIcon MechanicsThis weapon Blocks both Melee and Ranged attacks. Additionally, Block Cost is reduced by X%.
buff keyword:
stat buff:
Allows Force Swords to block hit scan ranged attacks with stamina. Only blocks ranged attacks within the weapon's effective inner block angle. Grants block cost reduction against ranged attacks (see values below); stacks multiplicatively with Kinetic Deflection, with block cost reduction buffs from Block Efficiency from curios and melee weapon perks, and with the stamina cost reduction buff from Celerity Stimm.
For example, a Scab Shooter deals 0.5 stamina damage per shot against Force Swords. With 3 maximum stamina and just a Tier 4 Deflector blessing (i.e. a of 0.7), this stamina damage is reduced to 0.5x0.7=0.35 per shot (or 12% per HUD). With Tier 4 Deflector, 20% Block Efficiency on the weapon (i.e. a block_cost_multiplier of 0.8) and an active Celerity Stimm (i.e. a stamina_cost_multiplier of 0.75), the incoming stamina damage per shot is further reduced to 0.5x0.7x0.8x0.75=0.21 per shot (or 7% per HUD).
Note that Sniper shots, even when a shot is blocked and does not deplete stamina fully, deal their full spillover damage regardless.
For an in-depth explanation of how this blessing interacts with Kinetic Deflection, see the Psyker talent guide.WeaponsForce SwordsRanged Block Cost Reduction (per tier)22. | 2 | 27. |
Devastating StrikeIcon Mechanics+X% Cleave for 5 seconds on Critical Hit.
stat buff:
On critial hit, increases the maximum hit mass limit of attacks (see values below) for 5s, thereby allowing attacks to cleave more enemies per swing. Does not proc on non-damaging crit hits against Bulwark shield or Captain/Twins void shield; can be refreshed during active duration. Stacks additively with related buffs from Savage Sweep and Wrath, and multiplicatively with power level buffs.
Hit mass & cleave:
Every enemy has a specific hit mass, and every attack has a specific hit mass budget. In order to successfully cleave an enemy, an attack's (remaining) hit mass budget is required to be higher than the hit mass of the enemy that is to be cleaved.
For example, the Heavy1 of the Devil's Claw Sword Mk VII has a max hit mass limit of 9.5 (with an Cleave Targets stat). It can cleave two Scab Bruisers (3.5 hit mass each) and hit a third one. With Tier 4 Devastating Strike proc'ed, the Heavy1 now has a max hit mass limit of 9.5+9.5x0.8=17.1 which means that it can now cleave four Scab Bruisers (4x3.5=14 total hit mass required) and hit a fifth one. It cannot cleave the fifth Bruiser, however, since this would require a max hit mass limit greater than 5x3.5=17.5.
Note that Carapace armor cannot be cleaved by default. This blessing does not allow to bypass Carapace's built-in aborts_attack mechanic.WeaponsChainswords
Cleavers
Devil's Claw SwordsMax Hit Mass Increase (per tier)6 | 70% | 7 |
6 | 70% | 7 |
6 | 70% | 7 |
– – E – –
Power_level_modifier5%5%WarpCharge.decrease_immediate5%ExecutorIcon Mechanics+X% Power Level on Repeated Weak Spot Hit. Stacks 5 times.
stat buff:
Repeated melee weakspot hits grant stacks (up to 5); generates first stack on initial hit; stacks last 2.5s and can be refreshed during active duration. Per stack, increases the power level (see values below) of melee attacks and DoTs while the weapon is equipped. Stacks additively with other power level buffs, and multiplicatively with damage buffs.
'Power level buffs' increase the base power of attacks which benefits damage, stagger, and cleave (where applicable).
'Repeated weakspot hit' refers to repeatedly hitting an enemy's weakspot. Can be against any target, does not need to be the same target. Hitting any other hit zone removes the stacks, missing an attack entirely (e.g. hitting air) keeps the stacks.
Note that this blessing is currently not working as intended: Per stack, it increases general power level by (regardless of tier) instead of increasing melee power level only and scaling the amount per tier.WeaponsCombat Blades
Force SwordsPower per stack (per tier) | | | (up to +2) (bugged, see above)
| | | (up to +2) (bugged, see above)
ExorcistIcon MechanicsQuell X% of Peril on Repeated Weak Spot Hit.
function:
While chaining attacks, weakspot hits automatically quell peril (see values below). As long as an attack chain is active (i.e. while using any attack before the chain timer runs out), any weakspot hit will proc the talent; does not need to be back to back weakspot hits. The attack chain remains active when hitting air. Procs only once per swing regardless of how many enemy weakspots are hit. Procs additionally to Psyker's Battle Meditation and Purloin Providence.WeaponsForce SwordsPeril Amount Quelled (per tier)2% | 3% | 4% |
– – F – –
Stagger_weakspot_reduction_modifier90%8FalterIcon MechanicsIgnore X% Stagger Resistance on Weak Spot Hit.
stat buff:
Grants a modifier that further reduces enemy stagger_reduction on weakspot hits which, overall, increases the stagger potential of melee attacks on headshots.
How Stagger Works
This video is by far the best resource on this topic.
For an example, let's consider the following scenario: Staggering an attacking Dreg Rager with Shock Maul Mk III's Heavy1. While the Rager is actively attacking, he has a stagger_reduction of 50. The Heavy1 has a stagger strength of 16.25 against Maniac which is not enough to stagger the Rager. By default, an enemy's stagger_reduction is halved against weakspot hits. Yet, Heavy1's stagger strength against Maniac of 16.25, even on weakspot hit, can stil not beat 25. With this blessing (Tier 4), on a weakspot hit, the Rager's stagger_reduction is now 50x0.5x0.1=2.5 which is low enough so that the attack can beat it and then also put the Rager, as per his stagger_thresholds, into a medium stagger (for this, 10 is required; 16.25-2.5=13.75) which is enough to cancel his ongoing attack.WeaponsShock MaulsWeakspot Stagger Reduction Modifier (per tier)60% | 70% | 0% |
Flesh TearerIcon Mechanics+X Bleed Stacks on Critical Hit.
Damaging melee critical hits apply stacks of bleed (see values below). Can't apply bleed through shields. Can apply up to 16 max bleed stacks on a target.
Bleed: same as other sources of bleed; lasts 1.5s; ticks every 0.5s; refreshes duration on stack application; above average armor damage modifiers across the board, low armor damage modifier against Carapace.WeaponsCombat BladesBleed Stacks (per tier)5 | 6 | 7 |
– – H – –
Melee_impact_modifier25%25%25%25%25%4%4%Melee_power_level_modifier5%5%8%5%5%5%Damage_vs_electrocuted25%HammerblowIcon Mechanics+X% Impact for 1.5s on Hit. Stacks 5 times.
stat buff:
Any melee hit and push action grants stacks (up to 5); can generate multiple stacks per swing or push action; stacks last 3.5s and can be refreshed during active duration. Per stack, increases melee stagger strength (see values below); stacks additively with related buffs, and multiplicatively with power level buffs.WeaponsCrusher
Devil's Claw Swords
Sapper Shovels
Shock Mauls
Thunder HammersMelee Stagger Strength per stack (per tier)19% | 21% | 23% | (up to +1)
19% | 21% | 23% | (up to +1)
19% | 21% | 23% | (up to +1)
19% | 21% | 23% | (up to +1)
19% | 21% | 23% | (up to +1)
HaymakerIcon Mechanics+X% to Instakill human-sized enemies on Chained Heavy Hit. Stacks 5 times.
Hits with heavy melee attacks grant stacks (up to 5); can generate multiple stacks per swing; stacks last 5s, can be refreshed during active duration, and are dropped one by one. Per stack, grants a chance (see values below) to instantly kill human-sized targets on any heavy melee attack.
Enemies who cannot die to instakills are: Bulwark, Crusher, Reaper, Scab Captain/Twins, and all monstrosities.
Note that enemies who die to instakills don't pass certain talents' kill based proc conditions, e.g. Psyker's Battle Meditation, Overpowering Souls, Perilous Combustion, Psykinetic's Aura; Ogryn's Bruiser, Dominate, Massacre; Veteran's Confirmed Kill, Out for Blood, Tactical Awareness, Volley Adept; Zealot's Blazing Piety, Pious Cut-Throat, Sainted Gunslinger, Vicious Offering; this list is not complete.WeaponsBully Clubs
Combat BladesInstakill Chance per stack (per tier)1% | 2% | 3% | (up to +20%)
1% | 2% | 3% | (up to +20%)
HeadtakerIcon Mechanics+X% Power for 3.5s on Hit. Stacks 5 times.
stat buff:
Any melee hit grants stacks (up to 5); can generate multiple stacks per swing; stacks last 3.5s and can be refreshed during active duration. Per stack, increases power level of melee attacks (see values below); stacks additively with related power level buffs, and multiplicatively with damage buffs.
'Power level buffs' increase the base power of attacks which benefits damage, stagger, and cleave (where applicable).WeaponsChainaxes
Combat Axes
Heavy Swords
Pickaxes
Tactical Axes
Thunder HammersMelee Power per stack (per tier)3. 4. (up to +)
3. 4. (up to +)
6. 7% 7. (up to +40%)
3. 4. (up to +)
3. 4. (up to +)
3. 4. (up to +)
High VoltageIcon Mechanics+X% Damage vs Electrocuted.
stat buff:
Against enemies who are under the effect of electrocution, increases any damage (see values below) while the weapon is equipped; stacks additively with related damage buffs, and multiplicatively with power level buffs.
Electrocution can be applied by: Shock Mauls' regular attacks (only if the attack staggers the target and has an armor damage modifier against the attacked armor hit zone greater than 0.6) and weapon special attacks (always), weapon blessings Lightning Reflexes and Overwhelming Force, Zealot's Stunstorm Grenade, Psyker's Smite, Surge Staff (alt fire), and Telekine Shield with Enervating Threshold (when staggering enemies).WeaponsShock MaulsDamage vs Electrocuted (per tier)10% | 1 | 20% |
– – L – –
4Melee_power_level_modifier25%Melee_power_level_modifier3.5s3.5s3.5s3.5sLacerateIcon Mechanics+X Bleed Stacks on non-Weak Spot Hits.
Non-weakspot melee hits apply stacks of bleed (see values below). Can't apply bleed through shields. Can apply up to 16 max bleed stacks on a target.
Bleed: same as other sources of bleed; lasts 1.5s; ticks every 0.5s; refreshes duration on stack application; above average armor damage modifiers across the board, low armor damage modifier against Carapace.WeaponsCombat BladesBleed Stacks (per tier)1 | 2 | 3 |
Lightning ReflexesIcon MechanicsTimed Blocking Stuns the attacker, and grants you X% Melee Power for 3ss.
stat buff:
Timed blocks against melee attacks apply a staggering electrocution effect to enemies. Timed blocks also increase the power level of melee attacks (see values below) for 3s; can be refreshed during active duration; stacks additively with related power level buffs, and multiplicatively with damage buffs.
Electrocution: lasts 3s; stacks once; deals low damage across the board; deals damage and stagger every 0.55s; staggers all enemies except Mutants, monstrosities and Scab Captain/Twins.
'Power level buffs' increase the base power of attacks which benefits damage, stagger, and cleave (where applicable).
'Timed block' refers to perfect blocking. This is a blocking state which requires a successfully executed block action within 0.3s against an incoming melee attack. If the character has been blocking for longer than 0.3s when the to-be-blocked attack hits, it is not a perfect block. By default, a perfect block has no benefit. It is considered as a proc condition. For example, the Devil's Claw Sword; if its weapon special (a parry_block action) is executed as a perfect block, the stamina cost of blocking an attack is set to a maximum of 2 (if the attack were to deal more stamina damage) and prevents all incoming damage (this also against 'unblockable' melee attacks).
Note that against 'unblockable' attacks (e.g. Crusher or Mauler overheads), the blessing's electrocution effect may still be applied to the target but does not prevent the attack from going through.WeaponsShock MaulsMelee Power (per tier)10% | 15% | 20% |
LimbsplitterIcon Mechanics+60% Power on your First Attack every X seconds.
stat buff:
After a cooldown (see values below), increases the power level of the next melee attack by 60%. While the blessing is on cooldown, any melee hit resets the active cooldown. Does not proc or reset the cooldown when hitting air. Stacks additively with related power level buffs, and multiplicatively with damage buffs.
'Power level buffs' increase the base power of attacks which benefits damage, stagger, and cleave (where applicable).WeaponsCombat Axes
Pickaxes
Sapper Shovels
Tactical AxesCooldown (per tier)5s | .5s | s |
5s | .5s | s |
5s | .5s | s |
5s | .5s | s |
– – M – –
Melee_weakspot_damage_vs_bleeding60%Recover_percentage_toughness15%15%15%15%Mercy KillerIcon Mechanics+X% Weak Spot Damage (Enemies with Bleed Stacks).
stat buff:
Against enemies who are bleeding, increases the weakspot damage of melee attacks (see values below); stacks additively with related damage buffs, and multiplicatively with power level buffs.WeaponsCombat BladesMelee Weakspot Damage (per tier)52.5% | 55% | 57.5% |
MomentumIcon MechanicsHitting at least 3 enemies with an attack, restores X% toughness.
function:
When hitting three or more enemies with a melee attack, replenishes a percentage of maximum toughness (see values below). The toughness amount replenished is affected by the buff from Too Stubborn to Die and by the toughness replenishment debuff while in toxic gas. Procs additionally to toughness replenishments from talents like Smash 'Em!, The Best Defence, Vicious Offering, Stalwart, etc, or from blessings like Confident Strike; does not interact with coherency toughness. If one of the hit enemies dies, the toughness amount replenished from the blessing is added to the character's base 5% of maximum toughness gained on melee kill.WeaponsBully Clubs
Cleavers
Eviscerators
Thunder HammersMax Toughness Percentage (per tier)12% | 13% | 14% |
12% | 13% | 14% |
12% | 13% | 14% |
12% | 13% | 14% |
– – O – –
Rending_vs_staggered_multiplier25%3.5s & 25%OpportunistIcon Mechanics+X% Rending vs Staggered Enemies.
stat buff:
Against enemies who are staggered, grants rending (see values below) to melee attacks and DoTs while the weapon is quipped boosting damage against armor types Carapace, Flak, Maniac, Unyielding. Only affects a character's own damage. Stacks additively with other rending buffs ('rending') and with rending debuffs that are applied to enemies ('brittleness').WeaponsShock MaulsRending vs Staggered (per tier)10% | 15% | 20% |
Overwhelming ForceIcon MechanicsStaggering an Enemy has a X% Chance to Stun the enemy. Cooldown X.
After a cooldown (see values below), any melee attack that staggers the target and has an armor damage modifier against the attacked armor hit zone greater than 0.6 has a fixed chance (see values below) to apply a staggering electrocution effect to the enemy.
Electrocution: lasts 3s; stacks once; deals low damage across the board; deals damage and stagger every 0.55s; staggers all enemies except Mutants, monstrosities and Scab Captain/Twins.WeaponsShock MaulsCooldown & Proc Chance (per tier)5s & 10% | 4.5s & 15% | 4s & 20% | 3.5s &
– – P – –
Ignore_armor_aborts_attack Use_reduced_hit_massMelee_critical_strike_damage7.5%7.5%7.5%7.5%Weapon_special_max_activations2Finesse_modifier_bonus60%60%60%Perfect StrikeIcon MechanicsCritical Hits ignore Hit Mass bonus from Armour. +X% Melee Critical Hit Damage.
buff keywords:
stat buff:
Increases melee critical strike damage (see values below). Also, buffs critcial melee attacks in two ways: (1) By default, Carapace armor cannot be cleaved. This blessing allows critical melee attacks to bypass Carapace's built-in aborts_attack mechanic so that Carapace armor can be cleaved. () Reduces enemy hit mass by 75% against critical melee attacks.
Hit mass & cleave:
Every enemy has a specific hit mass, and every attack has a specific hit mass budget. In order to successfully cleave an enemy, an attack's (remaining) hit mass budget is required to be higher than the hit mass of the enemy that is to be cleaved.
For example, the Heavy1 of the Latrine Shovel Mk V has a max hit mass limit of 11.1 (with an 80% Crowd Control stat). It cannot cleave a Crusher because of, mainly, Carapace's aborts_attack property and because of, secondarily, the Crusher's hit mass of 1.5. With this blessing, a critical attack with the Heavy1 can now cleave Carapace just like any other armor type, and it also can now cleave three Crushers (3x1.5x0.5=9.375 total hit mass required) to hit a fourth one. It cannot cleave the fourth Crusher, however, since this would require a max hit mass limit greater than 4x1.5x0.5=1.5.
Note that Bulwarks do not take damage from hits that cleave their shields.WeaponsBully Clubs
Eviscerators
Heavy Swords
Latrine ShovelsMelee Crit Damage (Tier 3 only)
(Tier 3 only)
(Tier 3 only)
(Tier 3 only)
Power CyclerIcon Mechanics+X Extra Chained Energised Hits.
stat buff:
Grants additional attacks (see values below) while the Power Sword's weapon special is active. Usually, upon activating the weapon special, the next attack is energized which enables a stronger damage profile for the executed attack, and after hitting one enemy (or after waiting out the activation duration of 3s), attacks lose the energized state. With this blessing, additional energized attacks can be executed as long as they are executed as part of an active attack chain (i.e. while using any attack before the chain timer runs out). Block and push actions clear the current attack chain; push-attacks may get energized but the chain always clears afterwards.WeaponsPower SwordsAdditional Activated Attacks (per tier)1 | (Tier 3 and Tier 4 only)
PrecognitionIcon Mechanics+X% Finesse Damage for s on successful Dodge.
stat buff:
Adds a finesse damage bonus (see values below) for s; stacks additively with other weakspot and finesse damage buffs, and multiplicatively with power level buffs. Procs on successfully dodging enemy melee or ranged attacks (except Gunners, Reapers, Snipers), and disabler attacks (Pox Hound jump, Trapper net, Mutant grab). 'Successful dodge' means dodging an enemy attack that is locked on the player with an accordingly timed dodge or sliding action.WeaponsCombat Blades
Duelling Swords
Force SwordsFinesse Damage Bonus (per tier)45% | 50% | 55% |
45% | 50% | 55% |
45% | 50% | 55% |
– – R – –
Melee_power_level_modifier36%36%36%36%36%36%Movement_speed20%20%20%Critical_strike_chance20%20%20%Allow_backstabbingBackstab_rending_multiplier100%RampageIcon MechanicsHitting at least 3 enemies with an attack, increases your damage by X% for 3 seconds.
stat buff:
When hitting three or more enemies with a melee attack, increases the power level of melee attacks (see values below) for 3.5s; can be refreshed during active duration. Stacks additively with related power level buffs, and multiplicatively with damage buffs.
'Power level buffs' increase the base power of attacks which benefits damage, stagger, and cleave (where applicable).WeaponsChainswords
Devil's Claw Swords
Duelling Swords
Eviscerators
Heavy Swords
Power SwordsMelee Power (per tier)24% | 28% | 32% |
24% | 28% | 32% |
24% | 28% | 32% |
24% | 28% | 32% |
24% | 28% | 32% |
24% | 28% | 32% |
Rev It UpIcon Mechanics+X% Movement Speed for 2s on Weapon Special Activation.
stat buff:
Upon activating the weapon special, increases movement speed (see values below) for 2s; stacks additively with other movement speed buffs from talents, and multiplicatively with sprint speed buff from Zealot's Swift Certainty.WeaponsChainaxes
Chainswords
EvisceratorsMovement Speed (per tier)17% | 18% | 19% |
17% | 18% | 19% |
17% | 18% | 19% |
RiposteIcon Mechanics+X% Critical Chance for 6s on successful Dodge.
stat buff:
Grants additional crit chance (see values below) for 6s. Procs on successfully dodging enemy melee or ranged attacks (except Gunners, Reapers, Snipers), and disabler attacks (Pox Hound jump, Trapper net, Mutant grab). 'Successful dodge' means dodging an enemy attack that is locked on the player with an accordingly timed dodge or sliding action. Can be refreshed during active duration. Despite the buff icon staying after weapon swap, the buff does not benefit ranged weapons (including melee weapon specials).WeaponsCombat Blades
Duelling Swords
Force SwordsCrit Chance (per tier)12.5% | 15% | 17.5% |
12.5% | 15% | 17.5% |
12.5% | 15% | 17.5% |
Ruthless BackstabIcon Mechanics+X% Rending on Backstab Hit.
buff keyword:
stat buff:
Enables backstabbing. When backstabbing, grants rending (see values below) to melee attacks boosting damage against armor types Carapace, Flak, Maniac, Unyielding. Only affects a character's own damage. Stacks additively with other rending buffs ('rending') and with rending debuffs that are applied to enemies ('brittleness').
'Backstabbing' refers to melee attacks executed from within a specific angle behind an enemy's back.WeaponsCombat BladesBackstab Rending (per tier)70% | 80% | 90% |
– – S¹ – –
Max_hit_mass_attack_modifier200%200%200%200%200%Consumed_hit_mass_modifier60%Critical_strike_chance4%4%4%4%4%4%4%Damage_vs_staggered444444444Power_level_modifier8%8%8%8%8%8%Savage SweepIcon MechanicsHitting at least 3 enemies with an attack, increases your cleave by X% for 2 seconds.
stat buff:
When hitting three or more enemies with a melee attack, increases the maximum hit mass limit of attacks (see values below) for 3s, thereby allowing attacks to cleave more enemies per swing. Can be refreshed during active duration. Stacks additively with related buffs from Devastating Strike and Wrath, and multiplicatively with power level buffs.
Hit mass & cleave:
Every enemy has a specific hit mass, and every attack has a specific hit mass budget. In order to successfully cleave an enemy, an attack's (remaining) hit mass budget is required to be higher than the hit mass of the enemy that is to be cleaved.
For example, the Light1 of the Heavy Sword Mk VII has a max hit mass limit of 8 (with an 80% Cleave Targets stat). It can cleave one Dreg Rager ( hit mass) and hit a second one. With Tier Savage Sweep proc'ed, the Light1 now has a max hit mass limit of 8+8x2=2 which means that it can now cleave five Dreg Ragers (5x=20 total hit mass required) and hit a sixth one. It cannot cleave the sixth Rager, however, since this would require a max hit mass limit greater than 6x=2.
Note that Carapace armor cannot be cleaved by default. This blessing does not allow to bypass Carapace's built-in aborts_attack mechanic.WeaponsChainswords
Cleavers
Devil's Claw Swords
Eviscerators
Heavy SwordsMax Hit Mass Increase (per tier)10% | 1 | 180% |
10% | 1 | 180% |
10% | 1 | 180% |
10% | 1 | 180% |
10% | 1 | 180% |
Shock & AweIcon Mechanics-X% Enemy Hit Mass for 2s on Kill.
stat buff:
On melee kill, reduces the hit mass of enemies (see values below) for 2s; can be refreshed during active duration.
Hit mass & cleave:
Every enemy has a specific hit mass, and every attack has a specific hit mass budget. In order to successfully cleave an enemy, an attack's (remaining) hit mass budget is required to be higher than the hit mass of the enemy that is to be cleaved.
For example, the Heavy1 of the Thunder Hammer Mk II has a max hit mass limit of 16.5 (with an 80% Crowd Control stat). It can cleave one Scab Rager (10 hit mass) and hit a second one. With Tier Shock & Awe proc'ed, a Rager's hit mass is reduced to 10x0.= which means that the Heavy1 can now cleave four Scab Ragers (x10x0.=16 total hit mass required) and hit a fifth one. It cannot cleave the fifth Rager, however, since this would require a max hit mass limit greater than 5x10x0.=20.WeaponsThunder HammersEnemy Hit Mass Reduction (per tier)30% | 0% | 50% |
ShredIcon Mechanics+X% Bonus Critical Chance on Chained Hit. Stacks 5 times.
stat buff:
Chained hits grant stacks (up to 5); generates one stack per swing; stacks last 3.5s and can be refreshed during active duration. Per stack, grants additional crit chance to melee attacks (see values below). Despite the buff icon staying after weapon swap, the buff does not benefit ranged weapons (including melee weapon specials).
'Chained hit' refers to the continuous chaining of attacks against targets. Can be any target, does not need to be the same target. Procs also on non-damaging hits against Bulwark shield or Captain/Twins void shield. Missing an attack clears the current chain and removes all stacks.WeaponsChainswords
Combat Axes
Devil's Claw Swords
Duelling Swords
Eviscerators
Force Swords
Tactical AxesCrit Chance per stack (per tier)2.5% | 3% | 3.5% | (up to +20%)
2.5% | 3% | 3.5% | (up to +20%)
2.5% | 3% | 3.5% | (up to +20%)
2.5% | 3% | 3.5% | (up to +20%)
2.5% | 3% | 3.5% | (up to +20%)
2.5% | 3% | 3.5% | (up to +20%)
2.5% | 3% | 3.5% | (up to +20%)
SkullcrusherIcon MechanicsTarget receives X Stack(s) of +10% Damage if already Staggered. Lasts 5s.
stat buff:
On melee hits and push actions that successfully stagger the target and on melee hits or push actions against already staggered enemies, applies debuff stacks (see values below) to enemies; up to 8 stacks max on a target. The stacks last 5s and can be refreshed during active duration. Only while the debuffed enemy is in a staggered state, the debuff grants 10% increased damage per applied stack against the enemy; increases any damage (including explosions and DoTs); stacks additively with other damage buffs. If the debuffed enemy is not in a staggered state, the debuff has no effect.
Interaction with Crusher and Power Maul
Activating the weapon special of these two weapons enables the activated melee attacks, technically, to create stagger-heavy explosions when they hit an enemy. These explosions count as hit and apply Skullcrusher stacks to all enemies within range. Enemies who are hit directly by the swing therefore get hit twice, by the weapon and by the explosion, so that the max stack amount of 8 (Tier ) is immediately applied to them. Enemies who are only hit by the explosion receive Skullcrusher stacks.
• Crusher explosion radius (activated light attacks): 2m (max), 1m (epicenter)
• Crusher explosion radius (activated heavy attacks): 3.75m (max), 1.5m (epicenter)
• Power Maul explosion radius (all activated attacks): 6m (max), 2m (epicenter); this radius is affected by Ogryn's Big Boom talentWeaponsBattle Maul & Shield
Bully Clubs
Crusher
Devil's Claw Swords
Latrine Shovels
Power Maul
Sapper Shovels
Shock Mauls
Thunder HammersDebuff Stacks Applied (per tier)1 | 2 | 3 |
1 | 2 | 3 |
1 | 2 | 3 |
1 | 2 | 3 |
1 | 2 | 3 |
1 | 2 | 3 |
1 | 2 | 3 |
1 | 2 | 3 |
1 | 2 | 3 |
SlaughtererIcon Mechanics+X% Power for .5s on Kill. Stacks 5 times.
stat buff:
Melee kills grant stacks (up to 5); can generate multiple stacks per swing; stacks last .5s and can be refreshed during active duration. Per stack, increases the power level (see values below) of melee attacks and DoTs while the weapon is equipped. Stacks additively with other power level buffs, and multiplicatively with damage buffs.
'Power level buffs' increase the base power of attacks which benefits damage, stagger, and cleave (where applicable).WeaponsChainaxes
Cleavers
Force Swords
Pickaxes
Power Swords
Thunder HammersPower per stack (per tier)5% | 6% | 7% | (up to +0%)
5% | 6% | 7% | (up to +0%)
5% | 6% | 7% | (up to +0%)
5% | 6% | 7% | (up to +0%)
5% | 6% | 7% | (up to +0%)
5% | 6% | 7% | (up to +0%)
– – S² – –
Recover_percentage_toughness8%Critical_strike_chance20%20%Ignore_armor_aborts_attack Use_reduced_hit_massMelee_heavy_damage20%Rending_multiplier4Power_level_modifier10%Slow and SteadyIcon MechanicsRecover up to X% Max Toughness based on the charge time of your heavy attacks.
function:
While charging heavy melee attacks, grants stacks every 0.2s (up to 3). The interval in which stacks are generated is unaffected by attack speed buffs. Per stack, replenishes a fixed percentage of maximum toughness (see values below) when the attack hits an enemy. The amount of toughness replenished is neither affected by the buff from Too Stubborn to Die nor by the toughness replenishment debuff while in toxic gas; procs additionally to toughness replenishments from talents like Smash 'Em!, The Best Defence, etc, or from blessings like Confident Strike; does not interact with coherency toughness. If a hit enemy dies, the toughness amount replenished from the blessing is added to Ogryn's base 5% of maximum toughness gained on melee kill.WeaponsPickaxesMax Toughness Percentage per stack (per tier)5% | 6% | 7% | (up to 2%)
SmackdownIcon Mechanics+X% Critical Chance for 2s on Special Action Hit (Staggered Enemy).
stat buff:
When sucessfully staggering enemies with weapon special attacks, grants additional crit chance (see values below) for .5s; can be refreshed during active duration. Despite the buff icon staying after weapon swap, the buff does not benefit ranged weapons (including melee weapon specials).WeaponsBully Clubs
Combat BladesCrit Chance (per tier)12.5% | 15% | 17.5% |
12.5% | 15% | 17.5% |
SunderIcon MechanicsIncreased Cleave and +X% Heavy Melee Attack Damage on Energised Attacks.
buff keywords:
stat buff:
Increases the damage of energized heavy melee attacks (see values below). Also, buffs any energized attack in two ways: (1) By default, Carapace armor cannot be cleaved. This blessing allows energized attacks to bypass Carapace's built-in aborts_attack mechanic so that Carapace armor can be cleaved. (2) Reduces enemy hit mass by 75% against energized attacks.
Hit mass & cleave:
Every enemy has a specific hit mass, and every attack has a specific hit mass budget. In order to successfully cleave an enemy, an attack's (remaining) hit mass budget is required to be higher than the hit mass of the enemy that is to be cleaved.
For example, unenergized, the Heavy1 of the Power Sword Mk III has a max hit mass limit of 8 (with an 80% Cleave Targets stat). It cannot cleave a Mauler on headshot because of, mainly, Carapace's aborts_attack property and because of, secondarily, the Mauler's hit mass of 10. When the Heavy1 is energized, it has a max hit mass limit of 11.7 but still cannot cleave a Mauler on headshot. With this blessing, an energized attack with the Heavy1 can now cleave Carapace just like any other armor type, and it also can now cleave four Maulers (x10x0.25=10 total hit mass required) on headshots to hit a fifth one. It cannot cleave the fifth Mauler, however, since this would require a max hit mass limit greater than 5x10x0.25=12.5.
Note that Bulwarks do not take damage from hits that cleave their shields.WeaponsPower SwordsEnergized Heavy Melee Attack Damage (Tier only)
SuperchargeIcon Mechanics+X stacks of Brittleness on Energised Hit.
stat buff:
Energized attacks apply a rending debuff ('brittleness') to enemies boosting damage against armor types Carapace, Flak, Maniac, Unyielding (including damage of explosions and DoTs). Each stack applies 2.5% rending (up to 0% max at 16 stacks); lasts 5s.
Stacks additively with other rending debuffs ('brittleness'), and with rending buffs that only boost a character's own damage ('rending').WeaponsPower SwordsBrittleness Stacks (per tier)1 | 2 | 3 |
SuperiorityIcon Mechanics+X% Power for 7 s on Elite Kill. Stacks 3 times, deteriorating one at a time.
stat buff:
Elite kills grant stacks (up to 3); can generate multiple stacks per swing; stacks last 7s, can be refreshed during active duration, and are dropped one by one. Per stack, increases the power level (see values below) of melee attacks and DoTs while the weapon is equipped; stacks additively with other power level buffs, and multiplicatively with damage buffs.
'Power level buffs' increase the base power of attacks which benefits damage, stagger, and cleave (where applicable).WeaponsForce SwordsPower per stack (up to +30%) (Tier 3 only)
– – T¹ – –
Weakspot_damage60%Power_level_modifier15%Melee_power_level_modifier20%20%20%20%20%20%20%20%20%Rending_multiplier444444Take a SwingIcon Mechanics+X% Weak Spot Damage for 3 seconds on Pushing Enemies.
stat buff:
When pushing an enemy, grants increased weakspot damage (see values below) for 3s; can be refreshed during active duration; stacks additively with related damage buffs, and multiplicatively with power level buffs. The push action does not need to stagger the enemy (procs against monstrosities, Bulwark shield, Captain/Twins void shield). Despite the buff icon staying after weapon swap, the buff does not benefit ranged attacks.WeaponsSapper ShovelsWeakspot Damage (per tier)5% | 50% | 55% |
TenderiserIcon Mechanics+X% Power (next 3 attacks) on Weapon Special attack Hit.
stat buff:
After hitting an enemy with the Cleaver's weapon special (uppercut punch), increases the power level of the next three melee attacks and DoTs (see values below); stacks additively with other power level buffs, and multiplicatively with damage buffs. Hitting air consumes buffed attacks; DoT ticks do not consume buffed attacks and benefit from the power increase as long as there is at least one buffed attack remaining. Each weapon special hit resets the counter and adds three buffed attacks.
'Power level buffs' increase the base power of attacks which benefits damage, stagger, and cleave (where applicable).WeaponsCleaversPower (per tier)7.5% | 10% | 12.5% |
ThrustIcon MechanicsUp to +X% Power based on the charge time of your heavy attacks. Stacks 3 times.
stat buff: melee_
While charging heavy melee attacks, grants stacks in specific intervals (up to 3). Per stack, increases the power level of melee attacks (see values below); stacks additively with related power level buffs, and multiplicatively with damage buffs. The intervals in which stacks are generated are unaffected by attack speed buffs.
'Power level buffs' increase the base power of attacks which benefits damage, stagger, and cleave (where applicable).
For example, besides increasing damage and stagger strength, the power level buff also increases cleave: The Heavy1 of the Thunder Hammer Mk IV (with an 80% Crowd Control stat) has a max hit mass limit of 16.5. It can cleave one Reaper (12.5 hit mass) and hit a second one. With three stacks of Thrust (Tier ), the Heavy1's max hit mass limit is increased to 16.5x1.6=26. which now allows it to cleave two Reapers (2x12.5=25 total hit mass required) and hit a third one. It cannot cleave the third Reaper, however, since this would require a max hit mass limit greater than 3x12.5=37.5.
WeaponStack IntervalBully Clubsevery 0.25sChainaxe Mk IV
Heavy1
Heavy1 (activated)
Heavy2
Heavy2 (activated)
every 0.2s
every 0.25s
every 0.2s
every 0.2sChainaxe Mk XIIevery 0.25sCleaversevery 0.25sCombat Axesevery 0.25sLatrine Shovelsevery 0.25sPickaxesevery 0.2sSapper Shovelsevery 0.25sShock Maul Mk IAevery 0.25sShock Maul Mk III
Heavy1
Heavy2
Heavy3
every 0.25s
every 0.2s
every 0.25sThunder Hammersevery 0.2sWeaponsBully Clubs
Chainaxes
Cleavers
Combat Axes
Latrine Shovels
Pickaxes
Sapper Shovels
Shock Mauls
Thunder HammersMelee Power per stack (per tier)5% | 10% | | (up to +)
5% | 10% | | (up to +)
5% | 10% | | (up to +)
5% | 10% | | (up to +)
5% | 10% | | (up to +)
5% | 10% | | (up to +)
5% | 10% | | (up to +)
5% | 10% | | (up to +)
5% | 10% | | (up to +)
ThunderousIcon MechanicsTarget receives X Stacks of 5% Brittleness on Hit. Lasts 5s.
stat buff:
Melee attacks and push actions apply a rending debuff ('brittleness') to enemies boosting damage against armor types Carapace, Flak, Maniac, Unyielding (including damage of explosions and DoTs). Each stack applies 2.5% rending (up to 0% max at 16 stacks); lasts 5s; can apply stacks through shields.
Activated Chainaxe attacks apply stacks only on the initial hit.
Stacks additively with other rending debuffs ('brittleness'), and with rending buffs that only boost a character's own damage ('rending').WeaponsBully Clubs
Chainaxes
Combat Axes
Latrine Shovels
Pickaxes
Thunder HammersBrittleness Stacks (per tier)1 | 2 | 3 |
1 | 2 | 3 |
1 | 2 | 3 |
1 | 2 | 3 |
1 | 2 | 3 |
1 | 2 | 3 |
– – T² – –
Impact_modifier444444Melee_power_level_modifier24%Melee_impact_modifier Stagger_duration_multiplier15%20%15%15%ThunderstrikeIcon MechanicsTarget receives X Stack(s) of +10% Impact if already Staggered. Lasts 5s.
stat buff:
On melee hits and push actions that successfully stagger the target and on melee hits or push actions against already staggered enemies, applies debuff stacks (see values below) to enemies; up to 8 stacks max on a target. The stacks last 5s and can be refreshed during active duration. Per applied stack, the debuff grants 10% increased stagger strength against the enemy; increases the stagger strength of all sources (melee, ranged, explosions, shout abilities); stacks additively with other stagger buffs, and multiplicatively with power level buffs.
Interaction with Crusher and Power Maul
Activating the weapon special of these two weapons enables the activated melee attacks, technically, to create stagger-heavy explosions when they hit an enemy. These explosions count as hit and apply Thunderstrike stacks to all enemies within range. Enemies who are hit directly by the swing therefore get hit twice, by the weapon and by the explosion, so that the max stack amount of 8 (Tier ) is immediately applied to them. Enemies who are only hit by the explosion receive Thunderstrike stacks.
• Crusher explosion radius (activated light attacks): 2m (max), 1m (epicenter)
• Crusher explosion radius (activated heavy attacks): 3.75m (max), 1.5m (epicenter)
• Power Maul explosion radius (all activated attacks): 6m (max), 2m (epicenter); this radius is affected by Ogryn's Big Boom talentWeaponsBattle Maul & Shield
Crusher
Devil's Claw Swords
Power Maul
Sapper Shovels
Thunder HammersDebuff Stacks Applied (per tier)1 | 2 | 3 |
1 | 2 | 3 |
1 | 2 | 3 |
1 | 2 | 3 |
1 | 2 | 3 |
1 | 2 | 3 |
TormentIcon Mechanics+X% Power for 3.5s on Weapon Special Hit.
stat buff:
Hitting an enemy with Pickaxe's weapon special increases the power level of melee attacks (see values below) for 3.5s; can be refreshed during active duration. Stacks additively with related power level buffs, and multiplicatively with damage buffs. Procs also on non-damaging hits against Bulwark shield or Captain/Twins void shield.
'Power level buffs' increase the base power of attacks which benefits damage, stagger, and cleave (where applicable).WeaponsPickaxesMelee Power (per tier)12% | 16% | | 2%
TraumaIcon Mechanics+X% Impact for 2 seconds on Repeated Hit. Stacks 5 times.
stat buffs:
melee_
stagger_duration_multiplier
Consecutive melee hits and pushes against enemies grant stacks (up to 5); generates first stack on second hit or push; stacks last 2s and can be refreshed during active duration. Per stack, increases melee stagger strength (see values below) and stagger duration by 10%; stacks additively with related stagger buffs, and multiplicatively with power level buffs; the stagger duration buff stacks multiplicatively with itself.WeaponsCrusher
Devil's Claw Swords
Sapper Shovels
Thunder HammersMelee Stagger Strength per stack (per tier)7.5% | 10% | 12.5% | (up to +75%)
10% | 12.5% | | (up to +100%)
7.5% | 10% | 12.5% | (up to +75%)
7.5% | 10% | 12.5% | (up to +75%)
– – U – –
Rending_multiplier24%24%24%24%Power_level_modifier5%Ignore_armor_aborts_attack Fully_charged_attacks_infinite_cleaveUncanny StrikeIcon Mechanics+X% Rending on Enemy Weak Spot Hit for 3.5s. Stacks 5 times.
stat buff:
Melee weakspot hits grant stacks (up to 5); can generate multiple stacks per swing; stacks last 5s, can be refreshed during active duration. Per stack, grants rending (see values below) to melee attacks and DoTs while the weapon is quipped boosting damage against armor types Carapace, Flak, Maniac, Unyielding. Only affects a character's own damage. Stacks additively with other rending buffs ('rending') and with rending debuffs that are applied to enemies ('brittleness').WeaponsCombat Blade
Duelling Swords
Force Swords
Sapper ShovelsRending per stack (per tier)12% | 16% | 20% | (up to +120%)
12% | 16% | 20% | (up to +120%)
12% | 16% | 20% | (up to +120%)
12% | 16% | 20% | (up to +120%)
Unstable PowerIcon MechanicsUp to +X% Power, scaling with Peril.
stat buff:
For every 20% of current peril, grants 1 stack (up to 4); stack calculation rounds down so the first stack is granted when above 20% peril, the second when above 40% peril, etc; max stacks when above 80% peril. Per stack, increases the power level (see values below) of melee attacks and DoTs while the weapon is equipped; stacks additively with other power level buffs, and multiplicatively with damage buffs.
'Power level buffs' increase the base power of attacks which benefits damage, stagger, and cleave (where applicable).WeaponsForce SwordsPower per stack (per tier)3. | 4% | 4. | (up to +20%)
Unstoppable ForceIcon MechanicsFully Charged Heavy Attacks ignore Enemy Hit Mass.
buff keywords:
This blessing does two things: (1) It allows partially and fully charged heavy melee attacks to bypass Carapace's built-in aborts_attack mechanic so that Carapace armor can be cleaved. (2) It allows fully charged heavy melee attacks to ignore the combined hit mass of all enemies hit. 'Fully charged' means that you have to hold the button until the heavy attack is executed automatically.
Hit mass & cleave:
Every enemy has a specific hit mass, and every attack has a specific hit mass budget. In order to successfully cleave an enemy, an attack's (remaining) hit mass budget is required to be higher than the hit mass of the enemy that is to be cleaved.
For example, the Heavy1 of the Cleaver Mk VI has a max hit mass limit of 28.1 (with an 80% Cleave Damage stat). A Crusher has a hit mass of 12.5. Without the blessing, despite having a sufficient max hit mass limit, the attack cannot cleave a Crusher because of Carapace's aborts_attack property. With this blessing, on a partially charged heavy attack, the Heavy1 can now cleave Carapace just like any other armor type which allows it to cleave two Crushers (2x12.5=25 total hit mass required) and to hit a third one. It cannot cleave the third Crusher, however, because this would require 3x12.5=37.5 total hit mass. With this blessing, on a fully charged heavy attack, the Heavy1 can (still) cleave Carapace and also has its max hit mass limit set to infinite which means that it can cleave and damage any enemy whose hitbox it is able to touch. Note that Heavy1's damage cleave distribution still applies, so it deals its highest damage against the first target, reduced damage against the second and third target, and its lowest damage against the fourth target (and against all infinite targets thereafter).
Note that Bulwarks do not take damage from hits that cleave their shields.WeaponsCleavers (Tier 3 only)
– – V – –
Melee_impact_modifier20%Vicious SliceIcon Mechanics+X% Impact to Target for each Enemy already Hit by the same Attack
stat buff:
Each enemy hit during a melee attack grants stacks (up to 5). Per stack, increases melee stagger strength (see values below); stacks additively with related stagger buffs, and multiplicatively with power level buffs. Against the first hit enemy, the attack receives no stagger strength; against the second hit enemy, the attack receives 1 stack of stagger strength, against the third hit enemy, the attack receives 2 stacks of stagger strength, and so on. This helps mitigating the effect of the weapon's stagger cleave distribution which usuallly specifies that after the first target each additionally cleaved target receives less stagger during a swing.
For example, the Heavy1 of Devil's Claw Sword Mk I with Tier 4 Vicious Slice:
Target
(Infested)Stagger Strength
w/o BlessingStagger Strength
w/ BlessingStacks1st99-2nd6.57.813rd68.424th69.635th4.58.146th3.575 WeaponsDevil's Claw SwordsMelee Stagger Strength per stack (per tier)14% | 16% | 18% | (up to +100%)
– – W – –
Max_hit_mass_attack_modifier40%40%40%40%40%50%WrathIcon Mechanics+X% Cleave on Hit. Stacks 5 times.
stat buff:
Chained hits grant stacks (up to 5); generates one stack per swing; stacks last 3.5s and can be refreshed during active duration. Per stack, increases the maximum hit mass limit of attacks (see values below), thereby allowing attacks to cleave more enemies per swing. Stacks additively with related buffs from Devastating Strike and Savage Sweep, and multiplicatively with power level buffs.
'Chained hit' refers to the continuous chaining of attacks against targets. Can be any target, does not need to be the same target. Procs also on non-damaging hits against Bulwark shield or Captain/Twins void shield. Missing an attack clears the current chain and removes all stacks.
Hit mass & cleave:
Every enemy has a specific hit mass, and every attack has a specific hit mass budget. In order to successfully cleave an enemy, an attack's (remaining) hit mass budget is required to be higher than the hit mass of the enemy that is to be cleaved.
For example, the Light1 of the Karsolas Pickaxe has a max hit mass limit of 6.38 (with an 80% Crowd Control stat). It can cleave one Dreg Gunner (4 hit mass) and hit a second one. With Tier 4 Wrath at 5 stacks, the Light1 now has a max hit mass limit of 6.38+6.38x2=19.14 which means that it can now cleave four Dreg Gunners (4x4=16 total hit mass required) and hit a fifth one. It cannot cleave the fifth Gunner, however, since this would require a max hit mass limit greater than 5x4=20.WeaponsChainswords
Devil's Claw Swords
Eviscerators
Heavy Swords
Pickaxes
Power SwordsMax Hit Mass Increase per stack (per tier)25% | 30% | 35% | (up to +200%)
25% | 30% | 35% | (up to +200%)
25% | 30% | 35% | (up to +200%)
25% | 30% | 35% | (up to +200%)
25% | 30% | 35% | (up to +200%)
35% | | 45% | (up to +2)
Source: https://steamcommunity.com/sharedfiles/filedetails/?id=3286161222
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