Warhammer Darktide Patch 14 Notes Updates, Release Date and more

Warhammer 40,000: Darktide 

“Warhammer 40,000: Darktide” is a video game set in the Warhammer 40,000 universe. It was created by Fatshark and is similar to their earlier game, Warhammer: Vermintide. The game was released on November 30, 2022, for PCs, and on October 4, 2023, for Xbox Series X/S. In the game, players work together in a team to battle computer-controlled enemies. Each player can pick a character class and customize their appearance. There are four classes to choose from: Veteran, Zealot, Ogryn, and Psyker.

All characters have a shield that regenerates over time. The game also features different missions in the same area, some with extra goals to earn better rewards. Players can change the game’s difficulty to make it harder or easier, affecting the number of enemies and the damage they deal. To progress in the game, players can earn random rewards, in-game currency to buy weapons, and complete contracts to get specific weapons. Crafting is also available to improve weapons and their stats.

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Warhammer Darktide Patch 14 Notes

Warhammer Darktide Patch 14 Notes released on October 25, 2023.

All

  • Operative Modifier “Suppression Boost” – Increased Suppression from 5% to 25%

Psyker

Blitz – All

  • Set wield Quell chain time to 0 on all Psyker Blitzes, meaning it will be more fluid to start Quelling after switching to your Blitz

Blitz – Brain Rupture

  • Reduced Peril cost of charging right click from 30% to 20%
  • Reduced movement penalties from charging
  • Increased power from 850 to 900
  • Increased Unyielding armour damage modifier from 1.0 to 1.25
  • Increased Maniac armour damage modifier from 1.0 to 1.5
  • Increased Carapace armour damage modifier from 0.75 to 1.0
  • Fixed an issue where “Brain Burst”/”Brain Rupture” would cause an explosion even with the talent “Empowered Psionics” active

Blitz – Assail

  • Shifting power, to reduce spammyness of primary attack but increase the usability of the secondary aimed attack:
  • Reduced power of primary action from 250 to 200
  • Increased power of secondary action(aimed) throw from 250 to 340 or 400 if talent “Empowered Psionics” is active
  • Fixed an issue where “Assail” projectiles would lose targeting when Force Swords are wielded
  • Fixed an issue that could cause the animation and action for “Assail” to be stuck if you were attacked while aiming a shard
  • Fixed an issue where “Assail” would play critical strike sounds globally and in 3D

Blitz – Smite

  • Fixed an issue where the ability didn’t show hit indicators when damaging enemies
  • Fixed an issue where Incorrect VFX cloud keeps triggering during the secondary attack

Dev Note:

Smite being able to channel without cost when Empowered Psionics was active was a bug. We do however feel that without it Smite can feel a bit lacklustre in combination with Empowered Psionics, so we’re further increasing the power of it. We’ll be keeping an eye on it, and are up for doing something related to cost in the future as long as it’s more balanced this time around!

  • Increased bonuses from Talent “Empowered Psionics” –  +125% Damage, 50% faster spread between enemies
  • Fixed an issue where the Talent “Empowered Psionics” incorrectly made Smite not cost any Peril

Combat ability  – Psykinetic’s Wrath

  • Added a 10% Quell to base  “Psykinetic’s Wrath” ability. Meaning that Psykers who don’t have the upgraded “Psykinetic’s Wrath”  still can use the ability to avoid downing themselves.

Combat ability – Scrier’s Gaze

  • Fixed an issue where sound effects were not turned on and off properly when activating “Scrier’s Gaze”

Combat ability – Telekine Shield/Telekine Dome

  • Increased speed of the “Telekine Shield” and “Telekine Dome” placement action
  • Increased the max duration of “Telekine Shield” from 15s to 17.5s
  • Increased the max duration of “Telekine Dome” from 15s to 22.5s
  • Increased the health of “Telekine Shield” and “Telekine Dome” from 15 to 20
  • Increased the minimum duration “Telekine Shield” and “Telekine Dome” from 4s to 6.5s.
  • Fixed an issue with not being able to place the “Telekine Shield” on certain flat areas
  • Fixed an issue where the “Warp Siphon” Talent granted an instant cooldown of the “Telekine Shield” and “Telekine Dome” Abilities
  • Fixed an issue where enemy hits on the “Telekine Shield” and “Telekine Dome” Abilities could be seen through enemies
  • Fixed an issue where impacts on the “Telekine Field” and “Telekine Dome” Abilities were not vanishing
  • Fixed an issue causing sound effects to not trigger correctly when entering/exiting a “Telekine Dome”

Talent “Soulstealer”

  • Reduced Toughness replenished from 15% Toughness to 7.5%

Talent “Perilous Combustion”

  • Reduced the numbers of Soulblaze stacks applied to nearby enemies on Elite or Specialist kills from 4 to 3

Talent “Prescience”

  • Aura Talent “Kinetic Presence” – Reduced the Damage bonus from 10% to 5%
  • Increased Critical Hit chance bonus to 5% from 4%

Zealot

Blitz – Blades of Faith

  • Tweaked knife throw to make it more consistent and easier to hit priority targets:
  • Added small cleave to be able to cleave through one small enemy
  • Reduced projectile radius from 0.37 to 0.2, to make it easier to hit priority targets in hordes and avoid accidentally hitting the smaller targets.
  • Fixed so Blades of Faith don’t inherit spread modifiers from wielded Ranged weapons, they should go straight now.
  • Increased power from 500 to 585 to help reaching some weak spot breakpoints
  • Increased Flak armour damage modifier from 0.75 to 0.8
  • Fixed minor animation issues

Combat ability – Shroudfield

  • Talent “Perfectionist” – Reduced the Backstab damage bonus from 100% to 50%, but changed the Cooldown increase from 100% to 50% so the cooldown punishment is lower. This was made to avoid single hits doing too much damage.
  • Changed the Finesse Damage bonus from being multiplicative to additive.
  • Daemonhosts will now be able to see Zealots using Shroudfield, to avoid cases where players can aggro a Daemonhost and make it attack other players.

Combat ability – Chorus of Spiritual Fortitude

  • Added functionality to cancel the ability with the secondary action input
  • Changed action chaining so that you are not allowed to cancel out of the ability during wielding animation. This to avoid accidental cancelling of the ability before it is started
  • Changed so that Monstrosities are only staggered by the first and last pulse of the ability

Talent “Inexorable Judgement”

  • now only activates on melee and ranged hits

Talent “Second Wind”

  • Added 0.5s internal cooldown
  • Increased Toughness replenish from 10% to 15%

Talent “Shield of Contempt”

  • Reduced  damage reduction from 75% to 60%

Talent “Bleed for the Emperor”

  • Reduced damage reduction from 50% to 40%

Dev note:

These slight changes to damage reduction talents are to avoid high stacking damage reduction

  • Fixed the Talent “Martyr’s Purpose” having the wrong icon
  • Fixed an issue where the “Beacon of Purity” Aura could leave players with remaining corruption damage
  • Fixed issues where the Talent “Sainted Gunslinger” didn’t activate when reloading Combat Shotguns or Stub Revolvers

Veteran

We are currently working on an update to the Veteran’s Talent Tree, including Keystones, which will be coming in a future patch. We hope that these changes to your Abilities will still be interesting enough and open up for a few more build paths, while we finalise the larger update.

  • Reduced Veteran Stamina regeneration delay from 1.25 to 1.0, meaning Veterans will start Stamina regeneration quicker than before.

Blitz – Smoke grenade

  • Added a small stagger to Smoke Grenade explosion
  • Duration increased from 10s base, 15s with “Grenade Tinkerer” talent to 15s base, 30s with “Grenade Tinkerer” talent.

Blitz – Krak grenade

  • Changed behaviour of the Talent “Twinned Blast”. One grenade will now land where aimed, and the duplicated grenade will land in a random position nearby, left or right of the aimed position.

Combat ability – Volley Fire / Executioner’s stance

  • Allow cooldown to tick during “Volley Fire”/”Executioner’s stance”, but increase cooldown from 25s to 35s, meaning achieving a higher uptime on “Volley Fire” will reward you more.
  • Talent “Counter-Fire” – Added Scab Stalkers as Volley Fire Targets
  • Fixed issues where the “Volley Adept”/”Executioner’s stance” didn’t activate when reloading Combat Shotguns or Stub Revolvers

Combat Ability – Infiltrate

  • Daemonhosts will now be able to see Veterans using Infiltrate, to avoid cases where players can aggro a Daemonhost and make it attack other players.
  • Reduced Infiltrate cooldown from 60s to 45s
  • Increased Infiltrate duration from 6s to 8s

Combat Ability – Voice of Command

  • Reduced cooldown from 45s to 30s
  • Added stronger stagger to “Voice of Command”, will now be able to stagger Monstrosities and Mutants.

Talent “Only in Death Does Duty End”

  • Increased cooldown increase from 33% to 50% – With the reduced cooldown of “Voice of Command”, this adds up the same 15 s extra cooldown. (33% of 45 is 15, 50% of 30 is 15)

Talent “Duty and Honor”

  • Increased toughness gained from from 50 to 100 and duration from 10 to 15
  • Fixed an issue where the ability didn’t play sound effects.

Talent “Deadshot”

  • Moved from percentage of max Stamina to flat Stamina, 0.75 stamina per second, 0.25 per shot.

Talent “Exploit Weakness”

  • Increased from 2.5% Brittleness to 10% and set max stacks to 2

The Description currently reads Rending, but should say Brittleness

Talent “Rending Strikes”

  • Reduced from 15% to 10% Rending to all weapons.With the Class Overhaul we also changed how Rending was calculated, resulting in it being more effective than before. This resulted in ‘Rending Strikes’ being stronger than we anticipated.

Talent “Keep Their Heads Down!”

  • Increased Ranged Attack  suppression from 25% to 50%

Talent “Demolition Team”

  • Corrected the description to state that only the Veteran receives a grenade.

The gameplay change was already in, but the description didn’t get updated properly.

Ogryn

Blitz – Big Friendly Rock

  • Reduced replenish cooldown from 60s to 45s
  • Increased Maniac damage
  • Increased impact VS Monstrosities. Stones thrown to the head of Monstrosities will now stagger them.
  • Lowered chaining time from wield to the aim throw – This will reduce the time until the player can throw the stone, allowing for more reactive gameplay.

Blitz – Ogryn Frag Bomb

  • Armour Modifiers Close Damage (near, far):Unyielding : 200%, 200% to 325%, 200%
  • Armour Modifiers Far Damage (near, far):Carapace: 75%, 37.5% to 100%, 37.5%Unyielding : 187.5%, 100% to 262.5%, 112.5%

Combat ability – Loyal Protector

  • Fixed an issue where Daemonhost was behaving weirdly after Ogryn Loyal Protector activation
  • Fixed an issue where the ability didn’t play sounds effects for other players

Combat ability – Point blank Barrage

  • Fixed issue where the ability would not trigger Talent “Reloaded and Ready”
  • Talent “Light ‘em Up“ – Reduced Stacks of Burn from 3 to 2

Talent “Batter”

  • Reduced number of bleed stacks applied from heavy attacks from 6 to 4.

Talent “Pained Outburst”

  • Fixed an issue where the talent would return 100% Toughness instead of 25% and would replenish Toughness if knocked down.

Talent “Dominate”

  • Reduced from 30% to 15% Rending on Elite kills

Enemies

  • Tweaked Enemy base health on all difficulties, with focus on bigger Elites to make them stay alive a bit longer, and for the Conflict Director to not spawn as many:
  • Mutant base health from 1900 to 2000, is now the same base health as before the Class Overhaul patch.
  • Bulwark base health from 1500 to 1800
  • Crusher base health from 1500 to 1800
  • Dreg/Scab Rager base health increased from 800 to 1200
  • Scab Mauler base health increased from 1200 to 1500
  • Added new backstab sound for Elites
  • Increased heavy stagger thresholds for Crushers, Maulers and Reapers
  • Lowered push force applied by Scab/Dreg gunner shots by around 70%
  • Tweaked Scab Stalker combat ranges to increase distance where they switch from melee to ranged attacks
  • Scab Shooter can now trigger “On successful dodge” procs.
  • Fixed so Scab Bomber will only drop his grenade once pin-pull sound is played

Spawning

  • Fixed issue that caused more flamers be able to be spawned at the same time than intended
  • Added more aggressive speedrunning prevention spawning
  • Fixed an issue where the Monster Specials Condition could fail to set weakened state

Mutants

  • Improved dodging when Mutant charges players around corners, added extra wall collision raycast

Plague Ogryn

  • Lowered Plague Ogryn stomp radius

Beast of Nurgle

  • Tweaked Beast of Nurgle slime slow from 50% to 20%
  • Fixed a crash that could occur if two Beasts of Nurgle tried to consume the same enemy

General Weapon Changes

Full details on damage values, armour modifiers, etc. are found further down.

General:

  • Reduced Bleed damage from 200 to 175

Dev Note:

This was 40 before Patch #13 Class Overhaul

  • Increased sprint acceleration for ranged assault sprint weapons (E.g Infantry Autoguns, Recon Lasguns, etc.)
  • Fixed so Recoil doesn’t increase while crouched for some weapons
  • Rending no longer increases Stagger strength

Duelling Swords:

  • Changed chain windows on all swords to have faster access to weapon special attack
  • Adjusted cleave values
  • Slightly increase power on stab heavy attack
  • Improve armour damage modifier vs Unyielding/Flak on stab heavy
  • Changed chain windows on all swords to have faster access to weapon special

Heavy Swords:

  • Set same damage profile for 1st and 2nd target

Chainaxe:

  • Increased Maniac armour damage modifier

Kickback:

  • Faster auto reload after shooting hip/zoomed
  • Increased power.
  • A bit tighter spread with ADS (Aim Down Sights)
  • Minimum pellet hit count changed from 10 to 16 for both hip fire/ads on all Armour types except Flak/Unyielding.

Grenadier Gauntlet:

  • Tweaked values on melee attacks to make it more viable.
  • Fixed an issue where heavy melee attacks did not allow for talents such as “Batter” to proc as intended.

Ripper Guns:

  • Reduced base reload speed from 30% to 20%.
  • Slightly reduced ammo reserve.

Force Swords:

  • Fixed an issue with the smart targeting of the force sword push follow up being overly prioritised.
  • Increased the lights and heavy attacks damage, with a bit increased cleave and finesse.
  • Changed Force Swords dodge limit from Infinite to 5 (same as Combat Knife)

Dev Note:

We believe infinite dodges aren’t healthy for the balance of the game and decided instead to give Force Swords the same dodge count as the Combat Knife(one of the best dodging weapons). This change was made together with an overall bump in Force Sword damage and cleave output to compensate for the dodge loss and other weapons power increase.

Infantry Lasguns:

  • Improved sprint ready up time for all Lasguns
  • Improved hipfire recoil/spread for all Lasguns
  • Increased power.

Laspistol:

  • Increased power
  • Reduce sprint ready up time
  • Slightly increased fire rate
  • Tweak recoil, spread, stability to be far less severe, focused on stability even when mobile
  • Tweaked the input buffer so as to reduce the feeling of lost inputs

Thunderhammers:

  • Added 1 more dodge
  • Switched Crucis Mk II Thunder Hammer’s push follow up to be light sweep.
  • Switched Ironhelm activated strikedown heavy sweeping profile to heavy single target profile, meaning it will be more effective against single targets.
  • Switched Ironhelm chain from pushfollow to heavy 3 for easier access

Crusher:

  • Crusher has been changed to be more of a fast, crowd-controlling, headshotting focused weapon.
  • Added 1 more dodge
  • Tuned lights/heavies damage profile to be more efficient, with focus on headshotting.
  • Increased heavy hitbox length from 1.15 to 1.4.
  • Tuned up attack speed.
  • Switch push followup to light sweeping with higher finesse.
  • Reduced light and heavy activated explosion radius, larger decrease on light attack.

Tactical Axes:

  • Tuned up single target damage for Light 1 and Light 3

Ogryn Club:

  • Increased the speed of heavy attacks on “Brunt’s Basher” Mk IIIb Bully Club
  • Slap
  • Tuned down impact a bit to avoid juggling enemies in the air.
  • Fixed so slapping a weak spot can stagger stronger elites, such as Crushers.

Combat Swords:

  • Added chain to heavy attack 1 from push follow up and slightly increased the chain time.
  • Devil’s Claw Mk VII push followup switched to single target damage profile, following attack changed to a sweeping profile, meaning the first attack will be more useful versus 1 target and the following attack more useful with multiple targets.

Combat Axes:

  • Added chain to heavy attack 1 from push follow up, slightly reduced the chain time

Headhunter Autoguns

  • Tweaked hitboxes to be a bit easier to hit
  • Increased speed of normal/heavy bash
  • Added chain window from hip shoot so shooting won’t lock you out from firing as much.
  • Vraks Mk III Headhunter Autogun
  • Vraks Mk VII Headhunter Autogun
  • Tweaked recoil behaviour
  • Increased damage per shot
  • Decreased fire rate
  • Agripinaa Mk VIII Headhunter Autogun
  • Changed burst time from 0.175 to 0.1

Braced Autoguns

  • Replaced push on weapon special to sweep.
  • Add stagger reduction on bash hit, higher on weak spot hit
  • Tweaked hitboxes to be a bit easier to hit
  • Increased speed of normal/heavy bash

Boltgun

  • Replaced push on weapon special to sweep
  • Add stagger reduction on bash hit, higher on weak spot hit
  • Tweaked hitboxes to be a bit easier to hit
  • Increased speed of normal/heavy bash

Infantry Autoguns

  • All infantry Autoguns: changed crit effect to be a less flash-bangy one. Should be less blinding to get a lot of crits.
  • All infantry Autoguns: increase ammo clip and reserve.
  • Agripinaa Mk I Infantry Autogun
  • Tweaked recoil, fixed faulty crouch settings that caused recoil to go up when crouching.
  • Reduced recoil on first 3 shots
  • Increase recoil when moving to more around x2 of stationary
  • Columnus Mk V Infantry Autogun
  • Tweaked recoil, reduced horizontal by a lot, fixed faulty crouch  settings that caused recoil to go up when crouching.
  • Increased sprint speed.
  • Increased dodge.
  • Changed damage profile to be more effective at close range, far range falloff
  • Set same falloff range as other infantry Autoguns
  • Slightly reduced vertical recoil
  • Graia Mk VIII Infantry Autogun
  • Tweaked recoil, fixed faulty crouch settings that caused recoil to go up when crouching.
  • Increased sprint speed.

Force Staves

  • Tweaked fire times on Force Staves with a projectile primary attack (Nomanus Mk VI Surge Force Staff, Equinox Mk III Trauma Force Staff, and Equinox Mk IV Voidstrike Force Staff). Fire time is now 0.1s, up from 0.025s, and the animations and time scales have been tweaked to better match the fire time.
  • Special attack bash
  • Slightly faster
  • Changed damage profile to be similar to other bash changes, high stagger on weak spot hit, higher on heavy, more cleave on sweep
  • Increased hitbox range
  • Tweaked chain timings
  • Fixed the impact sfx/vfx on special attack bash to be blunt

Ogryn Cleavers

  • Fixed so uppercut special can stagger heavy targets, such as Crushers.

Orox Mk II Battle Maul & Mk III Slab Shield

  • Increased push radius from 3.25 to 4
  • Tuned chain timings

Standard-issue Munitorum Sapper Shovel

  • Tune chain timings
  • Increased damage of lights and heavies

Catachan Mk III Combat Blade

  • Tweaked up light/heavies, tune chain windows
  • Added innate 25% backstab damage bonus to heavies.

Power Swords

  • Munitorum Mk VI Power Sword block cost reduction by 25%
  • Activation can be cancelled to block 0.3s in, keeping the activation

Dev Note:

This change was made to make Munitorum Mk VI Power Sword more focused on defensive chaining, by allowing the block chain to be activated. The activation animation also matches the block animation so the transition from block -> activate is smoother.

  • Activated attack power buffed significantly; Heavies with a focus on horde clear, lights for dps or smaller target counts, push attack weak spot hits for carapace and unyielding damage.

Voidstrike

  • Chain timing from start next projectile set to quell chain time
  • Slightly reduced the previous 70% buff applied to secondary fire to tune down extreme damage on high health targets.

Surge Staff

  • Added gibbing to Surge Staff kills

Rumbler:

  • Reduced sway to make aiming trajectory more reliable
  • Added crosshair during reload

Human Shotguns

  • Upped ammo pools.
  • Increased Armour damage modifiers vs unarmoured, infested, maniac and unyielding.
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M35 Magnacore Mk II Plasma Gun

  • Increased power
  • Increased cleave
  • Increased finesse

Grenades

  • Changed aiming of grenades to update aiming trajectory up to the point of throwing the projectile.

Blessing Changes

Fire Frenzy

  • Changed from “Attack Speed” to “Close Damage”.
  • Close Damage
  • 7%, stacking 5 times.
  • 8%, stacking 5 times.
  • 9%, stacking 5 times.
  • 10%, stacking 5 times.

Stripped Down

  • Stripped Down has been fully reworked into a solely Ranged Attack Immunity blessing, thus the Sprint Speed bonus has been removed. We want to keep Movement Speed bonuses in the Talent Tree layer instead.

Speedload

  • Changed from triggering on Melee Kill to Close Kill.
  • Added stacking of bonus, up to 5 stacks.
  • Reload Speed:
  • 14% to 7%
  • 16% to 8%
  • 18% to 9%
  • 20% to 10%
  • Duration (Infantry Autogun):[Tiers 1-4] 2.5s.
  • Duration (Braced Autogun):[Tiers 1-4] 2.5s.
  • Duration (Autopistol):[Tiers 1-4] 2s.
  • Duration (Recon Lasgun):[Tiers 1-4] 3.0s.
  • Duration (Laspistol):[Tiers 1-4] 3s.
  • Duration (Revolver):[Tiers 1-4] 4s.

Limbsplitter

  • 5s to 5s.
  • 5s to 4.5s.
  • 5s to 4s.
  • 5s to 3.5s.

Ruthless Backstab

  • 35% to 90%.
  • 40% to 100%.
  • 45% to 110%.
  • 50% to 120%.

Infernus

  • Burning Maximum Stacks (Recon Lasgun):

Can Opener

  • 5 to 10.
  • 6 to 12.
  • 7 to 14.
  • 8 to 16.

Bug Fixes

HUD/UI

  • Fixed several issues where buff icons were not behaving as expected
  • The icon for the Blessing “Brutal Momentum” is now only shown when active, instead of always
  • The icon for the Psyker Talent “Kinetic Flayer” is now shown when active
  • The icon for the Psyker Talent “Mettle” is now shown when active
  • Fixed an issue where the icon for the Ogryn Talent “Massacre” didn’t update correctly when at max stacks
  • The icon for the Ogryn Talent “Maximum Firepower” is now shown when active
  • The icon for the Veteran Talent “Fire Team” is no longer shown
  • The icon for the Veteran Talent “Leave No One Behind” is now shown when active, both for the player moving towards or reviving a knocked down player, and the player being revived.
  • The icon for the Veteran Talent “Tactical Reload” is now shown only while reloading
  • The counter on the icon for the Zealot Talent “Blazing Piety” now starts at 0 instead of 1
  • Fixed an issue where grenade icons in the team HUD were shown as red/empty for players that had cooldown based Blitz abilities. Now the icon will remain white for those players. Additionally fixed an issue where the icon would show the wrong colour sometimes.
  • Fixed issues with non-localised or missing values in texts for the following Blessings:
  • Fire Frenzy
  • Punishing Salvo
  • Speedload
  • Inspiring Barrage
  • Stripped Down
  • The mission lobby timer should no longer overlap other UI elements while in the Talents tab
  • Fixed an issue where the cursor would still be visible in some menus while using a gamepad

Weapons, Curios, Blessings, and Talents

  • Fixed an issue where the rating value for Perks on Curios displayed the incorrect numbers. This issue was purely visual, and the game will now display the actual numbers the item always had.
  • Fixed an issue where the Blessing “No Respite” could stack infinitely
  • Fixed an issue where the Blessing  “Man-Stopper” on shotguns affected melee weapons
  • Fixed an issue where the Blessing  “Thrust” would not always wind up to max stacks consistently
  • Fixed issue where the shell loaded from a Weapon Special action on Combat Shotguns was not fired if shooting immediately after reloading with enough +% Reload Speed
  • Fixed an issue where Surge Force Staves didn’t show hit indicators when damaging enemies
  • Typo fixed in Veteran talent “Close and Kill”
  • Fixed an area around the combat ability in the Psyker tree, where talent node paths would allow for incorrect navigational behaviour, this is only a visual change in how the tree is presented

Localisation

  • Fixed an issue where the text for a Psyker talent would show up as unlocalized
  • Penance descriptions should now consistently refer to the correct Class in all languages
  • Fixed localization of talents in the Class creation screens

VFX, SFX, and Animation

  • Fixed an issue where Toughness damage SFX was only played when getting hit by ranged attacks

Mourningstar and Mission Board

  • Fix for long loading times into the Mourningstar caused by very long running DNS requests
  • Fixed an issue in the Mission Board screen where Secondary Objective text would remain if the focus swapped from a mission with Secondary Objectives to one without

Misc

  • Fixed a crash that could occur when aiming down sights or bracing a weapon and getting interrupted by an attack
  • Fixed an issue where players entered a crouching state after sliding if Hold to Crouch was disabled
  • Fixed an issue where the display on Auspexes wasn’t visible when spectating during hacking
  • Fixed an issue where explosion kills sometimes did not get reported correctly to the kill feed
  • Fixed a crash which would occasionally happen when using a gamepad in the Social menu
  • Fixed a crash occurring when starting the game with a computer sound device that has been removed/no longer exists
  • Fixed an issue where Wargear presets would not save properly if making changes when the mission lobby timer ended
  • Fixed an issue where the game would still accept action inputs while text chat was open
  • Fixed an issue where weapons cosmetics could not be shown on Operative while inspecting them in the Commissary
  • The default option should now always be “Accept” when receiving a Mission Request while using a gamepad
  • Fixed an issue while using the Inspect options in the Cosmetics menu where zooming and toggling mannequin/operative preview would trigger from the same input
  • Fixed name and description text for the Zealot cosmetic “Krieg Fatigues (Marked by Faith)”

TRENDING

Weapon Balance Details

Agripinaa Mk I Infantry Autogun

● Ammunition (0%, 80% Ammo Stat):

○ Magazine: 15, 31 to 25, 37.

○ Reserve: 120, 248 to 250, 370.

Columnus Mk V Infantry Autogun

● Ammunition (0%, 80% Ammo Stat):

○ Magazine: 30, 46 to 50, 58.

○ Reserve: 270, 414 to 500, 580.

● Armour Modifiers (near, far):

○ Unarmoured: 100%, 80% to 125%, 60%.

○ Unyielding: 100%, 80% to 125%, 40%.

○ Maniac: 100%, 80% to 125%, 75%.

○ Flak: 60%, 50% to 80%, 40%.

○ Infested: 100%, 80% to 125%, 80%.

Graia Mk VIII Infantry Autogun

● Ammunition (0%, 80% Ammo Stat):

○ Magazine: 20, 36 to 40, 56.

○ Reserve: 160, 288 to 320, 448.

Columnus Mk II Braced Autogun

● Ammunition (0%, 80% Ammo Stat):

○ Magazine: 40, 56 to 50, 74.

○ Reserve: 320, 448 to 400, 580.

● Base Damage (0%, 80% Damage Stat):

70, 126 to 80, 144.

● Replaced the Special Action damage values with the Headhunter Autogun Special

Action damage values:

○ New Special Action Damage Profile:

■ Base Damage: 25, 65.

■ Base Impact: 5, 9.

■ Armour Modifiers:

● Unarmored: 80%.

● Flak: 30%.

● Unyielding: 50%.

● Maniac: 60%.

● Carapace: 0%.

● Infested: 100%.

Graia Mk IV Braced Autogun

● Ammunition (0%, 80% Ammo Stat):

○ Magazine: 40, 56 to 50, 74.

○ Reserve: 320, 448 to 500, 740.

● Replaced the Special Action damage values with the Headhunter Autogun Special

Action damage values:

○ New Special Action Damage Profile:

■ Base Damage: 25, 65.

■ Base Impact: 5, 9.

■ Armour Modifiers:

● Unarmored: 80%.

● Flak: 30%.

● Unyielding: 50%.

● Maniac: 60%.

● Carapace: 0%.

● Infested: 100%.

Agripinaa Mk VIII Braced Autogun

● Ammunition (0%, 80% Ammo Stat):

○ Magazine: 25, 41 to 30, 46.

○ Reserve: 200, 328 to 300, 460.

● Replaced the Special Action damage values with the Headhunter Autogun Special

Action damage values:

○ New Special Action Damage Profile:

■ Base Damage: 25, 65.

■ Base Impact: 5, 9.

■ Armour Modifiers:

● Unarmored: 80%.

● Flak: 30%.

● Unyielding: 50%.

● Maniac: 60%.

● Carapace: 0%.

● Infested: 100%.

Vraks Mk III Headhunter Autogun

● Finesse Modifier (0%, 80% Damage Stat):

○ 150%, 270% to 125%, 225%.

● Armour Modifiers (near, far):

○ Unyielding: 80%, 60% to 60%, 50%.

● Special Action Impact:

○ 5 to 7.5.

● Special Action Impact Armour Modifiers:

○ Unyielding: 100% to 25%.

Vraks Mk VII Headhunter Autogun

● Ammunition (0%, 80% Ammo Stat):

○ Magazine: 25, 33 to 15, 23.

○ Reserve: 200, 264 to 120, 184.

● Base Damage (0%, 80% Damage Stat):

○ 100, 180 to 150, 270.

● Armour Modifiers (near, far):

○ Unyielding: 80%, 60% to 60%, 50%.

● Special Action Impact:

○ 5 to 7.5.

● Special Action Impact Armour Modifiers:

○ Unyielding: 100% to 25%.

Agripinaa Mk IX Headhunter Autogun

● Armour Modifiers (near, far):

○ Unyielding: 80%, 60% to 60%, 50%.

● Special Action Impact:

○ 5 to 7.5.

● Special Action Impact Armour Modifiers:

○ Unyielding: 100% to 25%.

Locke Mk IIb Spearhead Boltgun

● Armour Modifiers (near, far):

○ Unyielding: 75%, 75% to 100%, 100%.

○ Carapace: 25%, 25% to 40%, 40%.

● Finesse Modifier:

○ 50% to 75%.

Orestes Mk IV Assault Chainaxe

● Heavy Attack Armour Modifiers:

○ Maniac: 50% to 80%.

Cadia Mk IV Assault Chainsword

● Light Strikedown Attack Cleave:

○ 4.5 to 1.5.

● Light Special Finish Base Damage (0%, 80% Damage Stat):

○ 400, 720 to 300, 540.

● Push-Followup Base Damage (0%, 80% Damage Stat):

○ 100, 180 to 130, 234.

● Push-Followup Finesse Modifier (0%, 80% Damage Stat):

○ 100% to 100%, 180%.

● Push-Followup Special Finesse Modifier (0%, 80% Damage Stat):

○ 20%, 52% to 50%, 90%.

Tigrus Mk II Heavy Eviscerator

● Special Action Finish Finesse Modifier (0%, 80% Damage Stat):

○ 20%, 52% to 40%, 72%.

● Heavy Strikedown Special Finish Base Damage (0%, 80% Damage Stat):

○ 300, 540 to 600, 1080.

Rashad Mk II Combat Axe

● Heavy Attack Finesse Modifier (0%, 80% Damage Stat):

○ 1st Target: 20%, 68% to 70%, 126%.

○ 2nd Target: 25% to 50%.

Antax Mk V Combat Axe

● Heavy Attack Finesse Modifier (0%, 80% Damage Stat):

○ 1st Target: 20%, 68% to 70%, 126%.

○ 2nd Target: 25% to 50%.

● Special Action Finesse Modifier (0%, 80% Damage Stat):

○ 20%, 124% to 100, 180%.

Achlys Mk VIII Combat Axe

● Heavy Attack Finesse Modifier (0%, 80% Damage Stat):

○ 1st Target: 20%, 68% to 70%, 126%.

○ 2nd Target: 25% to 50%.

● Heavy Relentless Attack Armour Modifiers:

○ Unyielding: 50% to 200%.

○ Maniac: 60% to 100%.

● Heavy Relentless Attack Finesse Modifier (0%, 80% Damage Stat):

○ 1st Target: 40%, 88% to 70, 126%.

○ 2nd Target: 25% to 60, 108%.

Atrox Mk II Tactical Axe

● Light Assassin Attack Base Damage (0%, 80% Damage Stat):

○ 1st Target: 50, 90 to 60, 108.

○ 2nd Target: 35, 47 to 40, 72.

● Light Assassin Attack Finesse Modifier (0%, 80% Damage Stat):

○ 50%, 130% to 100%, 180%.

● Light Assassin Attack Cleave:

○ 1.5 to 3.

● Light Assassin Attack Armour Modifiers:

○ Carapace: 20% to 40%.

● Light Strikedown Attack Base Damage (0%, 80% Damage Stat):

○ 50, 90 to 70, 126.

● Light Strikedown Attack Finesse Modifier (0%, 80% Damage Stat):

○ 75%, 115% to 100%, 180%.

● Heavy Attack Finesse Modifier (0%, 80% Damage Stat):

○ 50%, 130% to 100%, 180%.

● Push-Followup Finesse Modifier (0%, 80% Damage Stat):

○ 50%, 130% to 100%, 180%.

Atrox Mk IV Tactical Axe

● Light Attack Base Damage (0%, 80% Damage Stat):

○ 1st Target: 50, 90 to 60, 108.

○ 2nd Target: 35, 47 to 40, 72.

● Light Attack Cleave:

○ 1.5 to 3.

● Light Attack Armour Modifiers:

○ Carapace: 20% to 40%.

● Heavy Attack Finesse Modifier (0%, 80% Damage Stat):

○ 50%, 130% to 100%, 180%.

● Push-Followup Finesse Modifier (0%, 80% Damage Stat):

○ 50%, 130% to 100%, 180%.

Atrox Mk VII Tactical Axe

● Light Assassin Attack Base Damage (0%, 80% Damage Stat):

○ 1st Target: 50, 90 to 60, 108.

○ 2nd Target: 35, 47 to 40, 72.

● Light Assassin Attack Cleave:

○ 1.5 to 3.

● Light Assassin Attack Armour Modifiers:

○ Carapace: 20% to 40%.

● Light Strikedown Attack Base Damage (0%, 80% Damage Stat):

○ 50, 90 to 70, 126.

● Light Strikedown Attack Finesse Modifier (0%, 80% Damage Stat):

○ 75%, 115% to 100%, 180%.

● Heavy Attack Finesse Modifier (0%, 80% Damage Stat):

○ 50%, 130% to 100%, 180%.

● Push-Followup Finesse Modifier (0%, 80% Damage Stat):

○ 50%, 130% to 100%, 180%.

Standard-issue Munitorum Sapper Shovel

● Light Attack Base Damage (0%, 80% Damage Stat):

○ 1st Target: 50, 90 to 70, 126.

○ 2nd Target: 40, 72 to 50, 90.

● Heavy Attack Base Damage (0%, 80% Damage Stat):

○ 1st Target: 75, 143 to 100, 180.

○ 2nd Target: 50, 90 to 50, 90.

○ 3rd Target: 40, 72 to 40, 72.

○ 4th Target: 25, 45 to 35, 63.

○ 5th Target: 20, 28 to 40, 72.

○ 6th Target: 10, 18 to 20, 36.

● Heavy Attack Armoured Modifiers:

○ Flak: 50% to 75%.

○ Maniac: 50% to 75%.

○ Carapace: 10% to 40%.

● Heavy Attack Cleave:

○ 6.5 to 10.5.

● Push-Followup Base Damage (0%, 80% Damage Stat):

○ 75, 135 to 100, 180.

● Push-Followup Finesse Modifier (0%, 80% Damage Stat):

○ 50%,130% to 100%, 180%.

Catachan Mk III Combat Blade

● Light Assassin Attack Armour Modifiers:

○ Unarmoured: 100% to 125%.

○ Infected: 75% to 90%.

● Light Strikedown Attack Base Damage (0%, 80% Damage Stat):

○ 30, 56 to 40, 72.

● Light Strikedown Attack Extra Backstab Bonus:

○ 0% to 25%.

● Light Strikedown Attack Finesse Modifiers (0%, 80% Damage Stat):

○ 100%, 260% to 175%, 315%.

● Light Strikedown Attack Armour Modifiers:

○ Flak: 50% to 80%.

○ Carapace: 5% to 60%.

○ Maniac: 50% to 80%.

● Heavy Attack Extra Backstab Bonus:

○ 0% to 25%.

● Heavy Attack Finesse Modifiers (0%, 80% Damage Stat):

○ 100%, 260% to 175%, 315%.

● Heavy Attack Armour Modifiers:

○ Maniac: 50% to 100%.

○ Carapace: 25% to 50%.

○ Infested: 75% to 90%.

Catachan Mk I “Devil’s Claw” Sword

● Armour Modifiers:

○ Unarmoured: 150% to 125%.

● Light Vanguard Attack Base Damage (0%, 80% Damage Stat):

○ 1st Target: 35, 67 to 40, 72.

○ 2nd Target: 25, 53 to 35, 67.

○ 3rd Target: 15, 27 to 30, 54.

○ 4th Target: 8, 14.4 to 8, 14.4.

● Light Vanguard Attack Finesse Modifier (0%, 80% Damage Stat):

○ 1st Target: 50%, 130% to 50%, 130%.

○ 2nd Target: 50%, 130% to 75%, 135%.

○ 3rd Target: 50%, 130% to 75%, 135%.

○ 4th Target: 50%, 130% to 50%, 130%.

● Light Strikedown Attack Base Damage (0%, 80% Damage Stat):

○ 1st Target: 75, 135 to 100, 180.

○ 2nd Target: 25, 53 to 25, 53.

○ 3rd Target: 15, 27 to 15, 27.

○ 4th Target: 10, 18 to 10, 18.

● Light Strikedown Attack Armour Modifiers:

○ Flak: 75% to 80%.

○ Unyielding: 100% to 125%.

○ Carapace: 25% to 50%.

● Light Strikedown Attack Finesse Modifier (0%, 80% Damage Stat):

○ 75, 135 to 100, 180.

● Heavy Relentless Attack Base Damage (0%, 80% Damage Stat):

○ 100, 180 to 90, 162.

● Heavy Relentless Attack Finesse Modifiers (0%, 80% Damage Stat):

○ 150%, 270% to 125%, 225%.

● Heavy Relentless Attack Armour Modifiers:

○ Unarmoured: 150% to 125%.

Tigrus Mk II Heavy Eviscerator

● Special Action Finish Finesse Modifier (0%, 80% Damage Stat):

○ 20%, 52% to 40%, 72%.

● Heavy Strikedown Special Finish Base Damage (0%, 80% Damage Stat):

○ 300, 540 to 600, 1080.

Rashad Mk II Combat Axe

● Heavy Attack Finesse Modifier (0%, 80% Damage Stat):

○ 1st Target: 20%, 68% to 70%, 126%.

○ 2nd Target: 25% to 50%.

Antax Mk V Combat Axe

● Heavy Attack Finesse Modifier (0%, 80% Damage Stat):

○ 1st Target: 20%, 68% to 70%, 126%.

○ 2nd Target: 25% to 50%.

● Special Action Finesse Modifier (0%, 80% Damage Stat):

○ 20%, 124% to 100, 180%.

Achlys Mk VIII Combat Axe

● Heavy Attack Finesse Modifier (0%, 80% Damage Stat):

○ 1st Target: 20%, 68% to 70%, 126%.

○ 2nd Target: 25% to 50%.

● Heavy Relentless Attack Armour Modifiers:

○ Unyielding: 50% to 200%.

○ Maniac: 60% to 100%.

● Heavy Relentless Attack Finesse Modifier (0%, 80% Damage Stat):

○ 1st Target: 40%, 88% to 70, 126%.

○ 2nd Target: 25% to 60, 108%.

Atrox Mk II Tactical Axe

● Light Assassin Attack Base Damage (0%, 80% Damage Stat):

○ 1st Target: 50, 90 to 60, 108.

○ 2nd Target: 35, 47 to 40, 72.

● Light Assassin Attack Finesse Modifier (0%, 80% Damage Stat):

○ 50%, 130% to 100%, 180%.

● Light Assassin Attack Cleave:

○ 1.5 to 3.

● Light Assassin Attack Armour Modifiers:

○ Carapace: 20% to 40%.

● Light Strikedown Attack Base Damage (0%, 80% Damage Stat):

○ 50, 90 to 70, 126.

● Light Strikedown Attack Finesse Modifier (0%, 80% Damage Stat):

○ 75%, 115% to 100%, 180%.

● Heavy Attack Finesse Modifier (0%, 80% Damage Stat):

○ 50%, 130% to 100%, 180%.

● Push-Followup Finesse Modifier (0%, 80% Damage Stat):

○ 50%, 130% to 100%, 180%.

Atrox Mk IV Tactical Axe

● Light Attack Base Damage (0%, 80% Damage Stat):

○ 1st Target: 50, 90 to 60, 108.

○ 2nd Target: 35, 47 to 40, 72.

● Light Attack Cleave:

○ 1.5 to 3.

● Light Attack Armour Modifiers:

○ Carapace: 20% to 40%.

● Heavy Attack Finesse Modifier (0%, 80% Damage Stat):

○ 50%, 130% to 100%, 180%.

● Push-Followup Finesse Modifier (0%, 80% Damage Stat):

○ 50%, 130% to 100%, 180%.

Atrox Mk VII Tactical Axe

● Light Assassin Attack Base Damage (0%, 80% Damage Stat):

○ 1st Target: 50, 90 to 60, 108.

○ 2nd Target: 35, 47 to 40, 72.

● Light Assassin Attack Cleave:

○ 1.5 to 3.

● Light Assassin Attack Armour Modifiers:

○ Carapace: 20% to 40%.

● Light Strikedown Attack Base Damage (0%, 80% Damage Stat):

○ 50, 90 to 70, 126.

● Light Strikedown Attack Finesse Modifier (0%, 80% Damage Stat):

○ 75%, 115% to 100%, 180%.

● Heavy Attack Finesse Modifier (0%, 80% Damage Stat):

○ 50%, 130% to 100%, 180%.

● Push-Followup Finesse Modifier (0%, 80% Damage Stat):

○ 50%, 130% to 100%, 180%.

Standard-issue Munitorum Sapper Shovel

● Light Attack Base Damage (0%, 80% Damage Stat):

○ 1st Target: 50, 90 to 70, 126.

○ 2nd Target: 40, 72 to 50, 90.

● Heavy Attack Base Damage (0%, 80% Damage Stat):

○ 1st Target: 75, 143 to 100, 180.

○ 2nd Target: 50, 90 to 50, 90.

○ 3rd Target: 40, 72 to 40, 72.

○ 4th Target: 25, 45 to 35, 63.

○ 5th Target: 20, 28 to 40, 72.

○ 6th Target: 10, 18 to 20, 36.

● Heavy Attack Armoured Modifiers:

○ Flak: 50% to 75%.

○ Maniac: 50% to 75%.

○ Carapace: 10% to 40%.

● Heavy Attack Cleave:

○ 6.5 to 10.5.

● Push-Followup Base Damage (0%, 80% Damage Stat):

○ 75, 135 to 100, 180.

● Push-Followup Finesse Modifier (0%, 80% Damage Stat):

○ 50%,130% to 100%, 180%.

Catachan Mk III Combat Blade

● Light Assassin Attack Armour Modifiers:

○ Unarmoured: 100% to 125%.

○ Infected: 75% to 90%.

● Light Strikedown Attack Base Damage (0%, 80% Damage Stat):

○ 30, 56 to 40, 72.

● Light Strikedown Attack Extra Backstab Bonus:

○ 0% to 25%.

● Light Strikedown Attack Finesse Modifiers (0%, 80% Damage Stat):

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○ 100%, 260% to 175%, 315%.

● Light Strikedown Attack Armour Modifiers:

○ Flak: 50% to 80%.

○ Carapace: 5% to 60%.

○ Maniac: 50% to 80%.

● Heavy Attack Extra Backstab Bonus:

○ 0% to 25%.

● Heavy Attack Finesse Modifiers (0%, 80% Damage Stat):

○ 100%, 260% to 175%, 315%.

● Heavy Attack Armour Modifiers:

○ Maniac: 50% to 100%.

○ Carapace: 25% to 50%.

○ Infested: 75% to 90%.

Catachan Mk I “Devil’s Claw” Sword

● Armour Modifiers:

○ Unarmoured: 150% to 125%.

● Light Vanguard Attack Base Damage (0%, 80% Damage Stat):

○ 1st Target: 35, 67 to 40, 72.

○ 2nd Target: 25, 53 to 35, 67.

○ 3rd Target: 15, 27 to 30, 54.

○ 4th Target: 8, 14.4 to 8, 14.4.

● Light Vanguard Attack Finesse Modifier (0%, 80% Damage Stat):

○ 1st Target: 50%, 130% to 50%, 130%.

○ 2nd Target: 50%, 130% to 75%, 135%.

○ 3rd Target: 50%, 130% to 75%, 135%.

○ 4th Target: 50%, 130% to 50%, 130%.

● Light Strikedown Attack Base Damage (0%, 80% Damage Stat):

○ 1st Target: 75, 135 to 100, 180.

○ 2nd Target: 25, 53 to 25, 53.

○ 3rd Target: 15, 27 to 15, 27.

○ 4th Target: 10, 18 to 10, 18.

● Light Strikedown Attack Armour Modifiers:

○ Flak: 75% to 80%.

○ Unyielding: 100% to 125%.

○ Carapace: 25% to 50%.

● Light Strikedown Attack Finesse Modifier (0%, 80% Damage Stat):

○ 75, 135 to 100, 180.

● Heavy Relentless Attack Base Damage (0%, 80% Damage Stat):

○ 100, 180 to 90, 162.

● Heavy Relentless Attack Finesse Modifiers (0%, 80% Damage Stat):

○ 150%, 270% to 125%, 225%.

● Heavy Relentless Attack Armour Modifiers:

○ Unarmoured: 150% to 125%.

Catachan Mk IV “Devil’s Claw” Sword

● Armour Modifiers:

○ Unarmoured: 150% to 125%.

● Light Vanguard Attack Base Damage (0%, 80% Damage Stat):

○ 1st Target: 35, 67 to 40, 72.

○ 2nd Target: 25, 53 to 35, 67.

○ 3rd Target: 15, 27 to 30, 54.

○ 4th Target: 8, 14.4 to 8, 14.4.

● Light Vanguard Attack Finesse Modifier (0%, 80% Damage Stat):

○ 1st Target: 50%, 130% to 50%, 130%.

○ 2nd Target: 50%, 130% to 75%, 135%.

○ 3rd Target: 50%, 130% to 75%, 135%.

○ 4th Target: 50%, 130% to 50%, 130%.

● Light Strikedown Attack Base Damage (0%, 80% Damage Stat):

○ 1st Target: 75, 135 to 100, 180.

○ 2nd Target: 25, 53 to 25, 53.

○ 3rd Target: 15, 27 to 15, 27.

○ 4th Target: 10, 18 to 10, 18.

● Light Strikedown Attack Armour Modifiers:

○ Flak: 75% to 80%.

○ Unyielding: 100% to 125%.

○ Carapace: 25% to 50%.

● Light Strikedown Attack Finesse Modifier (0%, 80% Damage Stat):

○ 75, 135 to 100, 180.

● Heavy Relentless Attack Base Damage (0%, 80% Damage Stat):

○ 100, 180 to 90, 162.

● Heavy Relentless Attack Finesse Modifiers (0%, 80% Damage Stat):

○ 150%, 270% to 125%, 225%.

● Heavy Relentless Attack Armour Modifiers:

○ Unarmoured: 150% to 125%.

Catachan Mk VII “Devil’s Claw” Sword

● Armour Modifiers:

○ Unarmoured: 150% to 125%.

● Light Vanguard Attack Base Damage (0%, 80% Damage Stat):

○ 1st Target: 35, 67 to 40, 72.

○ 2nd Target: 25, 53 to 35, 67.

○ 3rd Target: 15, 27 to 30, 54.

○ 4th Target: 8, 14.4 to 8, 14.4.

● Light Vanguard Attack Finesse Modifier (0%, 80% Damage Stat):

○ 1st Target: 50%, 130% to 50%, 130%.

○ 2nd Target: 50%, 130% to 75%, 135%.

○ 3rd Target: 50%, 130% to 75%, 135%.

○ 4th Target: 50%, 130% to 50%, 130%.

● Light Strikedown Attack Base Damage (0%, 80% Damage Stat):

○ 1st Target: 75, 135 to 100, 180.

○ 2nd Target: 25, 53 to 25, 53.

○ 3rd Target: 15, 27 to 15, 27.

○ 4th Target: 10, 18 to 10, 18.

● Light Strikedown Attack Armour Modifiers:

○ Flak: 75% to 80%.

○ Unyielding: 100% to 125%.

○ Carapace: 25% to 50%.

● Light Strikedown Attack Finesse Modifier (0%, 80% Damage Stat):

○ 75, 135 to 100, 180.

● Heavy Relentless Attack Base Damage (0%, 80% Damage Stat):

○ 100, 180 to 90, 162.

● Heavy Relentless Attack Finesse Modifiers (0%, 80% Damage Stat):

○ 150%, 270% to 125%, 225%.

● Heavy Relentless Attack Armour Modifiers:

○ Unarmoured: 150% to 125%.

Turtolsky Mk VI Heavy Sword

● Heavy Strikedown Attack Cleave (0%, 80% Cleave Stat):

○ 1, 1.8 to 8.5, 11.7.

● Heavy Strikedown Attack Base Damage (0%, 80% Damage Stat):

○ 1st Target: 180, 324 to 180, 324.

○ 2nd Target: 75, 135 to 180, 324.

○ 3rd Target: 15, 27 to 15, 27.

○ 4th Target: 10, 18 to 5, 9.

● Light Strikedown Attack Base Damage (0%, 80% Damage Stat):

○ 1st Target: 75, 135 to 100, 180.

○ 2nd Target: 25, 53 to 25, 53.

○ 3rd Target: 15, 27 to 15, 27.

○ 4th Target: 10, 18 to 10, 18.

● Light Strikedown Attack Armour Modifiers:

○ Flak: 75% to 80%.

○ Unyielding: 100% to 125%.

○ Carapace: 25% to 50%.

● Light Strikedown Attack Finesse Modifier (0%, 80% Damage Stat):

○ 75, 135 to 100, 180.

Turtolsky Mk VII Heavy Sword

● Heavy Strikedown Attack Cleave (0%, 80% Cleave Stat):

○ 1, 1.8 to 8.5, 11.7.

● Heavy Strikedown Attack Base Damage (0%, 80% Damage Stat):

○ 1st Target: 180, 324 to 180, 324.

○ 2nd Target: 75, 135 to 180, 324.

○ 3rd Target: 15, 27 to 15, 27.

○ 4th Target: 10, 18 to 5, 9.

Turtolsky Mk IX Heavy Sword

● Heavy Strikedown Attack Cleave (0%, 80% Cleave Stat):

○ 1, 1.8 to 8.5, 11.7.

● Heavy Strikedown Attack Base Damage (0%, 80% Damage Stat):

○ 1st Target: 180, 324 to 180, 324.

○ 2nd Target: 75, 135 to 180, 324.

○ 3rd Target: 15, 27 to 15, 27.

○ 4th Target: 10, 18 to 5, 9.

● Heavy Vanguard Attack Base Damage (0%, 80% Damage Stat):

○ 100, 180 to 90, 162.

● Heavy Vanguard Attack Finesse Modifiers (0%, 80% Damage Stat):

○ 150%, 270% to 125%, 225%.

● Heavy Vanguard Attack Armour Modifiers:

○ Unarmoured: 150% to 125%.

Maccabian Mk II Duelling Sword

● Light Attack Cleave:

○ 3 to 4.5.

● Heavy Attack Cleave (0%, 80% Cleave Stat):

○ 2, 3.6 to 4, 8.

● Heavy Strikedown Attack Armour Modifiers:

○ Unyielding: 75% to 100%.

○ Flak: 60% to 80%.

○ Carapace: 40% to 60%.

Maccabian Mk IV Duelling Sword

● Light Attack Cleave:

○ 3 to 4.5.

● Heavy Strikedown Attack Armour Modifiers:

○ Unyielding: 75% to 100%.

○ Flak: 60% to 80%.

○ Carapace: 40% to 60%.

Maccabian Mk V Duelling Sword

● Light Attack Cleave:

○ 3 to 4.5.

● Light Strikedown Attack Base Damage (0%, 80% Damage Stat):

○ 1st Target: 75, 135 to 100, 180.

○ 2nd Target: 25, 53 to 25, 53.

○ 3rd Target: 15, 27 to 15, 27.

○ 4th Target: 10, 18 to 10, 18.

● Light Strikedown Attack Armour Modifiers:

○ Flak: 75% to 80%.

○ Unyielding: 100% to 125%.

○ Carapace: 25% to 50%.

● Light Strikedown Attack Finesse Modifier (0%, 80% Damage Stat):

○ 75, 135 to 100, 180.

● Heavy Strikedown Attack Armour Modifiers:

○ Unyielding: 75% to 100%.

Equinox Mk III Trauma Force Staff

● Special Action Base Damage (0%, 80% Damage Stat):

○ 8, 11.2 to 25, 65.

● Special Action Armour Modifiers:

○ Unarmoured: 25% to 80%.

○ Flak: 50% to 30%.

○ Unyielding: 100% to 50%.

○ Maniac: 50% to 60%.

○ Carapace: 0% to 0%.

○ Infested: 75% to 100%.

Rifthaven Mk II Purgatus Force Staff

● Special Action Base Damage (0%, 80% Damage Stat):

○ 8, 11.2 to 25, 65.

● Special Action Armour Modifiers:

○ Unarmoured: 25% to 80%.

○ Flak: 50% to 30%.

○ Unyielding: 100% to 50%.

○ Maniac: 50% to 60%.

○ Carapace: 0% to 0%.

○ Infested: 75% to 100%.

Nomanus Mk VI Surge Force Staff

● Special Action Base Damage (0%, 80% Damage Stat):

○ 8, 11.2 to 25, 65.

● Special Action Armour Modifiers:

○ Unarmoured: 25% to 80%.

○ Flak: 50% to 30%.

○ Unyielding: 100% to 50%.

○ Maniac: 50% to 60%.

○ Carapace: 0% to 0%.

○ Infested: 75% to 100%.

Equinox Mk IV Voidstrike Force Staff

● Secondary Base Damage (0%, 80% Damage Stat):

○ 425, 765 to 375, 675.

● Secondary Armour Modifiers:

○ Carapace: 100% to 75%.

● Special Action Base Damage (0%, 80% Damage Stat):

○ 8, 11.2 to 25, 65.

● Special Action Armour Modifiers:

○ Unarmoured: 25% to 80%.

○ Flak: 50% to 30%.

○ Unyielding: 100% to 50%.

○ Maniac: 50% to 60%.

○ Carapace: 0% to 0%.

○ Infested: 75% to 100%.

Obscurus Mk II Blaze Force Sword

● Light Sweep Attack Base Damage (0%, 80% Damage Stat):

○ 1st Target: 40, 72 to 50, 98.

○ 2nd Target: 30, 54 to 50, 90.

○ 1st Target: 20, 28 to 30, 38.

● Light Sweep Attack Armor Modifiers:

○ Maniac: 50% to 75%.

● Light Sweep Attack Cleave:

○ 3 to 4.5.

● Light Stab Attack Base Damage (0%, 80% Damage Stat):

○ 1st Target: 80, 144 to 100, 180.

○ 2nd Target: 35, 59 to 35, 59.

○ 1st Target: 15, 39 to 15, 39.

● Light Stab Attack Armor Modifiers:

○ Maniac: 50% to 80%.

○ Infested: 75% to 90%.

● Heavy Sweep Attack Base Damage (0%, 80% Damage Stat):

○ 1st Target: 60, 108 to 100, 180.

○ 2nd Target: 60, 84 to 80, 144.

○ 3rd Target: 35, 59 to 50, 90.

● Heavy Stab Attack Base Damage (0%, 80% Damage Stat):

○ 1st Target: 150, 270 to 200, 360.

○ 2nd Target: 150, 270 to 150, 270.

Deimos Mk IV Blaze Force Sword

● Light Sweep Attack Base Damage (0%, 80% Damage Stat):

○ 1st Target: 40, 72 to 50, 98.

○ 2nd Target: 30, 54 to 50, 90.

○ 1st Target: 20, 28 to 30, 38.

● Light Sweep Attack Armor Modifiers:

○ Maniac: 50% to 75%.

● Light Sweep Attack Cleave:

○ 3 to 4.5.

● Light Stab Attack Base Damage (0%, 80% Damage Stat):

○ 1st Target: 80, 144 to 100, 180.

○ 2nd Target: 35, 59 to 35, 59.

○ 1st Target: 15, 39 to 15, 39.

● Light Stab Attack Armor Modifiers:

○ Maniac: 50% to 80%.

○ Infested: 75% to 90%.

● Heavy Sweep Attack Base Damage (0%, 80% Damage Stat):

○ 1st Target: 60, 108 to 100, 180.

○ 2nd Target: 60, 84 to 80, 144.

○ 3rd Target: 35, 59 to 50, 90.

● Heavy Stab Attack Base Damage (0%, 80% Damage Stat):

○ 1st Target: 150, 270 to 200, 360.

○ 2nd Target: 150, 270 to 150, 270.

Illisi Mk V Blaze Force Sword

● Light Sweep Attack Base Damage (0%, 80% Damage Stat):

○ 1st Target: 40, 72 to 50, 98.

○ 2nd Target: 30, 54 to 50, 90.

○ 1st Target: 20, 28 to 30, 38.

● Light Sweep Attack Armor Modifiers:

○ Maniac: 50% to 75%.

● Light Sweep Attack Cleave:

○ 3 to 4.5.

● Light Stab Attack Base Damage (0%, 80% Damage Stat):

○ 1st Target: 80, 144 to 100, 180.

○ 2nd Target: 35, 59 to 35, 59.

○ 1st Target: 15, 39 to 15, 39.

● Light Stab Attack Armor Modifiers:

○ Maniac: 50% to 80%.

○ Infested: 75% to 90%.

● Heavy Sweep Attack Base Damage (0%, 80% Damage Stat):

○ 1st Target: 60, 108 to 100, 180.

○ 2nd Target: 60, 84 to 80, 144.

○ 3rd Target: 35, 59 to 50, 90.

● Heavy Stab Attack Base Damage (0%, 80% Damage Stat):

○ 1st Target: 150, 270 to 200, 360.

○ 2nd Target: 150, 270 to 150, 270.

● Light Special Action Damage (0%, 80% Damage Stat):

○ 1st Target: 200, 280 to 300, 380.

○ 2nd Target: 150, 210 to 150, 270.

● Heavy Special Action Damage (0%, 80% Damage Stat):

○ 1st Target: 270, 374 to 275, 495.

○ 2nd Target: 200, 280 to 200, 360.

○ 3rd Target: 150, 210 to 150, 270.

○ 4th Target: 115, 183 to 125, 225.

○ 5th Target: 90, 154 to 90, 162.

○ 6th Target: 90, 122 to 75, 135.

Kantrael MG Ia Infantry Lasgun

● Ammunition (0%, 80% Ammo Stat):

○ Reserve: 300, 540 to 400, 720.

● Base Damage (0%, 80% Damage Stat):

○ 100, 180 to 150, 270.

● Armour Modifiers (near, far):

○ Unyielding: 50%, 60% to 60%, 75%.

Kantrael MG IV Infantry Lasgun

● Base Damage (0%, 80% Damage Stat):

○ 75, 135 to 100, 180.

● Armour Modifiers (near, far):

○ Unyielding: 50%, 60% to 60%, 75%.

Lucius Mk I Helbore Lasgun

● Special Action Base Damage (0%, 80% Damage Stat):

○ 75, 135 to 200, 280.

● Special Action Finesse Modifier:

○ 25% to 150%.

● Special Action Armour Modifiers:

○ Flak: 50% to 80%.

○ Maniac: 50% to 80%.

Lucius Mk II Helbore Lasgun

● Special Action Base Damage (0%, 80% Damage Stat):

○ 75, 135 to 200, 280.

● Special Action Finesse Modifier:

○ 25% to 150%.

● Special Action Armour Modifiers:

○ Flak: 50% to 80%.

○ Maniac: 50% to 80%.

Lucius Mk III Helbore Lasgun

● Special Action Base Damage (0%, 80% Damage Stat):

○ 1st Target: 100, 180 to 250, 330.

○ 2nd Target: 75, 95 to 100, 132.

○ 3rd Target: 25, 33 to 25, 33.

● Special Action Finesse Modifier:

○ 25% to 75%.

● Special Action Armour Modifiers:

○ Flak: 50% to 80%.

○ Maniac: 50% to 80%.

Accatran Mk II Recon Lasgun

● Armour Modifiers (near, far):

○ Unarmoured: 100%, 75% to 125%, 90%.

○ Flak: 100%, 75% to 110%, 80%.

○ Unyielding: 75%, 50% to 90%, 50%.

○ Maniac: 60%, 50% to 75%, 65%.

○ Infested: 100%, 75% to 125%, 90%.

Accatran Mk VId Recon Lasgun

● Armour Modifiers (near, far):

○ Unarmoured: 75%, 100% to 90%, 75%.

○ Flak: 75%, 100% to 75%, 50%.

○ Unyielding: 50%, 100% to 65%, 50%.

○ Maniac: 50%, 60% to 60%, 50%.

○ Infested: 75%, 100% to 100%, 75%.

Accatran MG Mk II Heavy Laspistol

● Base Damage (0%, 80% Damage Stat):

○ 62.5, 112.5 to 75, 135.

“Brunt Special” Mk I Bully Club

● Light Strikedown Attack Base Damage (0%, 80% Damage Stat):

○ 1st Target: 100, 220 to 150, 270.

○ 2nd Target: 60, 76 to 60, 76.

● Light Strikedown Attack Finesse Modifier:

○ 1st Target: 25% to 35%.

○ 2nd Target: 25% to 25%.

● Light Strikedown Attack Armour Modifiers:

○ Maniac: 50% to 100%.

○ Infested: 75% to 100%.

● Light Vanguard Attack Base Damage (0%, 80% Damage Stat):

○ 1st Target: 60, 108 to 90, 162.

○ 2nd Target: 30, 54 to 50, 90.

○ 3rd Target: 20, 36 to 40, 72.

○ 4th Target: 10, 26 to 20, 36.

● Heavy Relentless Attack Base Damage (0%, 80% Damage Stat):

○ 1st Target: 120, 216 to 135, 243.

○ 2nd Target: 80, 144 to 80, 144.

○ 3rd Target: 20, 28 to 20, 28.

○ 4th Target: 0, 0 to 0, 0.

● Heavy Relentless Attack Finesse Modifier:

○ 1st Target: 25% to 35%.

○ 2nd Target: 25% to 25%.

○ 3rd Target: 25% to 25%.

○ 4th Target: 25% to 25%.

● Heavy Relentless Attack Armour Modifiers:

○ Maniac: 50% to 75%.

● Push-Followup Armour Modifiers:

○ Maniac: 50% to 75%.

● Special Action Impact:

○ 1st Target: 10 to 4.

○ 2nd Target: 7 to 2.

● Special Action Impact Armour Modifiers:

○ Unarmoured: 100% to 50%.

○ Unyielding: 100% to 25%.

○ Maniac: 100% to 50%.

○ Carapace: 20% to 50%.

○ Infested: 100% to 50%.

“Brunt’s Pride” Mk II Bully Club

● Light Relentless Attack Armour Modifiers:

○ Unyielding: 300% to 150%.

○ Maniac: 50% to 90%.

● Light Relentless Attack Base Damage (0%, 80% Damage Stat):

○ 1st Target: 80, 144 to 90, 162.

○ 2nd Target: 60, 108 to 70, 126.

○ 3rd Target: 20, 28 to 30, 38.

○ 4th Target: 0, 0 to 15, 27.

● Light Strikedown Attack Base Damage (0%, 80% Damage Stat):

○ 1st Target: 100, 220 to 150, 270.

○ 2nd Target: 60, 76 to 60, 76.

● Light Strikedown Attack Finesse Modifier:

○ 1st Target: 25% to 35%.

○ 2nd Target: 25% to 25%.

● Light Strikedown Attack Armour Modifiers:

○ Maniac: 50% to 100%.

○ Infested: 75% to 100%.

● Light Vanguard Attack Base Damage (0%, 80% Damage Stat):

○ 1st Target: 60, 108 to 90, 162.

○ 2nd Target: 30, 54 to 50, 90.

○ 3rd Target: 20, 36 to 40, 72.

○ 4th Target: 10, 26 to 20, 36.

● Heavy Relentless Attack Base Damage (0%, 80% Damage Stat):

○ 1st Target: 120, 216 to 135, 243.

○ 2nd Target: 80, 144 to 80, 144.

○ 3rd Target: 20, 28 to 20, 28.

○ 4th Target: 0, 0 to 0, 0.

● Heavy Relentless Attack Finesse Modifier:

○ 1st Target: 25% to 35%.

○ 2nd Target: 25% to 25%.

○ 3rd Target: 25% to 25%.

○ 4th Target: 25% to 25%.

● Heavy Relentless Attack Armour Modifiers:

○ Maniac: 50% to 75%.

● Push-Followup Base Damage (0%, 80% Damage Stat):

○ 1st Target: 60, 108 to 90, 252.

○ 2nd Target: 30, 54 to 50, 90.

○ 3rd Target: 20, 36 to 40, 72.

○ 4th Target: 10, 26 to 20, 36.

● Push-Followup Armour Modifiers:

○ Maniac: 50% to 75%.

● Special Action Impact:

○ 1st Target: 10 to 4.

○ 2nd Target: 7 to 2.

● Special Action Impact Armour Modifiers:

○ Unarmoured: 100% to 50%.

○ Unyielding: 100% to 25%.

○ Maniac: 100% to 50%.

○ Carapace: 20% to 50%.

○ Infested: 100% to 50%.

“Brunt’s Basher” Mk IIIb Bully Club

● Light Relentless Attack Armour Modifiers:

○ Unyielding: 300% to 150%.

○ Maniac: 50% to 90%.

● Light Relentless Attack Base Damage (0%, 80% Damage Stat):

○ 1st Target: 80, 144 to 90, 162.

○ 2nd Target: 60, 108 to 70, 126.

○ 3rd Target: 20, 28 to 30, 38.

○ 4th Target: 0, 0 to 15, 27.

● Light Strikedown Attack Base Damage (0%, 80% Damage Stat):

○ 1st Target: 100, 220 to 150, 270.

○ 2nd Target: 60, 76 to 60, 76.

● Light Strikedown Attack Finesse Modifier:

○ 1st Target: 25% to 35%.

○ 2nd Target: 25% to 25%.

● Light Strikedown Attack Armour Modifiers:

○ Maniac: 50% to 100%.

○ Infested: 75% to 100%.

● Light Vanguard Attack Base Damage (0%, 80% Damage Stat):

○ 1st Target: 60, 108 to 90, 162.

○ 2nd Target: 30, 54 to 50, 90.

○ 3rd Target: 20, 36 to 40, 72.

○ 4th Target: 10, 26 to 20, 36.

● Heavy Relentless Attack Base Damage (0%, 80% Damage Stat):

○ 1st Target: 120, 216 to 135, 243.

○ 2nd Target: 80, 144 to 80, 144.

○ 3rd Target: 20, 28 to 20, 28.

○ 4th Target: 0, 0 to 0, 0.

● Heavy Relentless Attack Finesse Modifier:

○ 1st Target: 25% to 35%.

○ 2nd Target: 25% to 25%.

○ 3rd Target: 25% to 25%.

○ 4th Target: 25% to 25%.

● Heavy Relentless Attack Armour Modifiers:

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○ Maniac: 50% to 75%.

● Push-Followup Base Damage (0%, 80% Damage Stat):

○ 1st Target: 100, 220 to 150, 270.

○ 2nd Target: 60, 76 to 60, 76.

● Push-Followup Finesse Modifier:

○ 1st Target: 25% to 35%.

○ 2nd Target: 25% to 25%.

● Push-Followup Armour Modifiers:

○ Maniac: 50% to 100%.

○ Infested: 75% to 100%.

● Special Action Impact:

○ 1st Target: 10 to 4.

○ 2nd Target: 7 to 2.

● Special Action Impact Armour Modifiers:

○ Unarmoured: 100% to 50%.

○ Unyielding: 100% to 25%.

○ Maniac: 100% to 50%.

○ Carapace: 20% to 50%.

○ Infested: 100% to 50%.

Krourk Mk VI Cleaver

● Special Action Impact Armour Modifiers:

○ Carapace: 25% to 50%.

Bull Butcher Mk III Cleaver

● Special Action Impact Armour Modifiers:

○ Carapace: 25% to 50%.

Krourk Mk IV Cleaver

● Special Action Impact Armour Modifiers:

○ Carapace: 25% to 50%.

Blastoom Mk III Grenadier Gauntlet

● Light Relentless Melee Attack Base Damage (0%, 80% Damage Stat):

○ 1st Target: 60, 92 to 80, 144.

○ 2nd Target: 10, 10 to 40, 72.

○ 3rd Target: 5, 5 to 35, 63.

○ 4th Target: 0, 0 to 30, 54.

○ 5th Target: 0, 0 to 20, 36.

● Light Relentless Melee Attack Cleave:

○ 12 to 10.5.

● Light Strikedown Melee Attack Base Damage (0%, 80% Damage Stat):

○ 1st Target: 60, 92 to 110, 198.

○ 2nd Target: 10, 10 to 60, 78.

○ 3rd Target: 5, 5 to 60, 78.

● Light Strikedown Melee Attack Armour Modifiers:

○ Unarmoured: 100% to 125%.

○ Flak: 75% to 125%.

○ Unyielding: 100% to 150%.

○ Maniac: 50% to 100%.

○ Carapace: 10% to 75%.

○ Infested: 100% to 125%.

● Light Strikedown Melee Attack Cleave:

○ 12 to 10.5.

● Heavy Relentless Melee Attack Base Damage (0%, 80% Damage Stat):

○ 1st Target: 60, 92 to 120, 216.

○ 2nd Target: 10, 10 to 40, 72.

○ 3rd Target: 5, 5 to 35, 63.

○ 4th Target: 0, 0 to 30, 54.

○ 5th Target: 0, 0 to 20, 36.

● Heavy Relentless Melee Attack Cleave:

○ 12 to 10.5.

● Heavy Strikedown Melee Attack Base Damage (0%, 80% Damage Stat):

○ 1st Target: 60, 92 to 175, 315.

○ 2nd Target: 10, 10 to 40, 72.

○ 3rd Target: 5, 5 to 35, 63.

○ 4th Target: 0, 0 to 30, 54.

○ 5th Target: 0, 0 to 20, 36.

● Special Action (initial punch) Base Damage (0%, 80% Damage Stat):

○ 1st Target: 170, 306 to 50, 50.

○ 2nd Target: 30, 30 to 0, 0.

○ 3rd Target: 5, 5 to 0, 0.

● Special Action (initial punch) Armour Modifiers:

○ Flak: 75% to 100%.

○ Unyielding: 75% to 100%.

○ Carapace: 25% to 100%.

● Special Action (initial punch) Cleave:

○ 5 to 0.

Achlys Mk I Power Maul

● Heavy Relentless Melee Attack Impact (0%, 80% Crowd Control Stat):

○ 1st Target: 30, 34 to 25, 45.

○ 2nd Target: 20, 24 to 25, 45.

○ 3rd Target: 15, 19 to 20, 36.

○ 4th Target: 10, 14 to 20, 36.

○ 5th Target: 0, 0 to 5, 9.

Orox Mk II Battle Maul & Mk III Slab Shield

● Light Relentless Melee Attack Cleave(0%, 80% Cleave Stat):

○ 4, 8 to 5.5, 9.5.

● Heavy Strikedown Melee Attack Base Damage(0%, 80% Damage Stat):

○ 1st Target: 150, 270 to 180, 324.

○ 2nd Target: 45, 81 to 120, 216.

○ 3rd Target: 20, 36 to 100, 180.

○ 4th Target: 15, 27 to 30, 54.

● Heavy Strikedown Melee Attack Cleave(0%, 80% Cleave Stat):

○ 4, 8 to 10.5, 13.7.

● Heavy Relentless Melee Attack Base Damage(0%, 80% Damage Stat):

○ 1st Target: 80, 144 to 80, 144.

○ 2nd Target: 35, 63 to 50, 90.

○ 3rd Target: 25, 45 to 40, 72.

○ 4th Target: 15, 27 to 20, 36.

Foe-Rend Mk II Ripper Gun

● Ammunition (0%, 80% Ammo Stat):

○ Magazine: 12, 21 to 12, 21.

○ Reserve: 72, 168 to 72, 148.

Foe-Rend Mk V Ripper Gun

● Ammunition (0%, 80% Ammo Stat):

○ Magazine: 12, 21 to 12, 21.

○ Reserve: 72, 168 to 72, 148.

Foe-Rend Mk VI Ripper Gun

● Ammunition (0%, 80% Ammo Stat):

○ Magazine: 12, 21 to 12, 21.

○ Reserve: 72, 168 to 72, 148.

Lorenz Mk V Kickback

● Ammunition (0%, 80% Ammo Stat):

○ Reserve: 35 to 47.

● Base Damage (0%, 80% Damage Stat):

○ 750, 1350 to 1000, 1800.

● Cleave:

○ 2.5 to 4.

● Armour Modifiers (near, far):

○ Unarmoured: 100%, 20% to 100%, 40%.

○ Flak: 65%, 20% to 75%, 40%.

○ Unyielding: 80%, 20% to 80%, 40%.

○ Maniac: 100%, 20% to 125%, 60%.

○ Infested: 75%, 20% to 125%, 75%.

M35 Magnacore Mk II Plasma Gun

● Base Damage (0%, 80% Damage Stat):

○ 600, 1080 to 700, 1260.

● Finesse Modifier:

○ 20% to 50%.

● Armour Modifiers (near, far):

○ Unyielding: 125%, 100% to 150%, 150%.

○ Maniac: 100%, 100% to 125%, 125%.

● Cleave:

○ 4.15 to 100.

Indignatus Mk IVe Crusher

● Light Melee Attack Armour Modifiers:

○ Unarmoured: 100% to 125%.

○ Flak: 75% to 100%

○ Unyielding: 100% to 100%.

○ Maniac: 50% to 75%.

○ Carapace: 25% to 50%.

○ Infested: 100% to 125%.

● Light Relentless Melee Attack Base Damage(0%, 80% Damage Stat):

○ 1st Target: 65, 117 to 80, 144.

○ 2nd Target: 25, 45 to 40, 72.

○ 3rd Target: 20, 36 to 35, 63.

○ 4th Target: 15, 27 to 30, 54.

○ 5th Target: 15, 27 to 20, 36.

● Light Strikedown Melee Attack Base Damage(0%, 80% Damage Stat):

○ 1st Target: 100, 180 to 110, 198.

○ 2nd Target: 60, 76 to 60, 76.

○ 3rd Target: 20, 36 to 20, 36.

● Light Strikedown Special Action Base Damage(0%, 80% Damage Stat):

○ 1st Target: 100, 180 to 200, 360.

○ 2nd Target: 60, 76 to 60, 76.

○ 3rd Target: 20, 36 to 20, 36.

● Heavy Relentless Melee Attack Base Damage(0%, 80% Damage Stat):

○ 1st Target: 150, 270 to 175, 315.

○ 2nd Target: 20, 24 to 80, 144.

○ 3rd Target: 15, 09 to 60, 108.

○ 4th Target: 10, 14 to 50, 90.

○ 5th Target: 0, 0 to 40, 72.

● Heavy Relentless Melee Attack Armour Modifiers:

○ Unarmoured: 100% to 125%.

○ Flak: 75% to 100%.

○ Unyielding: 100% to 125%.

○ Maniac: 50% to 75%.

○ Carapace: 25% to 25%.

○ Infested: 100% to 125%.

● Heavy Relentless Special Action Attack Base Damage(0%, 80% Damage Stat):

○ 1st Target: 150, 270 to 200, 360.

○ 2nd Target: 20, 24 to 80, 144.

○ 3rd Target: 15, 09 to 60, 108.

○ 4th Target: 10, 14 to 50, 90.

○ 5th Target: 0, 0 to 40, 72.

● Heavy Relentless Special Action Attack Armour Modifiers:

○ Unarmoured: 100% to 125%.

○ Flak: 75% to 100%.

○ Unyielding: 100% to 125%.

○ Maniac: 50% to 75%.

○ Carapace: 25% to 25%.

○ Infested: 100% to 125%.

● Push-Followup Base Damage(0%, 80% Damage Stat):

○ 1st Target: 65, 117 to 125, 225.

○ 2nd Target: 25, 45 to 40, 72.

○ 3rd Target: 20, 36 to 35, 63.

○ 4th Target: 15, 27 to 30, 54.

○ 5th Target: 15, 27 to 20, 36.

● Push-Followup Finesse Modifier(0%, 80% Damage Stat):

○ 50% to 225%.

● Push-Followup Armour Modifiers:

○ Unarmoured: 100% to 125%.

○ Flak: 75% to 100%.

○ Unyielding: 100% to 100%.

○ Maniac: 50% to 75%.

○ Carapace: 25% to 50%.

○ Infested: 100% to 125%.

● Push-Followup Special Action Base Damage(0%, 80% Damage Stat):

○ 1st Target: 65, 117 to 150, 270.

○ 2nd Target: 25, 45 to 40, 72

○ 3rd Target: 20, 36 to 35, 63.

○ 4th Target: 15, 27 to 30, 54.

○ 5th Target: 15, 27 to 20, 36.

● Push-Followup Special Action Finesse Modifier(0%, 80% Damage Stat):

○ 50% to 225%.

● Push-Followup Special Action Armour Modifiers:

○ Unarmoured: 100% to 125%.

○ Flak: 75% to 100%.

○ Unyielding: 100% to 100%.

○ Maniac: 50% to 75%.

○ Carapace: 25% to 50%.

○ Infested: 100% to 125%.

Munitorum Mk III Power Sword

● Light Melee Attack Base Damage(0%, 80% Damage Stat):

○ 1st Target: 60, 108 to 80, 144.

○ 2nd Target: 40, 72 to 60, 108.

○ 3rd Target: 15, 31 to 30, 52.

○ 4th Target: 10, 26 to 10, 26.

● Light Melee Attack Cleave (0%, 80% Cleave Stat):

○ 1.5, 2.9 to 4, 8.

● Light Special Action Base Damage(0%, 80% Damage Stat):

○ 1st Target: 150, 270 to 200, 360.

○ 2nd Target: 100, 180 to 120, 216.

○ 3rd Target: 80, 144 to 80, 144.

○ 4th Target: 60, 108 to 60, 108.

○ 5th Target: 40, 72 to 40, 72.

○ 6th Target: 25, 61 to 25, 61.

○ 7th Target: 20, 52 to 20, 52.

○ 8th Target: 10, 42 to 10, 42.

● Light Special Action Finesse Modifier(0%, 80% Damage Stat):

○ 1st Target: 40%, 88% to 80%, 144%.

○ 2nd Target: 40%, 88% to 60%, 108%.

○ 3rd Target: 40%, 88% to 40%, 88%.

● Heavy Attack Base Damage(0%, 80% Damage Stat):

○ 1st Target: 100, 180 to 120, 216.

○ 2nd Target: 60, 108 to 60, 108.

○ 3rd Target: 20, 52 to 20, 52.

○ 4th Target: 10, 42 to 10, 42.

● Heavy Special Action Base Damage(0%, 80% Damage Stat):

○ 1st Target: 150, 270 to 270, 486.

○ 2nd Target: 130, 234 to 180, 324.

○ 3rd Target: 130, 234 to 150, 270.

○ 4th Target: 100, 180 to 90, 162.

○ 5th Target: 90, 162 to 85, 153.

○ 6th Target: 80, 144 to 75, 135.

○ 7th Target: 70, 126 to 70, 126.

○ 8th Target: 50, 90 to 50, 90.

● Heavy Special Action Armour Modifiers:

○ Unyielding: 175% to 65%.

○ Carapace: 75% to 150%.

● Push-Followup Special Action Base Damage(0%, 80% Damage Stat):

○ 1st Target: 150, 230 to 250, 400.

○ 2nd Target: 60, 108 to 120, 216.

○ 3rd Target: 60, 108 to 80, 144.

○ 4th Target: 60, 108 to 60, 108.

○ 5th Target: 60, 108 to 40, 72.

○ 6th Target: 60, 108 to 25, 61.

○ 7th Target: 20, 52 to 20, 52.

○ 8th Target: 10, 42 to 10, 42.

● Push-Followup Special Action Armour Modifiers:

○ Unyielding: 175% to 200%.

○ Carapace: 75% to 125%.

Munitorum Mk VI Power Sword

● Light Melee Attack Base Damage(0%, 80% Damage Stat):

○ 1st Target: 60, 108 to 80, 144.

○ 2nd Target: 40, 72 to 60, 108.

○ 3rd Target: 15, 31 to 30, 52.

○ 4th Target: 10, 26 to 10, 26.

● Light Melee Attack Cleave (0%, 80% Cleave Stat):

○ 1.5, 2.9 to 4, 8.

● Light Special Action Base Damage(0%, 80% Damage Stat):

○ 1st Target: 150, 270 to 200, 360.

○ 2nd Target: 100, 180 to 120, 216.

○ 3rd Target: 80, 144 to 80, 144.

○ 4th Target: 60, 108 to 60, 108.

○ 5th Target: 40, 72 to 40, 72.

○ 6th Target: 25, 61 to 25, 61.

○ 7th Target: 20, 52 to 20, 52.

○ 8th Target: 10, 42 to 10, 42.

● Light Special Action Finesse Modifier(0%, 80% Damage Stat):

○ 1st Target: 40%, 88% to 80%, 144%.

○ 2nd Target: 40%, 88% to 60%, 108%.

○ 3rd Target: 40%, 88% to 40%, 88%.

● Heavy Special Action Base Damage(0%, 80% Damage Stat):

○ 1st Target: 150, 270 to 270, 486.

○ 2nd Target: 130, 234 to 180, 324.

○ 3rd Target: 130, 234 to 150, 270.

○ 4th Target: 100, 180 to 90, 162.

○ 5th Target: 90, 162 to 85, 153.

○ 6th Target: 80, 144 to 75, 135.

○ 7th Target: 70, 126 to 70, 126.

○ 8th Target: 50, 90 to 50, 90.

● Heavy Special Action Armour Modifiers:

○ Unyielding: 175% to 65%.

○ Carapace: 75% to 150%.

● Push-Followup Special Action Base Damage(0%, 80% Damage Stat):

○ 1st Target: 150, 230 to 250, 400.

○ 2nd Target: 60, 108 to 120, 216.

○ 3rd Target: 60, 108 to 80, 144.

○ 4th Target: 60, 108 to 60, 108.

○ 5th Target: 60, 108 to 40, 72.

○ 6th Target: 60, 108 to 25, 61.

○ 7th Target: 20, 52 to 20, 52.

○ 8th Target: 10, 42 to 10, 42.

● Push-Followup Special Action Armour Modifiers:

○ Unyielding: 175% to 200%.

○ Carapace: 75% to 125%.

Lawbringer Mk VI Combat Shotgun

● Ammunition (0%, 80% Ammo Stat):

○ Reserve: 40, 56 to 56, 75.

● Hip-Fire Base Damage (0%, 80% Damage Stat):

○ 250, 370 to 250, 450.

● Hip-Fire Armour Modifiers (near, far):

○ Unarmoured: 100%, 50% to 125%, 50%.

○ Flak: 75%, 50% to 90%, 50%.

○ Unyielding: 80%, 50% to 100%, 50%.

○ Maniac: 90%, 50% to 110%, 50%.

● ADS Base Damage (0%, 80% Damage Stat):

○ 250, 370 to 250, 450.

● ADS Armour Modifiers (near, far):

○ Flak: 75%, 50% to 90%, 50%.

○ Unyielding: 80%, 50% to 100%, 50%.

○ Maniac: 90%, 50% to 110%, 50%.

● Special Action Base Damage (0%, 80% Damage Stat):

○ 1st Target: 250, 370 to 300, 444.

○ 2nd Target: 50, 90 to 150, 270.

○ 3rd Target: 50, 90 to 100, 180.

○ 4th Target: 50, 90 to 80, 144.

● Special Action Finesse Modifier (0%, 80% Damage Stat):

○ 80%, 144% to 100%, 180%.

● Special Action Cleave (0%, 80% Cleave Stat):

○ 2, 3.6 to 4, 8.

● Special Action Impact (0%, 80% Stopping Power Stat):

○ 40, 72 to 60, 76.

Agripinaa Mk VII Combat Shotgun

● Ammunition (0%, 80% Ammo Stat):

○ Reserve: 50, 70 to 75, 91.

● Armour Modifiers (near, far):

○ Flak: 75%, 50% to 125%, 50%.

○ Unyielding: 80%, 50% to 90%, 50%.

○ Maniac: 80%, 50% to 100%, 50%.

● Base Damage (0%, 80% Damage Stat):

○ 160, 272 to 200, 360.

● Hip-Fire Finesse Modifier (0%, 80% Damage Stat):

○ 50%, 90% to 60%, 108%.

● ADS Finesse Modifier (0%, 80% Damage Stat):

○ 100%, 180% to 125%, 225%.

● Special Action Finesse Modifier (0%, 80% Damage Stat):

○ 100%, 180% to 112.5%, 202.5%.

Kantrael Mk IX Combat Shotgun

● Ammunition (0%, 80% Ammo Stat):

○ Reserve: 30, 48 to 45, 61.

● Base Damage (0%, 80% Damage Stat):

○ 400, 560 to 450, 690.

● Armour Modifiers (near, far):

○ Flak: 75%, 50% to 125%, 50%.

○ Unyielding: 80%, 50% to 100%, 50%.

○ Maniac: 90%, 50% to 100%, 50%.

Zarona Mk IIa Quickdraw Stub Revolver

● Base Damage (0%, 80% Damage Stat):

○ 250, 450 to 300, 540.

● Finesse Modifier:

○ 100% to 150%.

● Armour Modifiers (near, far):

○ Carapace: 50%, 30% to 60%, 50%.

Crucis Mk II Thunder Hammer

● Light Melee Attack Base Damage(0%, 80% Damage Stat):

○ 1st Target: 100, 220 to 150, 270.

○ 2nd Target: 15, 23 to 15, 23.

○ 3rd Target: 8, 11.2 to 8, 11.2.

● Push-Followup Melee Attack Cleave (0%, 80% Crowd Control Stat):

○ 4, 8 to 5.5, 9.5.

● Heavy Attack Armour Modifiers:

○ Flak: 0% to 50%.

○ Carapace: 0% to 50%.

Ironhelm Mk IV Thunder Hammer

● Light Melee Attack Base Damage(0%, 80% Damage Stat):

○ 1st Target: 100, 220 to 150, 270.

○ 2nd Target: 15, 23 to 15, 23.

○ 3rd Target: 8, 11.2 to 8, 11.2.

● Heavy Attack Armour Modifiers:

○ Flak: 0% to 50%.

○ Carapace: 0% to 50%.

Warhammer 40,000: Darktide Gameplay

In “Warhammer 40,000: Darktide,” players team up to fight against waves of computer-controlled enemies. The game is played from a first-person perspective, meaning you see the game world as if you were the character. Each player can choose their character’s class, customize their appearance, and even their gender. There are four classes available: Veteran, Zealot, Ogryn, and Psyker, and all of them have a shield that can regenerate.

The game offers various missions in the same setting, some with additional objectives to complete for better rewards. Players can adjust the game’s difficulty, which affects the number of enemies and the amount of damage they take. As players progress, they can earn random rewards, an in-game currency to buy weapons, and complete contracts to obtain specific weapons. Crafting is also a feature that allows players to enhance their weapons and improve their stats, making them more powerful.

Warhammer 40,000: Darktide Plot

The story in “Warhammer 40,000: Darktide” is written by author Dan Abnett and centers on a group of Inquisitorial Agents investigating a possible Chaos threat in the Hive City of Tertium on the planet Atoma Prime. The player, known as the Operative, starts the story as a prisoner aboard the Tancred Bastion, a prison transport. The transport is suddenly attacked by followers of the Chaos god Nurgle, but the player manages to escape with the help of Explicator Zola.

Zola recruits the player into the Inquisition, saving them from the death penalty. From their base on the Mourningstar ship, the Inquisition sends the Operative to different parts of Tertium to investigate and combat the Nurgle infestation and cult. Over time, the player gains the trust of various members on the Mourningstar and works to thwart the chaos cult’s plans.

There’s also a spy within the Inquisition, and the player helps to uncover and eliminate this threat. As trust is earned, the Operative becomes a full member of the Inquisition, continuing the mission to eliminate the Nurgle corruption in Tertium.

Warhammer 40,000: Darktide Development

“Warhammer 40,000: Darktide” was first announced in July 2020 during an Xbox Series X and Series S showcase event, with plans for a 2021 release. The game was showcased in a gameplay trailer in December 2020, revealing weapons like Lasguns and chainswords being used against Poxwalkers and chaos traitors. The developers aimed to make Darktide less focused on melee combat compared to Vermintide 2, aiming for a more balanced mix of melee and ranged combat.

Due to challenges related to the COVID-19 pandemic, the game’s release was delayed from 2021 to spring 2022 and then to September 13, 2022. A closed beta was held in October 2022 for select players to test the game. After the game’s launch, the developers paused new content development to address player feedback, focusing on improving progression, stability, and performance.

They released Patch#4, titled “Blessings of the Omnissiah,” in February 2023, which made changes to the game’s loot system and crafting. The developers planned to introduce a revamped class system and progression in future updates. Additionally, the game was set to launch on the Xbox Series X and Series S on October 4, 2023, as part of its ongoing development.

Warhammer 40,000: Darktide Overview

Developer(s)

Fatshark

Publisher(s)

Fatshark

Director(s)

Anders De Geer

Writer(s)

Dan Abnett, Matt Ward

Composer(s)

Jesper Kyd

Series

Warhammer 40,000

Engine

Autodesk Stingray

Platform(s)

Microsoft Windows, Xbox Series X/S

Release

Microsoft Windows: November 30, 2022

Xbox Series X/S: October 4, 2023

Genre(s)

Action, First-person shooter

Mode(s)

Multiplayer

Warhammer 40,000: Darktide Trailer

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