– – A – –
Damage_vs_ogryn_and_monsters12%Adhesive ChargeIcon MechanicsYour Grenades stick to Ogryns and Monstrosities. +X% Damage vs Ogryns and Monstrosities
stat buff:
Allows Rumbler grenades to stick to enemies who have the ogryn or the monster tag.
Breeds with ogryn tag: Bulwark, Crusher, Reaper
Breeds with monster tag: Beast of Nurgle, Chaos Spawn, Daemonhost, Plague Ogryn
The damage buff is currently bugged and does not apply.WeaponRumblerDamage vs Ogryns & Monstrosities (Tier 3 only) (bugged, see above)
– – B – –
Suppression_immune3.6s3.6s3.6sPower_level_modifier7%7%7%7%Power_level_modifier8%8%8%8%33Recover_percentage_toughness6%Reload_speedBetween the EyesIcon MechanicsGain Suppression Immunity for Xs on Weak Spot Hit.
buff keyword:
When hitting a weakspot, grants suppression immunity for a duration (see values below); can be refreshed during active duration. Also procs on Headhunter's melee weapon special (bash).WeaponsHeadhunter Autoguns
Infantry Lasguns
LaspistolsDuration (per tier)2.4s | 2.8s | .2s |
2.4s | 2.8s | .2s |
2.4s | 2.8s | .2s |
Blaze Away (1)Icon Mechanics+X% Power for every 10% of magazine spent during continuous fire. Stacks 5 times.
stat buff:
While continuously firing shots, for every 10% of max ammo in clip spent, grants stacks (up to 5); stack calculation rounds down so if the clip size is 116, generates stacks for every 11 rounds fired (116x0.1=11.6, rounded down to 11). Per stack, increases the power level (see values below) of ranged attacks and DoTs while the weapon is equipped; stacks additively with other power level buffs, and multiplicatively with damage buffs.
'Continuous fire' refers to chaining shooting actions immediately after each other before weapon sway and spread reset fully. Removes all stacks when this shooting state is ended or on reload.
'Power level buffs' increase the base power of attacks which benefits damage, stagger, and cleave (where applicable).WeaponsAutopistol
Flamer
Heavy Stubbers
Ripper GunsPower per stack (up to +5%) (Tier only)
(up to +5%) (Tier only)
(up to +5%) (Tier only)
(up to +5%) (Tier only)
Blaze Away (2)Icon Mechanics+X% Power for every shot fired during continuous fire. Stacks 5 times.
stat buff:
Continuous shots grant stacks (up to 5); generates first stack on the first shot (Kickback, Plasma Gun), or on second shot (Grenadier Gauntlet, Rumbler). Per stack, increases the power level (see values below) of ranged attacks, melee attacks (Grenadier Gauntlet), weapon special melee attacks (Kickback, Rumbler), weapon explosions and DoTs while the weapon is equipped; stacks additively with other power level buffs, and multiplicatively with damage buffs.
'Continuous fire' refers to chaining shooting actions immediately after each other before weapon sway and spread reset fully. Removes all stacks when this shooting state is ended; in this blessing's case, keeps stacks on chained reloads (Grenadier Gauntlet, Kickback, Rumbler).
Chained melee attacks (Grenadier Gauntlet) and chained weapon special melee attacks (Kickback, Rumbler) can generate stacks and benefit from the buff but drop all current stacks when shooting or entering alt fire mode.
For Plasma Gun, holding down right click after firing one shot, thereby continuing to charge, holds all stacks until vent or reload.
'Power level buffs' increase the base power of attacks which benefits damage, stagger, and cleave (where applicable).WeaponsGrenadier Gauntlet
Kickback
Plasma Gun
RumblerPower per stack (up to +40%) (Tier only)
(up to +40%) (Tier only)
(up to +40%) (Tier only)
(up to +40%) (Tier only)
Blazing SpiritIcon MechanicsEnemy gains + Stacks of Soulblaze on Critical Hit.
Ranged critical hits apply stacks of Soulblaze (see values below). Can apply Soulblaze through shields. Can apply up to 6 max Soulblaze stacks on a target.
Interaction with explosions
The alt fire of Trauma and Voidstrike creates explosions: Trauma Staff creates an explosion where the AoE is placed; Voidstrike creates an explosion on projectile impact. When this blessing is proc'ed by the alt fire explosions, Soulblaze is applied to all enemies within range. Note that enemies who are hit directly by the Voidstrike projectile receive 6 stacks immediately because they are hit twice, by the projectile and by the explosion that the projectile spawns.
Trauma Staff explosion radius: up to 6m (max), up to 2m (epicenter)
Voidstrike Staff explosion radius: up to m (max), up to 1.25m (epicenter)
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.WeaponsTrauma Staff
Voidstrike StaffSoulblaze Stacks (Tier only)
(Tier only)
Born in BloodIcon Mechanics+X% Toughness on Close Range Kill.
function:
When killing enemies who are within 12.5m with ranged attacks, replenishes a fixed percentage of maximum toughness (see values below); can proc multiple times per shot. 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 Bullet Bravado. Does not proc on Ripper Gun's melee weapon special (bayonette).WeaponsRipper GunsMax Toughness Percentage (per tier)4.5% | 5% | 5.5% |
Both BarrelsIcon MechanicsKilling an enemy by firing both barrels makes your next Reload X% faster.
stat buff:
When killing an enemy with a ranged attack while in alt fire mode and with 2 shells in clip, increases reload animation speed (see values below); does not proc with only 1 shell in clip; stacks additively with reload speed buffs from talents, weapon perks, and Celerity Stimm.
Note that the reload animation happens to not get sped up properly (outside the Psykhanium). This is just visual, the weapon can be fired sooner regardless.WeaponAssault ShotgunReload Animation Speed (per tier)40% | 50% | 60% | 70%
– – C – –
Rending_multiplier16Critical_strike_chance5%5%5%Suppression_dealt Damage_vs_suppressed12% & 4%5Critical_strike_chance0.6%6%Can OpenerIcon MechanicsTarget receives X stacks of Brittleness on weapon special hit. Lasts s
stat buff:
Melee attacks with Ripper Gun's weapon special (bayonette) 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. rending (up to 40% max at stacks); lasts s; can apply stacks through shields.
Stacks additively with other rending debuffs ('brittleness'), and with rending buffs that only boost a character's own damage ('rending').WeaponsRipper GunsBrittleness Stacks (per tier)10 | 12 | 14 |
CavalcadeIcon Mechanics+X% Critical Chance for every 10% of magazine spent during continuous fire. Stacks times.
stat buff:
While continuously firing shots, for every 10% of max ammo in clip spent, grants stacks (up to ); stack calculation rounds down so if the clip size is 18, generates stacks for every single shot fired (18x0.1=1.8 rounded down to 1). Per stack, grants additional crit chance (see values below) to ranged attacks.
'Continuous fire' refers to chaining shooting actions immediately after each other before weapon sway and spread reset fully. Removes all stacks when this shooting state is ended or on reload.WeaponsAutopistol
Boltgun
Ripper GunsCrit Chance per stack (per tier)3. | 4% | 4. | (up to +2)
3. | 4% | 4. | (up to +2)
3. | 4% | 4. | (up to +2)
Ceaseless BarrageIcon Mechanics+X% Suppression and +X% Damage against Suppressed Enemies for every 2. of magazine spent during continuous fire. Stacks times.
stat buffs:
While continuously firing shots, for every 2. of max ammo in clip spent, grants stacks (up to ); stack calculation rounds down so if the clip size is 8, generates stacks for every 2 rounds fired (8x0.02=2.0, rounded down to 2). Per stack, increases suppression dealt to enemies (see values below) and, against enemies who are suppressed, increases the damage (see values below) of ranged attacks and DoTs while the weapon is equipped. The suppression buff stacks additively with Ogryn's small suppression node; the damage buff stacks additively with Ogryn's aura Coward Culling and other damage buffs, and multiplicatively with power level buffs.
'Continuous fire' refers to chaining shooting actions immediately after each other before weapon sway and spread reset fully. Removes all stacks when this shooting state is ended or on reload.WeaponsHeavy StubbersIncreased Suppression & Damage vs Suppressed (up to +60% & +20%) (Tier 2 only)
Charmed ReloadIcon Mechanics+X bullets loaded from Reserve on Critical Hit.
On critical hit, transfers a fixed amount of ammo (see values below) from ammo in reserve to ammo in clip. Procs once per critical hit, follow-up crit hits during the guaranteed crit sequence do not proc the blessing.WeaponsHeavy StubbersBullets Transferred (per tier)2 | 3 | 4 |
Crucian RouletteIcon Mechanics+X% Critical Chance for each expended round in your weapon (resets on reload).
stat buff:
For every round missing in clip, grants additional crit chance to ranged attacks (see values below). Holds stacks until reload.WeaponsHeadhunter Autoguns
Stub RevolversCrit Chance per Missing Round (per tier)0.4 | 0. | 0. |
4. | | . |
– – D – –
Critical_strike_weakspot_damage100%100%100%Power_level_modifier6.5%5s6.5%3.5s6.5%3.5s6.5%3.5s6.5%3.5s6.5%3.5sDamage_nearDistance To TargetDamage Increase6%6%6%Deadly AccurateIcon Mechanics+X% Critical Weak Spot Damage.
stat buff:
Increases the damage of ranged critical weakspot hits (see values below); stacks additively with related damage buffs, and multiplicatively with power level buffs.WeaponsBolt Pistol
Headhunter Autoguns
Infantry LasgunsCrit Weakspot Damage (per tier)70% | 80% | 90% |
70% | 80% | 90% |
70% | 80% | 90% |
DeathspitterIcon Mechanics+X% Power for Xs on Close Range Kill.
stat buff:
When killing enemies who are within 12.5m with ranged attacks, grants stacks (up to 5); stacks last for a duration (see values below) and can be refreshed during active duration. Per stack, increases the power level (see values below) of ranged 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).WeaponsAssault Shotgun
Braced Autoguns
Combat Shotguns
Heavy Stubbers
Infantry Autoguns
Recon LasgunsPower per stack (per tier) & Stack Duration5% | 5.5% | | (up to +32.5%) |
5% | 5.5% | | (up to +32.5%) | 3.
5% | 5.5% | | (up to +32.5%) | 3.
5% | 5.5% | | (up to +32.5%) | 3.
5% | 5.5% | | (up to +32.5%) | 3.
5% | 5.5% | | (up to +32.5%) | 3.
DumdumIcon Mechanics+X% Close Range damage on Repeated Hit. Stacks 5 times.
stat buff:
Consecutive ranged attacks and pushes (Laspistol weapon special) 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; DoT ticks (Infernus) can apply and refresh stacks. Per stack, increases the damage (see values below) of ranged attacks and DoTs while the weapon is equipped against targets who are within 30m (see table); stacks additively with other damage buffs, and multiplicatively with power level buffs.
Against enemies within 12.5m, the damage buff increases damage with full effect. Beyond 12.5m, the damage buff decreases linearly until it loses its effect at 30m. For example, Tier 4 Dumdum at max stacks:
1m12.5m13m15m20m25m30m30%30%~29.1%~25.7%~17.1%~8.0%
Note that when a ranged weapon has an effective damage range greater than 30m (Infantry Autoguns, 37.5m), it appears that the buff is 'stretched over' the weapon's full effective range rather than cutting off at its natural 30m range.WeaponsInfantry Autoguns
Laspistols
Recon LasgunsClose Damage per stack (per tier)4.5% | 5% | 5.5% | (up to +30%)
4.5% | 5% | 5.5% | (up to +30%)
4.5% | 5% | 5.5% | (up to +30%)
– – E – –
Reduced_ammo_consumption4sDamage_vs_staggered20%Melee_power_level_modifier42%EfficiencyIcon Mechanics+33% Reduced Ammo use after not shooting for Xs.
buff keyword:
After a cooldown (see values below), reduces the ammo consumption of the next shot by 33%.
Infantry
LasgunAmmo per shot
w/o BlessingAmmo per shot
w/ BlessingMk IA21Mk IV32Mk XII32WeaponsInfantry LasgunsCooldown (per tier)5.5s | 5s | 4.5s |
ExecutionIcon MechanicsX% Damage Bonus vs Staggered enemies.
stat buff:
Against enemies who are staggered, increases damage (see values below) of ranged attacks, melee weapon special (bash), and DoTs while the weapon is equipped; stacks additively with other damage buffs, and multiplicatively with power level buffs.WeaponBolt PistolDamage vs Staggered (per tier)5% | 10% | 15% |
ExpansiveIcon Mechanics+X%Melee Power for 3.5s on Hitting 3+ Enemies with a Ranged Attack.
stat buff:
When hitting at least three enemies with one shot, 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. This buffs regular melee attacks as well as Kickback's melee weapon special.
'Power level buffs' increase the base power of attacks which benefits damage, stagger, and cleave (where applicable).WeaponKickbackMelee Power (per tier)30% | 34% | 38% |
– – F¹ – –
Stagger_weakspot_reduction_modifier Ranged_impact_modifier90%90%90%Stagger_burning_reduction_modifier Ranged_impact_modifier70% & 45%Damage_nearDistance To TargetDamage Increase10%10%10%10%FalterIcon MechanicsIgnore X% Stagger Resistance on Weak Spot Hit.
stat buffs:
Grants a modifier that further reduces enemy stagger_reduction on weakspot hits which, overall, increases the stagger potential of ranged attacks on headshots. Additionally, increases ranged stagger strength by 30%.
How Stagger Works
This video is by far the best resource on this topic.
For an example, let's consider the following scenario: Staggering a firing Dreg Gunner who is within 7m distance to the player with the Infantry Lasgun Mk XII (with an 80% Stopping Power stat) on headshot. While the Gunner is actively firing, he has a stagger_reduction of 60. The Lasgun has a stagger strength of 7.3 against Unarmoured (within 7m) which is not enough to stagger the Gunner on headshot. He only flinches briefly, which is technically not a stagger, and resumes firing immediately. By default, an enemy's stagger_reduction is halved against weakspot hits. Yet, the Lasgun, even on weakspot hit, can stil not beat 30. With this blessing (Tier 4), on a weakspot hit, the Lasgun's stagger strength against Unarmoured within 7m is increased to 9.5 and the Gunner's stagger_reduction is now 60x0.5x0.1=3 which is low enough so that the Lasgun shot can beat it and then also put the Gunner, as per his stagger_resistance (of 2) and his stagger_thresholds, into a light stagger (for this, 1 is required; (9.5-3)/2=3.25). This is enough to cancel his ongoing attack.WeaponsHeadhunter Autoguns
Helbore Lasguns
Infantry LasgunsWeakspot Stagger Reduction Modifier (per tier)60% | 70% | 80% |
60% | 70% | 80% |
60% | 70% | 80% |
Fan the FlamesIcon MechanicsPrimary Attack ignores X% Stagger Resistance on Burning Enemies, as well as dealing +X% Impact.
stat buffs:
Only for the primary attack (left click burst), grants a modifier that reduces enemy stagger_reduction against enemies who are burning and increases ranged stagger strength (see values below); the ranged stagger buff stacks additively with related stagger buffs, and multiplicatively with power level buffs. Overall, this is meant to increase the stagger potential of Flamer's left click bursts against burning enemies.
How Stagger Works
This video is by far the best resource on this topic.
This blessing is mechanically very similar to the Falter weapon blessing. But in practice, it has very limited effect for the Flamer because the Flamer's left click burst already ignores enemy stagger_reduction by default (as per damage profile). And the additional ranged stagger strength is by far not enough to reach additional meaningful breakpoints (e.g. against Crushers) even if stacked with Zealot's talents Hammer of Faith and Punishment.WeaponFlamerStagger Reduction Modifier & Ranged Stagger Strength (per tier)40% & 30% | 50% & 35% | 60% & 40% |
Fire FrenzyIcon MechanicsGain +X% Close Damage for 3.5 seconds after killing an enemy at close range, stacking 5 times.
stat buff:
When killing enemies who are within 12.5m with ranged attacks, grants stacks (up to 5); stacks last 3.5s and can be refreshed during active duration. Per stack, increases the damage (see values below) of ranged attacks and DoTs while the weapon is equipped against targets who are within 30m (see table); stacks additively with other damage buffs, and multiplicatively with power level buffs.
Against enemies within 12.5m, the damage buff increases damage with full effect. Beyond 12.5m, the damage buff decreases linearly until it loses its effect at 30m. For example, Tier 4 Fire Frenzy at max stacks:
1m12.5m13m15m20m25m30m50%50%~48.6%~42.9%~28.6%~14.3%0%
Note that when a ranged weapon has an effective damage range greater than 30m (Infantry Autoguns, 37.5m), it appears that the buff is 'stretched over' the weapon's full effective range rather than cutting off at its natural 30m range.WeaponsBraced Autoguns
Combat Shotguns
Infantry Autoguns
Ripper GunsClose Damage per stack (per tier)7% | 8% | 9% | (up to +50%)
7% | 8% | 9% | (up to +50%)
7% | 8% | 9% | (up to +50%)
7% | 8% | 9% | (up to +50%)
– – F² – –
4 4 4 Uninterruptible Stun_immuneCharge_movement_reduction_multiplier30%30%30%30%Power_level_modifier20%20%30%FlechetteIcon Mechanics+X Bleed Stacks on Critical Hit.
Damaging ranged 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.
With Ripper Guns, all critical hits during the guaranteed crit squence apply bleed stacks.
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.WeaponsAssault Shotgun
Combat Shotguns
Ripper GunsBleed Stacks (Tier 2 only)
(Tier 2 only)
(Tier 2 only)
Focused ChannellingIcon MechanicsYour Secondary Attack cannot be interrupted and loses X% of Secondary Attack Movement Speed penalties.
buff keywords:
stat buff:
While charging alt fire attacks, grants immunity to stuns from melee and ranged attacks and makes the charge action itself uninterruptible. Also reduces the movement speed penalty while in alt fire mode (see values below); does not stack with movement speed buffs from Psyker's talents.
Note that the charging actions of all staves are uninterruptible even without this blessing.WeaponsPurgatus Staff
Surge Staff
Trauma Staff
Voidstrike StaffCharge Move Speed Penalty Reduction (Tier 2 only)
(Tier 2 only)
(Tier 2 only)
(Tier 2 only)
Full BoreIcon Mechanics+X% Power for 5s when every bullet in a shot hits the same enemy.
stat buff:
When all pellets of a shot hit the same enemy, increases the power level (see values below) of ranged attacks and DoTs while the weapon is equipped for 5s; 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).WeaponsAssault Shotgun
Combat Shotguns
KickbackPower (per tier)1% | 16% | 18% |
1% | 16% | 18% |
18% | 22% | 26% |
– – G – –
Critical_strike_chance Ranged_critical_strike_damageStacksOverheat Required10% & 10%Count_as_dodge_vs_ranged1.2s1.2s1.2sRecover_percentage_toughness16%30%35%25%35%30%Gets Hot!Icon MechanicsUp to +X% Critical Chance (scales on Heat Level).
stat buffs:
Scaling with overheat, grants stacks (up to 5). Per stack, grants additional crit chance to ranged attacks and increases damage of critical ranged attacks (see values below); stacks additively with related damage buffs, and multiplicatively with power level buffs.
1 234 519%37%55%73%91%WeaponPlasma GunCrit Chance & Ranged Crit Damage per stack (per tier)5.5% & 4% | 7% & 6% | 8.5 & 8% | (up to +50% & +50%)
GhostIcon MechanicsImmune to Ranged Attacks for Xs on Weak Spot Hit.
buff keyword:
Ranged weakspot hits put the character into is_dodging state against ranged attacks for a duration (see values below); can be refreshed during active duration. During this duration, ranged hit scan attacks are automatically dodged and therefore able to trigger talents that proc on_successful_dodge (not against Gunners, Reapers, Snipers) like Zealot's Dance of Death, Duellist, Good Balance, Inebriate's Poise and Second Wind, or Veteran's Duck and Dive and Reciprocity.WeaponsHeadhunter Autoguns
Infantry Lasguns
LaspistolsDuration (per tier)0.6s | 0.8s | 1s |
0.6s | 0.8s | 1s |
0.6s | 0.8s | 1s |
GloryhunterIcon Mechanics+X% Toughness on Elite Kill.
function:
When killing an elite enemy, replenishes a fixed percentage of maximum toughness (see values below); can proc multiple times per shot and also on elite kills with weapon special melee attacks. The toughness amount replenished is neither affected by the toughness replenishment debuff while in toxic gas nor, if Ogryn, by the buff from Too Stubborn to Die. Procs additionally to toughness replenishments from talents like Zealot's The Voice of Terra, or Veteran's Confirmed Kill, Exhilarating Takedown or Out for Blood; does not interact with coherency toughness.WeaponsBoltgun
Bolt Pistol
Grenadier Gauntlet
Plasma Gun
Rumbler
Stub RevolversMax Toughness Percentage (per tier)10% | 12% | 14% |
18% | 22% | 26% |
20% | | |
17.5% | 20% | 22.5% |
20% | | |
18% | 22% | 26% |
– – H – –
Critical_strike_rending_multiplier60%Critical_strike_chance20%20%5%Count_as_dodge_vs_ranged1s1s1s1s1sHand-CannonIcon Mechanics+X% Rending on Critical Hit.
stat buff:
Grants rending (see values below) to critical ranged 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').WeaponsStub RevolversRending (per tier)30% | 40% | 50% |
HeadhunterIcon Mechanics+X Critical Chance on Weak Spot Hit until your next Critical Hit. Stacks 5 times.
stat buff:
Ranged weakspot hits grant stacks (up to 5); removes all stacks on the next crit (even when shooting air). Per stack, grants additional crit chance to ranged attacks (see values below). WeaponsHeadhunter Autoguns
Infantry Lasguns
Recon LasgunsCrit Chance per stack (per tier)14% | 16% | 18% | (up to +100%)
14% | 16% | 18% | (up to +100%)
3. | 4% | 4. | (up to +)
Hit & RunIcon MechanicsImmune to Ranged Attacks for Xs on Close Range Kill.
buff keyword:
When killing enemies who are within 12.5m with ranged attacks, puts the character into is_dodging state against ranged attacks for a duration (see values below); can be refreshed during active duration. During this duration, ranged hit scan attacks are automatically dodged and therefore able to trigger talents that proc on_successful_dodge (not against Gunners, Reapers, Snipers) like Zealot's Dance of Death, Duellist, Good Balance, Inebriate's Poise or Second Wind, or Veteran's Duck and Dive and Reciprocity.WeaponsAssault Shotgun
Braced Autoguns
Combat Shotguns
Infantry Autoguns
Recon LasgunsDuration (per tier)0.7s | 0.8s | 0.9s |
0.7s | 0.8s | 0.9s |
0.7s | 0.8s | 0.9s |
0.7s | 0.8s | 0.9s |
0.7s | 0.8s | 0.9s |
– – I – –
4 (up To 12 Max)4 (up To 12 Max)4 (up To 12 Max)4 (up To 12 Max)Recover_percentage_toughness4%4%4%4%4%Recover_percentage_toughness4%InfernusIcon Mechanics+X Burn Stack(s) on Critical Hit to a maximum of X Stack(s).
Damaging ranged critical hits apply stacks of burn. Can't apply burn through shields. Can apply up to a specific max amount of burn stacks on a target (see values below).
Burn: same as other sources of burn; lasts 4s; ticks every 0.5s; refreshes duration on stack application; high armor damage modifiers across the board, very low armor damage modifier against Carapace.WeaponsHelbore Lasguns
Infantry Lasguns
Laspistols
Recon LasgunsBurn Stacks (per tier)3 (up to 9 max) | (Tier 3 and Tier 4 only)
3 (up to 9 max) | (Tier 3 and Tier 4 only)
3 (up to 9 max) | (Tier 3 and Tier 4 only)
3 (up to 9 max) | (Tier 3 and Tier 4 only)
Inspiring Barrage (1)Icon Mechanics+X% Toughness for every 10% of magazine spent during continuous fire. Stacks 5 times.
function:
While continuously firing shots, for every 10% of max ammo in clip spent, grants stacks (up to 5); stack calculation rounds down so if the clip size is 29, generates stacks for every 2 rounds fired (29x0.1=2.9, rounded down to 2). Per stack, replenishes a fixed percentage of maximum toughness (see values below) and while at max stacks, keeps on proc'ing until out of ammo. The toughness amount replenished is neither affected by the toughness replenishment debuff while in toxic gas nor, if Ogryn, by the buff from Too Stubborn to Die. Procs additionally to toughness replenishments from talents like Zealot's The Voice of Terra, or Veteran's Confirmed Kill, Exhilarating Takedown or Out for Blood, or Ogryn's Bullet Bravado; does not interact with coherency toughness.
'Continuous fire' refers to chaining shooting actions immediately after each other before weapon sway or spread reset fully. Removes all stacks when this shooting state is ended or on reload.
For example, continuously firing a weapon with a clip size of 109 rounds on a character with 105 maximum toughness:
Shots
firedStacksToughness
ReplenishedTotal Toughness
Replenished1014.24.2 (HUD rounds: 5)2028.412.6 (HUD rounds: 13)30312.625.2 (HUD rounds: 26)40416.8425052163605218470521105WeaponsAutopistol
Boltgun
Flamer
Heavy Stubbers
Ripper GunsMax Toughness Percentage per stack (per tier) (up to 20%) (Tier 4 only)
(up to 20%) (Tier 4 only)
(up to 20%) (Tier 4 only)
(up to 20%) (Tier 4 only)
(up to 20%) (Tier 4 only)
Inspiring Barrage (2)Icon Mechanics+X% Toughness for every shot fired during continuous fire. Stacks 5 times.
function:
Continuous shots grant stacks (up to 5); generates first stack on the first shot but first proc is on second shot (twice). Per stack, replenishes a fixed percentage of maximum toughness (see values below) and while at max stacks, keeps on proc'ing until out of ammo. 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 Bullet Bravado; does not interact with coherency toughness.
'Continuous fire' refers to chaining shooting actions immediately after each other before weapon sway or spread reset fully. Removes all stacks when this shooting state is ended; in this blessing's case, keeps stacks on chained reloads (Kickback).
For example, continuously firing the Kickback as Ogryn with 121 maximum toughness:
Shots
firedStacksToughness
ReplenishedTotal Toughness
Replenished1100229.689.68 (HUD rounds: 10)3314.5224.2 (HUD rounds: 25)4419.3643.56 (HUD rounds: 44)5524.267.76 (HUD rounds: 68)6524.291.96 (HUD rounds: 92)7524.2116.16 (HUD rounds: 117)8524.2 121 (max capped)WeaponKickbackMax Toughness Percentage per stack (per tier) (up to 20%) (Tier 4 only)
– – L – –
Explosion_arming_distance_multiplier Explosion_radius_modifier25%Lethal ProximityIcon MechanicsPoint blank shots cause an explosion. Explosion Radius increases by +X%.
stat buffs:
This blessing does two things: (1) Usually, the Bolt Pistol projectiles have to travel a minimum distance of 5m before they can explode. With this blessing, the projectiles can create explosions at any distance. (2) Increases the radius of explosions (see values below); this buff is active at all times so it also applies to grenade explosions (Krak Grenade, Shredder Frag Grenade, Stunstorm Grenade) as well as to explosions created by melee weapons (Crusher activated attacks); stacks additively with related buff from Veteran's Grenade Tinkerer (buffing grenade radius, not Bolt Pistol radius).
Bolt Pistol projectile explosion radius w/o Blessing: 3m (max)
Bolt Pistol projectile explosion radius w/ Blessing (Tier 4): 3.75m (max)
Note that the projectile explosions, by default, deal stagger to enemies within range when the projectile stops on impact (enemy or surface). Only when the projectile kills a target do the explosions deal stagger and damage to enemies within range.WeaponBolt PistolExplosion Radius Increase (per tier)10% | 15% | 20% |
– – M – –
Critical_hit_infinite_cleaveRanged_impact_modifier15%15%Man-StopperIcon MechanicsIncreased Cleave on Critical Hit and gain +X% Ranged Attack Stagger.
buff keyword:
stat buff:
This blessing buffs critical ranged attacks in two ways: (1) Increases the stagger strength of ranged critical hits (see values below); stacks additively with related stagger buffs, and multiplicatively with power level buffs. (2) It allows critical ranged attacks to ignore the combined hit mass of all enemies hit.
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 slug special shot of the Combat Shotgun Mk VII has a max hit mass limit of 3. It can cleave one Dreg Stalker (2 hit mass) and hit a second one but it cannot cleave the second Dreg Stalker (2x2=4 total hit mass required). And naturally, it cannot cleave a single Plague Ogryn (20 hit mass). With this blessing, a critical slug special shot has its max hit mass limit set to infinite which means that it can cleave and damage all enemies that the attack is able to reach within its max range of 100m. Note that the slug special shot's damage cleave distribution still applies, so it deals its highest damage against all targets within 20m, decreasing damage against all targets until 40m, and its lowest damage against all targets beyond 40m. If an attack with infinite cleave applies a DoT (e.g. burn from fire special shot of the Combat Shotgun Mk IX or bleed from Flechette), the DoT will be applied to all hit enemies until the shot's hard range cutoff at 75m (Assault Shotgun) or 100m (Combat Shotguns).
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. Crushers, or Bulwark shields).WeaponsAssault Shotgun
Combat ShotgunsRanged Stagger Strength (per tier) (Tier 2 only)
(Tier 2 only)
– – N – –
Stagger_count_damage20%20%20%20%No RespiteIcon MechanicsUp to +X% Damage on Hit (Staggered Enemy), scaling with Stagger.
stat buff:
For every instance of stagger applied to an enemy, increases the damage (see values below) of ranged attacks and DoTs while the weapon is equipped against the staggered enemy. This stacks up to 7 times. Note that there is nothing in the game that tells players about the active stagger count on an enemy and therefore about the blessing's current effective damage increase.
Generally, if an enemy is successfully staggered by an action (e.g. melee or ranged attacks, explosions, Voice of Command, pushes, etc) this applies one instance of stagger to the enemy; if this enemy is staggered again while still in staggered state, another instance of stagger is added. This stagger count has no effective limit and resets when the enemy recovers fully from being staggered. The blessing considers the first 7 staggers on an enemy for its stack calculation.
So, for example, the Headhunter Autogun Mk VII (with 80% Damage and Stopping Power stats) cannot kill a Scab Bruiser in one shot against the chest. When the Scab Bruiser is pushed 6 times in a row (without recovering from stagger) and then shot in the chest, he dies in one shot.WeaponsCombat Shotguns
Headhunter Autoguns
Helbore Lasguns
Infantry LasgunsStagger Count Damage (per tier)14% | 16% | 18% | (up to +140%)
14% | 16% | 18% | (up to +140%)
14% | 16% | 18% | (up to +140%)
14% | 16% | 18% | (up to +140%)
– – O – –
Ranged_power_level_modifier20%20%Ranged_power_level_modifierStacksAmmo Remaining5%Ranged_power_level_modifier10%Opening SalvoIcon Mechanics+X% Power on Salvo's First shot.
stat buff:
When entering shooting state, increases the power level (see values below) of the first shot fired; stacks additively with related power level buffs, and multiplicatively with damage buffs. Subsequent shots do not receive the buff. The blessing is active again only after leaving the active shooting state (i.e. when weapon sway and spread have reset fully after firing).
'Power level buffs' increase the base power of attacks which benefits damage, stagger, and cleave (where applicable).
Headhunter Autoguns have generally very fast sway and spread reset times, so the blessing's uptime can be high even without adjusting shooting behavior on the player side.
Note that when a weapon's shooting action fires multiple shots (Headhunter Autogun Mk III and Mk IX), only the first shot of the burst receives the damage increase.WeaponsHeadhunter Autoguns
Infantry LasgunsRanged Power (per tier)14% | 16% | 18% |
14% | 16% | 18% |
OverpressureIcon MechanicsUp to +X% Power, scaling with remaining Ammunition. 5 times.
stat buff:
Scaling with the percentage of remaining ammo in clip, grants stacks (up to 5); holds stacks until reload. Per stack, increases the power level of ranged attacks (see values below); stacks additively with related power level buffs, and multiplicatively with damage buffs. This buff only applies to the direct fire hits, not to the burn DoT applied by them.
'Power level buffs' increase the base power of attacks which benefits damage, stagger, and cleave (where applicable).
For example, a Flamer with 33 max ammo in clip (80% Ammo stat):
01234 5 3327211593
Note that this blessing is currently not working as intended: Per stack, it increases ranged power level by (regardless of tier) instead of increasing general power level, which would also benefit burn DoTs, and scaling the amount per tier.WeaponFlamerRanged Power per stack (per tier) | | | (up to +2) (bugged, see above)
Overwhelming FireIcon Mechanics+X% Power for every 4 Single Target Hits. Lasts 2s and 5 times.
stat buff:
When hitting the same enemy four times with ranged attacks, grants stacks (up to 5); stacks last 2s and can be refreshed during active duration (against the same target); the stack count resets when the target is switched. Per stack, increases the power level of ranged 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).WeaponsHeavy StubbersRanged Power per stack (per tier)7% | 8% | 9% | (up to +50%)
– – P¹ – –
Ignore_armor_aborts_attack Use_reduced_hit_massMelee_impact_modifier15%15%Power_level_modifier5%5%Power_level_modifier8%Ranged_critical_strike_chance20%3.5s20%2.5sPierceIcon MechanicsSpecial Attacks gain +X% Stagger and ignore Hit Mass Bonus from Armour.
buff keywords:
stat buff:
Increases melee stagger strength (see values below). Also, buffs melee attacks with the weapon special in two ways: (1) By default, Carapace armor cannot be cleaved. This blessing allows melee attacks with the weapon special to bypass Carapace's built-in aborts_attack mechanic so that Carapace armor can be cleaved. (2) Reduces enemy hit mass by 7 against melee attacks with the weapon special.
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 melee weapon special of the Kickback has a max hit mass limit of 10. It cannot cleave a single Mauler (10 hit mass) on headshot mainly because of Carapace's aborts_attack property, it will always stop on the first Mauler head. With this blessing, the melee weapon special can now cleave Carapace just like any other armor type and it can cleave three Maulers on headshot (3x10x0.25=7.5 total hit mass required) to hit a fourth one. It cannot cleave the fourth Mauler, however, since this would require a max hit mass limit greater than 4x10x0.25=10.
Note that both Kickback and Rumbler have very weird damage profiles for their melee weapon specials in regard to armor damage modifiers, damage cleave distribution, and stagger cleave distribution: The melee weapon specials deal damage to only the first two targets (no matter what) but can deal stagger to as many targets as the hit mass limit allows. The attacks also have an armor damage modifier that specifies no_damage against Carapace which results in the attacks dealing no damage (1 on headshots) against, for example, Crushers or Mauler heads despite still being able to stagger and (with this blessing) cleave them.
This blessing is currently bugged: The melee stagger strength is not applied.WeaponsKickback
RumblerMelee Stagger Strength (per tier) (Tier 2 only) (bugged, see above)
(Tier 2 only) (bugged, see above)
Pinning FireIcon Mechanics+X% Power for every Enemy you Stagger. Stacks 5 times.
stat buff:
On ranged hits and weapon special melee hits (Boltgun bash) that successfully stagger the target, grants stacks (up to 5); stacks last and can be refreshed during active duration. Per stack, increases the power level (see values below) of ranged 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).WeaponsAutopistol
BoltgunPower per stack (per tier)4.2 | 4. | 4.7 | (up to +2)
4.2 | 4. | 4.7 | (up to +2)
Pinpointing TargetIcon Mechanics+X% Power every 0.4 seconds while aiming, stacking 5 times. Discharges all stacks upon firing.
stat buff:
Every 0.4s while in alt fire mode, generates stacks (up to 5); removes all stacks on shot or when leaving alt fire mode. Per stack, increases the power level (see values below) of explosions created by the weapon 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).WeaponGrenadier GauntletPower per stack (per tier) | 6% | 7% | (up to +40%)
Point BlankIcon Mechanics+X% Ranged Critical Chance after Melee Kill for X seconds.
stat buff:
When killing an enemy with a melee attack, including the melee weapon special (bash), grants additional crit chance to ranged attacks for a duration (see values below); can be refreshed during active duration.WeaponsBolt Pistol
Stub RevolversRanged Crit Chance (per tier) & Duration14% | 16% | 1 | |
14% | 16% | 1 | |
– – P² – –
Damage_vs_suppressed Suppression_dealt Recoil_modifier20% & 40% & -40%4Ranged_power_level_modifier15%Ranged_weakspot_damage50%50%PowderburnIcon Mechanics+X% Damage against Suppressed Enemies, +X% Suppression and -X% Recoil on Close Range Kill.
stat buffs:
When killing enemies who are within 12.5m with ranged attacks, increases damage against enemies who are suppressed, increases suppression dealt to enemies, and reduces weapon recoil (see values below) for 2s; can be refreshed during active duration. The damage buff stacks additively with other damage buffs, and multiplicatively with power level buffs; the suppression buff stacks additively with related buffs from Veteran's Competitive Urge, Keep Their Heads Down!, and the small suppression node, or Zealot's small suppression node; the recoil reduction stacks additively with related buffs from Veteran's Executioner's Stance and Deadshot, or Zealot's Dance of Death.WeaponAutopistolDamage vs Suppressed & Suppression & Reduced Recoil (per tier)1% & 28% & -28% | 16% & 32% & -32% | 18% & 36% & -36% |
PunctureIcon MechanicsRanged hits add X stacks of bleed to enemies.
Damaging ranged 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.WeaponBolt PistolBleed Stacks (per tier)1 | 2 | 3 |
Punishing FireIcon MechanicsX% Power bonus on your ranged attack for 3 seconds after cleaving through several enemies with your weapon's special attack.
stat buff:
When hitting three or more enemies with the melee weapon special, increases the power level of ranged attacks (see values below) for 3s; 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).WeaponKickbackRanged Power (per tier)6% | 9% | 12% |
Punishing SalvoIcon Mechanics+X% Weakspot Damage on Third and Fourth shots in a Salvo.
stat buff:
When entering shooting state, increases the weakspot damage (see values below) of the second, third and fourth shot fired; stacks additively with related damage buffs, and multiplicatively with power level buffs. The first shot and subsquent shots after the fourth do not receive the buff. The blessing is active again only after leaving the active shooting state (i.e. when weapon sway and spread have reset fully after firing).WeaponsInfantry Autoguns
Recon LasgunsRanged Weakspot Damage (per tier)35% | 0% | 5% |
35% | 0% | 5% |
– – Q – –
Reload_speed36%QuickflameIcon Mechanics+X% Reload Speed if empty.
stat buff:
When the current ammo in clip is 0, increases the reload animation speed of the next reload; stacks additively with related buffs from Zealot's Sainted Gunslinger, weapon perk, and Celerity Stimm.WeaponFlamerReload Speed (per tier)24% | 28% | 32% |
– – R – –
Allow_flankingFlanking_damage40%40%40%Recover_percentage_toughness36%16%Rending_multiplier8Alternate_fire_movement_speed_reduction_modifier Weapon_action_movespeed_reduction_multiplier10%Allow_hipfire_during_sprintSpread_modifier Damage_nearDistance To TargetDamage Increase12%-30%12%-30%12%-30%12%-30%12%-30%12%-30%12%-30%12%-30%Raking FireIcon Mechanics+X% Damage when shooting Enemies in the back.
buff keyword:
stat buff:
Enables flanking. When flanking, increases damage of ranged attacks (see values below); stacks additively with related buff from Zealot's Ambuscade, and multiplicatively with power level buffs.
'Flanking' refers to ranged attacks executed from within a specific angle behind an enemy's back.WeaponsAutopistol
Infantry Autoguns
LaspistolsFlanking Damage (per tier)32.5% | 35% | 37.5% |
32.5% | 35% | 37.5% |
32.5% | 35% | 37.5% |
Reassuringly AccurateIcon Mechanics+X% Toughness on Critical Hit Kill.
function:
When killing an enemy with a critical attack, replenishes a fixed percentage of maximum toughness (see values below); can proc multiple times per shot and on crit kills with weapon special melee attacks (Grenadier Gauntlet). The toughness amount replenished is neither affected by the toughness replenishment debuff while in toxic gas nor, if Ogryn, by the buff from Too Stubborn to Die. Procs additionally to toughness replenishments from talents like Zealot's The Voice of Terra, or Veteran's Confirmed Kill, Exhilarating Takedown or Out for Blood; does not interact with coherency toughness.WeaponsGrenadier Gauntlet
LaspistolsMax Toughness Percentage (per tier)24% | 2% | 32% |
| | 14% |
Rending ShockwaveIcon MechanicsTarget receives up to X Stacks of 5% Brittleness, scaling with charge time of Secondary Attack. Lasts 5s.
stat buff:
Scaling with charge level, alt fire explosions apply a rending debuff ('brittleness') to enemies within range boosting damage against armor types Carapace, Flak, Maniac, Unyielding (including damage of explosions and DoTs). Each stack applies 2.5% rending (up to max at 16 stacks); lasts 5s; can apply stacks through shields.
Stacks additively with other rending debuffs ('brittleness'), and with rending buffs that only boost a character's own damage ('rending').
For example, with Tier 4 Rending Shockwave, 1 stack of the rending debuff is generated for every 12.5% of max charge level while charging the alt fire explosion. With an 0% Charge Rate stat, the explosion is fully charged after ~1.33s (or 0 frames); so every ~0.16s (or 10 frames) 1 rending debuff stack is generated while charging. Overall charge time can be reduced further by Celerity Stimm; charge time is unaffected by attack speed buffs.WeaponsTrauma StaffBrittleness Stacks (per tier)2 | 4 | 6 |
Roaring AdvanceIcon Mechanics-X% Movement Speed Reduction for every 5% of magazine spent during continuous fire. Stacks 5 times.
stat buffs:
While continuously firing shots, for every 5% of max ammo in clip spent, grants stacks (up to 5); stack calculation rounds down so if the clip size is 119, generates stacks for every 11 rounds fired (119x0.1=11.9, rounded down to 11). Per stack, reduces movement speed penalty while firing in alt fire mode. Stacks multiplicatively with related buffs from Ogryn's Thick of the Fray; does not stack with movement speed buffs from Get Stuck In, Indomitable / Bull Rush, Unstoppable Momentum and Veteran's aura Close and Kill.WeaponsHeavy StubbersAlt Fire Move Speed Penalty Reduction per stack (per tier)7% | % | 9% | (up to 50%)
Run 'n' GunIcon MechanicsYou can Hipfire with this weapon while Sprinting. +X% Close Damage while Sprinting.
buff keyword:
stat buffs:
This blessing does three things: (1) It allows weapons' primary attacks (left clicks) to be fired while sprinting. (2) It reduces weapon spread at all times by 30%; stacks additively with related buffs from Veteran's Executioner's Stance, or Zealot's Dance of Death. (3) Only while sprinting, it increases the damage (see values below) of ranged attacks and DoTs while the weapon is equipped against targets who are within 30m (see table); stacks additively with other damage buffs, and multiplicatively with power level buffs.
Against enemies within 12.5m, the damage buff increases damage with full effect. Beyond 12.5m, the damage buff decreases linearly until it loses its effect at 30m:
1m12.5m13m15m20m25m30m~11.7%~10.3%~6.9%~3.4%0%
Note that when a ranged weapon has an effective damage range greater than 30m (Stub Revolver Mk IIa, 35m), it appears that the damage_near buff is 'stretched over' the weapon's full effective range rather than cutting off at its natural 30m range.WeaponsAssault Shotgun
Bolt Pistol
Kickback
Purgatus Staff
Stub Revolvers
Surge Staff
Trauma Staff
Voidstrike StaffClose Damage & Spread Reduction | (Tier 3 only)
| (Tier 3 only)
| (Tier 3 only)
| (Tier 3 only)
| (Tier 3 only)
| (Tier 3 only)
| (Tier 3 only)
| (Tier 3 only)
– – S¹ – –
Ranged_critical_strike_chance12%12%Rending_multiplier444420%Reload_speed10%3s10%2s10%2.5s10%2.5s10%3s10%3s10%4sScattershotIcon Mechanics+X% Critical Chance for each Enemy Hit by your previous attack. Stacks 5 times.
stat buff:
For every enemy hit by a single shot, grants stacks (up to 5); removes all stacks on the next shot (even when shooting air). Per stack, grants additional crit chance to ranged attacks (see values below).WeaponsAssault Shotgun
Combat ShotgunsRanged Crit Chance per stack (per tier)6% | 8% | | (up to +60%)
6% | 8% | | (up to +60%)
Shattering ImpactIcon MechanicsTarget receives X Stacks of 5% Brittleness on direct projectile hit. Lasts 5s
stat buff:
Ranged hits 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.
Stacks additively with other rending debuffs ('brittleness'), and with rending buffs that only boost a character's own damage ('rending').
Grenadier Gauntlet's weapon special (explosive punch) does not apply the rending debuff.WeaponsBoltgun
Grenadier Gauntlet
Plasma Gun
RumblerBrittleness Stacks (per tier)1 | 2 | 3|
1 | 2 | 3|
1 | 2 | 3|
1 | 2 | 3|
ShowstopperIcon MechanicsX%% chance Elite and Special enemies Explode on kill.
Grants a fixed chance (see values below) to create an explosion when killing an elite or special enemy who is burning. The explosion spawns on the center mass hitzone of the killed enemy, has a radius of 3m, below average armor damage modifiers, deals decent stagger and 200 base damage which can be increased by damage buffs (talents, blessings, weapon perks, debuffs) and power level buffs (e.g. Blaze Away).WeaponFlamerChance to Explode (per tier)1% | 16% | 18% |
SpeedloadIcon Mechanics+X% Reload Speed for X seconds after Close Kill. Stacks 5 times.
stat buff:
When killing enemies who are within 12.5m with ranged attacks, grants stacks (up to 5); stacks last for a duration (see values below) and can be refreshed during active duration. Per stack, increases reload animation speed (see values below); stacks additively with reload speed buffs from talents, weapon perks, and Celerity Stimm.WeaponsAssault Shotgun
Autopistol
Braced Autoguns
Infantry Autoguns
Laspistols
Recon Lasguns
Stub RevolversReload Speed per stack (per tier) & Duration7% | 8% | 9% | (up to +50%) |
7% | 8% | 9% | (up to +50%) |
7% | 8% | 9% | (up to +50%) |
7% | 8% | 9% | (up to +50%) |
7% | 8% | 9% | (up to +50%) |
7% | 8% | 9% | (up to +50%) |
7% | 8% | 9% | (up to +50%) | s
– – S² – –
Count_as_dodge_vs_ranged50%50%50%Critical_strike_chance0.2s0.3s0.2s0.3s0.2s0.3sCritical_strike_second_projectileRanged_critical_strike_chance5%5%Ranged_damage20%20%20%20%20%20%20%Stripped DownIcon MechanicsGain Ranged Attack Immunity while sprinting with over X% Stamina.
buff keyword:
While sprinting and having stamina above a specific threshold (see values below), puts the character into is_dodging state against enemy ranged attacks. As long as the conditions are met, ranged hit scan attacks are automatically dodged and therefore able to trigger talents that proc on_successful_dodge (not against Gunners, Reapers, Snipers) like Zealot's Dance of Death, Duellist, Good Balance, Inebriate's Poise or Second Wind, or Veteran's Duck and Dive and Reciprocity.
Note that unlike sprint dodging[i.imgur.com] this blessing has no angle requirement, the conditional is_dodging state allows to dodge all enemy hit scan attacks regardless from which direction they are fired at the player.WeaponsBraced Autoguns
Infantry Autoguns
Recon LasgunsMax Stamina Percentage Threshold (per tier)80% | 70% | 60% |
80% | 70% | 60% |
80% | 70% | 60% |
SurgicalIcon Mechanics+10% Critical Chance for every X second while aiming. Stacks 10 times. Discharges all stacks upon firing.
stat buff:
While in alt fire mode, generates stacks in specific intervals (see values below); holds stacks until the next shot; removes all stacks when leaving alt fire mode. Per stack, grants 10% additional crit chance to ranged attacks (up to +100%).WeaponsBoltgun
Bolt Pistol
Headhunter Autoguns
Helbore Lasguns
Kickback
Stub RevolversStack Interval (per tier)0.35s | | 0.25s |
0.45s | 0.4s | 0.35s |
0.35s | | 0.25s |
0.45s | 0.4s | 0.35s |
0.35s | | 0.25s |
0.45s | 0.4s | 0.35s |
SurgeIcon Mechanics2 Shots on Critical Hit. +X% Ranged Crit Chance.
buff keyword:
stat buff: ranged_
Whenever a projectile attack crits, spawns one additional projectile. Also grants additional crit chance to ranged attacks.
For Trauma Staff, additional projectiles can only spawn on primary attacks (left clicks).WeaponsTrauma Staff
Voidstrike StaffRanged Crit Chance (Tier 4 only)
(Tier 4 only)
Sustained FireIcon Mechanics+X% Damage on Third and Fourth shots in a Salvo.
stat buff:
When entering shooting state, increases the damage (see values below) of the second, third and fourth shot fired; stacks additively with related damage buffs, and multiplicatively with power level buffs. The first shot and subsquent shots after the fourth do not receive the buff. The blessing is active again only after leaving the active shooting state (i.e. when weapon sway and spread have reset fully after firing).
For Trauma Staff, this blessing benefits only primary attacks (left clicks). For Voidstrike Staff, it benefits both primary and secondary attacks.WeaponsAutopistol
Helbore Lasguns
Infantry Autoguns
Recon Lasguns
Stub Revolvers
Trauma Staff
Voidstrike StaffRanged Damage (per tier)14% | 16% | 18% |
14% | 16% | 18% |
14% | 16% | 18% |
14% | 16% | 18% |
14% | 16% | 18% |
14% | 16% | 18% |
14% | 16% | 18% |
– – T – –
Suppression.apply_area_minion_suppression303030303030303030303030WarpCharge.decrease_immediate10%8%Ranged_power_level_modifier6%Terrifying BarrageIcon MechanicsSuppress Enemies within Xm Radius on Close Range Kill.
function:
When killing enemies who are within 12.5m with ranged attacks, applies an amount of suppression (see values below) to all suppressible enemies around the player in a 12m radius. The amount of suppression dealt can be increased by related buffs from Ogryn's small suppression node, or Veteran's Competitive Urge, Keep Their Heads Down!, and small suppresion node, or Zealot's small suppression node.
Suppression
Supppression is a mechanic designed against ranged enemies who are not engaged in melee combat. Successfully suppressed enemies stop shooting and, if they are supposed to, seek cover or, alternatively, cower down on the spot. Each enemy has a specific suppression threshold that has to be surpassed to get suppressed and a specific maximum amount of suppression that can be applied to them; both the threshold and the max amount change with enemy combat ranges: melee range (8m), close range (12.5m), far range (m). When an enemy is suppressed, the suppression amount decays over time (the decay speed also changes with combat range). All ranged attacks (also explosions and abilities like Zealot's Holy Relic with Banishing Light) deal a specific amount of suppression: firing towards suppressible enemies accumulates suppression per shot and killing an enemy deals suppression in a specific area around the killed target.
For example, the Stub Revolver Mk IIa deals 2.5 suppression per shot and 12 suppression in a 4m radius around a killed target. Let's assume the player is surrounded by Dreg Stalkers who are within 12.5m to the player and engaged in ranged combat. While in this combat range, Dreg Stalkers have a suppression threshold of 20 and a suppression max amount of 35. Without the blessing, killing one Dreg Stalker adds suppression to others who are in a 4m radius around the killed target. The suppression amount of 2.5+12=14.5 is not enough to suppress them, they keep firing. With the blessing (Tier 4), suppression is added when killing a Dreg Stalker. So Dreg Stalkers who are within 4m of the killed target now take 2.5+12+=44.5 suppression total which surpasses their threshold of 20 and caps out their maximum of 35. They get suppressed and cower down. Furthermore, the blessing applies suppression to all Dreg Stalkers who are within 12m around the player which is enough to suppress these, too. The duration of how long the Dreg Stalkers will be suppressed then depends on the surplus above the threshold. Those Dreg Stalkers close to the killed target (35 suppression total) will recover after roughly 2.5s to 3s and those suppressed only by the blessing ( suppression total) will recover slightly faster (note that there is a randomness factor in the decay calculation to make it feel more natural by avoiding that all units recover at the same time).
Breeds that can be suppressed: Groaners, Dreg Gunners, Dreg Stalkers, Reapers, Scab Gunners, Scab Shooters, Scab Stalkers
Psyker Staves:
Note that this blessing only procs when killing enemies with primary attacks (left clicks) for Trauma Staff and Surge Staff. For Purgatus Staff, the blessing only procs on kills from direct fire hits; enemies dying to Soulblaze do not proc it.WeaponsAssault Shotgun
Autopistol
Braced Autoguns
Combat Shotguns
Infantry Autoguns
Kickback
Purgatus Staff
Ripper Guns
Stub Revolvers
Surge Staff
Trauma Staff
Voidstrike StaffSuppression Amount (per tier)15 | 20 | 25 |
15 | 20 | 25 |
15 | 20 | 25 |
15 | 20 | 25 |
15 | 20 | 25 |
15 | 20 | 25 |
15 | 20 | 25 |
15 | 20 | 25 |
15 | 20 | 25 |
15 | 20 | 25 |
15 | 20 | 25 |
15 | 20 | 25 |
Transfer PerilIcon MechanicsQuell X% of your Peril on Weak Spot Hit.
function:
Weakspot hits automatically quell peril (see values below); can proc multiple times per shot when cleaving enemy weakspots. Cannot proc on Trauma Staff explosions (secondary attacks) because explosions do not target weakspots. Procs additionally to Psyker's Battle Meditation and Purloin Providence. When using peril-generating attacks at 100% peril, does not prevent self-explosion.
The blessing also procs on hitting weakspots with the weapon special melee attacks of both staves.WeaponsTrauma Staff
Voidstrike StaffPeril Amount Quelled (per tier)7% | | 9% |
6.5% | 7% | 7.5% |
TrickshooterIcon Mechanics+X% Power on Chained Weak Spot Hit (Any Target). Stacks 5 times.
stat buff:
Hitting weakspots with ranged attacks generates stacks (up to 5); stacks last 3.5s and can be refreshed during active duration; keeps all stacks when hitting non-weakspot hit zones and when shooting air. Per stack, increases the power level of ranged 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).WeaponsStub RevolversRanged Power per stack (per tier)4.5% | 5% | 5.5% | (up to +%)
– – V – –
Charge_up_timeStacksOverheat Generated4%VolatileIcon Mechanics+X%Charge Speed on low Overheat. up to 5 times.
stat buff:
The blessing grants 5 stacks at 0% overheat. When generating overheat, drops stacks at specific thresholds. Per stack, reduces the charge up time of both primary and secondary attacks (see values below).
5 432 100%20%38%56%792%
For example, a Plasma Gun (with an 80% Charge Rate stat) and Tier 4 Volatile at 5 stacks:
AttackCharge Time
w/o BlessingCharge Time
w/ Blessing (5 stacks)left click0.3s
18 frames0.25s
15 framesalt fire
(fully charged)1.2s
72 frames~0.97s
58 frames
Overall charge time can be further reduced by Celerity Stimm. Charge time is unaffected by attack speed buffs.WeaponPlasma GunCharge Time Reduction per stack (per tier)2.5% | 3% | 3.5% | (up to 20%)
– – W – –
Charge_up_time8.5%8.5%8.5%8.5%Critical_strike_chance5%5%5%5%Charge_up_time12%Warp FlurryIcon Mechanics-X% Charge Time on Chained Secondary Attack. Stacks 3 times.
stat buff:
Using charged attacks in alt fire mode grants stacks (up to 3); stacks last 5s. Per stack, reduces charge up time (see values below). Can be further reduced with Celerity Stimm; charge time is unaffected by attack speed buffs.WeaponsPurgatus Staff
Surge Staff
Trauma Staff
Voidstrike StaffCharge Time Reduction per stack (per tier)5. | %6.5 | %7. | (up to 25.)
5. | %6.5 | %7. | (up to 25.)
5. | %6.5 | %7. | (up to 25.)
5. | %6.5 | %7. | (up to 25.)
Warp NexusIcon MechanicsGain between X% and X% Critical Chance based on current level of 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, grants additional crit chance to ranged attacks and weapon special melee attacks (see values below).WeaponsPurgatus Staff
Surge Staff
Trauma Staff
Voidstrike StaffCrit Chance per stack (per tier)3. | 4% | 4. | (up to +20%)
3. | 4% | 4. | (up to +20%)
3. | 4% | 4. | (up to +20%)
3. | 4% | 4. | (up to +20%)
Weight of FireIcon MechanicsChaining Charged Attacks reduces their Charge Time by X%. Stacks 5 times.
stat buff:
While chaining charged attacks (alt fire), grants stacks (up to 5). Per stack, reduces charge up time (see values below). Can be further reduced with Celerity Stimm; charge time is unaffected by attack speed buffs.
Chaining charged attacks refers to continuously executing shooting actions in alt fire mode before the attack's chain timer runs out, drops all stacks otherwise. Leaving alt fire mode removes all stacks as well.WeaponsHelbore LasgunsCharge Time Reduction per stack (per tier)6% | 8% | 10% | (up to 60%)
Source: https://steamcommunity.com/sharedfiles/filedetails/?id=3293278399
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