Get ready to dominate the battlefield in Warhammer 40,000: Darktide with this comprehensive guide on melee weapon blessings and mechanics. Learn all about the different blessings and how they work, as well as their interactions with talents and buffs. For details on ranged weapon blessings, check out our Steam guide. And for more information on specific talents for each character class, be sure to check out our dedicated guides for Psykers, Ogryns, Veterans, and Zealots on Steam. Let’s dive in and become masters of melee combat in Darktide!
– – A – –
Up to +X% Power, as Stamina depletes.
stat buff: melee_power_level_modifier
For every 20% of depleted max stamina, grants 1 stack (up to 5); stack calculation rounds down so the first stack is granted when below 80% max stamina, the second when below 60% max stamina, etc. Per stack, increases the power level of melee attacks (see values below); stacks additively with related power level buffs, and multiplicatively with damage buffs.
‘Power level buffs’ increase the base power of attacks which benefits damage, stagger, and cleave (where applicable).
Combat Axes
Pickaxes
Sapper Shovels
5% | 6% | 7% | 8% (up to +40%)
5% | 6% | 7% | 8% (up to +40%)
5% | 6% | 7% | 8% (up to +40%)
– – B – –
+X% Critical Chance for 3s on Pushing Enemies.
stat buff: melee_critical_strike_chance
When pushing an enemy, grants additional crit chance to melee attacks (see values below) for 3s; can be refreshed during active duration. The push action does not need to stagger the enemy (procs against monstrosities, Bulwark shield, Captain/Twins void shield). Despite the buff icon staying after weapon swap, the buff does not benefit melee special actions from Ripper Gun, Grenadier Gauntlet (melee part), Rumbler, Stubber, and Kickback.
Cleavers
7.5% | 10% | 12.5% | 15%
Enemy gains +X Stack(s) of Soulblaze on Critical Hit, to a maximum of X Stack(s).
Damaging melee critical hits apply stacks of Soulblaze. Can’t apply Soulblaze through shields. Can apply up to a specific max amount of Soulblaze stacks on a target (see values below).
Soulblaze: same as other sources of Soulblaze; lasts 8s; ticks every 0.75s; refreshes duration on stack application; very high armor damage modifiers across the board, very low armor damage modifier against Carapace.
Force Swords
3 (up to 9 max) | 4 (up to 12 max) (Tier 3 and Tier 4 only)
+X Bleed Stacks from Special Attacks.
Activated weapon special attacks apply stacks of bleed (see values below). Procs on initial hit, revving damage instances do not apply bleed. Can’t apply bleed through shields. Can apply up to 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.
Chainaxes
Chainswords
Eviscerators
13 | 14 | 15 | 16
11 | 12 | 13 | 14
3 | 4 | 5 | 6
+X% Critical Chance on your next Melee Attack after Special Attack Kill.
stat buff: melee_critical_strike_chance
After killing an enemy with an activated weapon special attack, the next melee attack within 5s receives additional crit chance (see values below).
Chainaxes
Chainswords
Eviscerators
Force Swords
100% (Tier 4 only)
100% (Tier 4 only)
100% (Tier 4 only)
100% (Tier 4 only)
+X% Weak Spot Damage. Weakspot Kills also ignore Enemy Hit Mass.
buff keyword: melee_infinite_cleave_on_headshot
stat buff: melee_weakspot_damage
Increases melee weakspot damage (see values below); stacks additively with related damage buffs, and multiplicatively with power level buffs. Also lets melee attacks ignore the combined hit mass of up to three non-ogryn enemies upon weakspot kill.
Hit mass & cleave:
Every enemy has a specific hit mass, and every attack has a specific hit mass budget. In order to successfully cleave an enemy, an attack’s (remaining) hit mass budget is required to be higher than the hit mass of the enemy that is to be cleaved. For example, against enemies with 1.5 hit mass each: If an attack has a hit mass budget of 3.5, it can cleave two of those enemies (spending 3 of its hit mass budget) and hit a third enemy; this attack, however, could not cleave the third enemy (only 0.5 of its hit mass budget remains) to hit a fourth one.
So, when killing a non-ogryn enemy with a weakspot kill, the blessing allows this attack to ignore the hit mass of the slain enemy and, additionally, the combined hit mass of the next two non-ogryn enemies. Then, on the fourth hit enemy, the attack starts to consume its natural hit mass budget until it is spent. Note that the attack also carries over its first target damage against the first four hit enemies (instead of only dealing full damage against the first target and then, as per damage cleave distribution, reduced damage against cleaved targets).
Note that Carapace armor cannot be cleaved by default. This blessing does not allow to bypass Carapace’s built-in aborts_attack mechanic: So even with ‘infinite’ cleave proc’ed, an attack will stop at the next Carapace armor hit zone (e.g. against Mauler heads).
Battle Maul & Shield
Combat Axes
Heavy Swords
Latrine Shovels
Power Maul
Power Swords
Tactical Axes
7.5% | 10% | 12.5% | 15%
7.5% | 10% | 12.5% | 15%
7.5% | 10% | 12.5% | 15%
7.5% | 10% | 12.5% | 15%
7.5% | 10% | 12.5% | 15%
7.5% | 10% | 12.5% | 15%
7.5% | 10% | 12.5% | 15%
– – C – –
+X% toughness on Chained Hit.
function: recover_percentage_toughness
Chained hits replenish a fixed percentage of maximum toughness (see values below); the amount of toughness replenished is neither affected by the buff from Too Stubborn to Die nor by the toughness replenishment debuff while in toxic gas; procs additionally to toughness replenishments from talents like Smash ‘Em!, The Best Defence, etc, or from blessings like Momentum; does not interact with coherency toughness. If a hit enemy dies, the toughness amount replenished from the blessing is added to Ogryn’s base 5% of maximum toughness gained on melee kill.
‘Chained hit’ refers to the continuous chaining of, in this blessing’s case, at least two attacks against targets. Can be any target, does not need to be the same target. The first proc is on the second chained hit; also procs on non-damaging hits against Bulwark shield or Captain/Twins void shield. Missing an attack or waiting out an attack’s specific chain timer clears the current chain.
Battle Maul & Shield
Bully Clubs
Cleavers
Latrine Shovels
Pickaxes
Power Maul
5% | 6% | 7% | 8%
5% | 6% | 7% | 8%
5% | 6% | 7% | 8%
5% | 6% | 7% | 8%
5% | 6% | 7% | 8%
5% | 6% | 7% | 8%
– – D – –
See Brutal Momentum.
+X% Finesse for 5s on Enemy One-Shot. Stacks 5 times.
stat buff: melee_finesse_modifier_bonus
When killing an enemy in one hit, grants stacks (up to 5); stacks last for 8s and can be refreshed during active duration. Per stack, grants a melee finesse damage bonus (see values below). Stacks additively with other weakspot and finesse damage buffs, and multiplicatively with power level buffs.
‘One hit kill’ requires that (1) the targeted enemy is at 100% health, and (2) that the attack in question deals damage equal to or greater than the targeted enemy’s maximum health in one hit.
Combat Axes
18% | 20% | 22% | 24% (up to +120%)
Continuously chaining more than 2 attacks gives +X% Power. Stacks 10 times.
stat buff: melee_power_level_modifier
Chained hits grant stacks (up to 10); generates one stack per swing; stacks last 2s and can be refreshed during active duration. Per stack, increases the power level of melee attacks (see values below); stacks additively with related power level buffs, and multiplicatively with damage buffs.
‘Power level buffs’ increase the base power of attacks which benefits damage, stagger, and cleave (where applicable).
‘Chained hit’ refers to the continuous chaining of attacks against targets. Can be any target, does not need to be the same target. Procs also on non-damaging hits against Bulwark shield or Captain/Twins void shield. Missing an attack clears the current chain and removes all stacks.
Combat Axes
Sapper Shovels
Tactical Axes
2% | 3% | 4% | 5% (up to +50%)
2% | 3% | 4% | 5% (up to +50%)
2% | 3% | 4% | 5% (up to +50%)
This weapon Blocks both Melee and Ranged attacks. Additionally, Block Cost is reduced by X%.
buff keyword: can_block_ranged
stat buff: block_cost_ranged_multiplier
Allows Force Swords to block hit scan ranged attacks with stamina. Only blocks ranged attacks within the weapon’s effective inner block angle. Grants block cost reduction against ranged attacks (see values below); stacks multiplicatively with Kinetic Deflection, with block cost reduction buffs from Block Efficiency from curios and melee weapon perks, and with the stamina cost reduction buff from Celerity Stimm.
For example, a Scab Shooter deals 0.5 stamina damage per shot against Force Swords. With 3 maximum stamina and just a Tier 4 Deflector blessing (i.e. a block_cost_ranged_multiplier of 0.7), this stamina damage is reduced to 0.5×0.7=0.35 per shot (or 12% per HUD). With Tier 4 Deflector, 20% Block Efficiency on the weapon (i.e. a block_cost_multiplier of 0.8) and an active Celerity Stimm (i.e. a stamina_cost_multiplier of 0.75), the incoming stamina damage per shot is further reduced to 0.5×0.7×0.8×0.75=0.21 per shot (or 7% per HUD).
Note that Sniper shots, even when a shot is blocked and does not deplete stamina fully, deal their full spillover damage regardless.
For an in-depth explanation of how this blessing interacts with Kinetic Deflection, see the Psyker talent guide.
Force Swords
22.5% | 25% | 27.5% | 30%
+X% Cleave for 5 seconds on Critical Hit.
stat buff: max_hit_mass_attack_modifier
On critial hit, increases the maximum hit mass limit of attacks (see values below) for 5s, thereby allowing attacks to cleave more enemies per swing. Does not proc on non-damaging crit hits against Bulwark shield or Captain/Twins void shield; can be refreshed during active duration. Stacks additively with related buffs from Savage Sweep and Wrath, and multiplicatively with power level buffs.
Hit mass & cleave:
Every enemy has a specific hit mass, and every attack has a specific hit mass budget. In order to successfully cleave an enemy, an attack’s (remaining) hit mass budget is required to be higher than the hit mass of the enemy that is to be cleaved.
For example, the Heavy1 of the Devil’s Claw Sword Mk VII has a max hit mass limit of 9.5 (with an 80% Cleave Targets stat). It can cleave two Scab Bruisers (3.5 hit mass each) and hit a third one. With Tier 4 Devastating Strike proc’ed, the Heavy1 now has a max hit mass limit of 9.5+9.5×0.8=17.1 which means that it can now cleave four Scab Bruisers (4×3.5=14 total hit mass required) and hit a fifth one. It cannot cleave the fifth Bruiser, however, since this would require a max hit mass limit greater than 5×3.5=17.5.
Note that Carapace armor cannot be cleaved by default. This blessing does not allow to bypass Carapace’s built-in aborts_attack mechanic.
Chainswords
Cleavers
Devil’s Claw Swords
65% | 70% | 75% | 80%
65% | 70% | 75% | 80%
65% | 70% | 75% | 80%
– – E – –
+X% Power Level on Repeated Weak Spot Hit. Stacks 5 times.
stat buff: power_level_modifier
Repeated melee weakspot hits grant stacks (up to 5); generates first stack on initial hit; stacks last 2.5s and can be refreshed during active duration. Per stack, increases the power level (see values below) of melee attacks and DoTs while the weapon is equipped. Stacks additively with other power level buffs, and multiplicatively with damage buffs.
‘Power level buffs’ increase the base power of attacks which benefits damage, stagger, and cleave (where applicable).
‘Repeated weakspot hit’ refers to repeatedly hitting an enemy’s weakspot. Can be against any target, does not need to be the same target. Hitting any other hit zone removes the stacks, missing an attack entirely (e.g. hitting air) keeps the stacks.
Note that this blessing is currently not working as intended: Per stack, it increases general power level by 5% (regardless of tier) instead of increasing melee power level only and scaling the amount per tier.
Combat Blades
Force Swords
5% | 5% | 5% | 5% (up to +25%) (bugged, see above)
5% | 5% | 5% | 5% (up to +25%) (bugged, see above)
Quell X% of Peril on Repeated Weak Spot Hit.
function: WarpCharge.decrease_immediate
While chaining attacks, weakspot hits automatically quell peril (see values below). As long as an attack chain is active (i.e. while using any attack before the chain timer runs out), any weakspot hit will proc the talent; does not need to be back to back weakspot hits. The attack chain remains active when hitting air. Procs only once per swing regardless of how many enemy weakspots are hit. Procs additionally to Psyker’s Battle Meditation and Purloin Providence.
Force Swords
2% | 3% | 4% | 5%
– – F – –
Ignore X% Stagger Resistance on Weak Spot Hit.
stat buff: stagger_weakspot_reduction_modifier
Grants a modifier that further reduces enemy stagger_reduction on weakspot hits which, overall, increases the stagger potential of melee attacks on headshots.
How Stagger Works
This video is by far the best resource on this topic.
For an example, let’s consider the following scenario: Staggering an attacking Dreg Rager with Shock Maul Mk III’s Heavy1. While the Rager is actively attacking, he has a stagger_reduction of 50. The Heavy1 has a stagger strength of 16.25 against Maniac which is not enough to stagger the Rager. By default, an enemy’s stagger_reduction is halved against weakspot hits. Yet, Heavy1’s stagger strength against Maniac of 16.25, even on weakspot hit, can stil not beat 25. With this blessing (Tier 4), on a weakspot hit, the Rager’s stagger_reduction is now 50×0.5×0.1=2.5 which is low enough so that the attack can beat it and then also put the Rager, as per his stagger_thresholds, into a medium stagger (for this, 10 is required; 16.25-2.5=13.75) which is enough to cancel his ongoing attack.
Shock Mauls
60% | 70% | 80% | 90%
+X Bleed Stacks on Critical Hit.
Damaging melee critical hits apply stacks of bleed (see values below). Can’t apply bleed through shields. Can apply up to 16 max bleed stacks on a target.
Bleed: same as other sources of bleed; lasts 1.5s; ticks every 0.5s; refreshes duration on stack application; above average armor damage modifiers across the board, low armor damage modifier against Carapace.
Combat Blades
5 | 6 | 7 | 8
– – H – –
+X% Impact for 1.5s on Hit. Stacks 5 times.
stat buff: melee_impact_modifier
Any melee hit and push action grants stacks (up to 5); can generate multiple stacks per swing or push action; stacks last 3.5s and can be refreshed during active duration. Per stack, increases melee stagger strength (see values below); stacks additively with related buffs, and multiplicatively with power level buffs.
Crusher
Devil’s Claw Swords
Sapper Shovels
Shock Mauls
Thunder Hammers
19% | 21% | 23% | 25% (up to +125%)
19% | 21% | 23% | 25% (up to +125%)
19% | 21% | 23% | 25% (up to +125%)
19% | 21% | 23% | 25% (up to +125%)
19% | 21% | 23% | 25% (up to +125%)
+X% to Instakill human-sized enemies on Chained Heavy Hit. Stacks 5 times.
Hits with heavy melee attacks grant stacks (up to 5); can generate multiple stacks per swing; stacks last 5s, can be refreshed during active duration, and are dropped one by one. Per stack, grants a chance (see values below) to instantly kill human-sized targets on any heavy melee attack.
Enemies who cannot die to instakills are: Bulwark, Crusher, Reaper, Scab Captain/Twins, and all monstrosities.
Note that enemies who die to instakills don’t pass certain talents’ kill based proc conditions, e.g. Psyker’s Battle Meditation, Overpowering Souls, Perilous Combustion, Psykinetic’s Aura; Ogryn’s Bruiser, Dominate, Massacre; Veteran’s Confirmed Kill, Out for Blood, Tactical Awareness, Volley Adept; Zealot’s Blazing Piety, Pious Cut-Throat, Sainted Gunslinger, Vicious Offering; this list is not complete.
Bully Clubs
Combat Blades
1% | 2% | 3% | 4% (up to +20%)
1% | 2% | 3% | 4% (up to +20%)
+X% Power for 3.5s on Hit. Stacks 5 times.
stat buff: melee_power_level_modifier
Any melee hit grants stacks (up to 5); can generate multiple stacks per swing; stacks last 3.5s and can be refreshed during active duration. Per stack, increases power level of melee attacks (see values below); stacks additively with related power level buffs, and multiplicatively with damage buffs.
‘Power level buffs’ increase the base power of attacks which benefits damage, stagger, and cleave (where applicable).
Chainaxes
Combat Axes
Heavy Swords
Pickaxes
Tactical Axes
Thunder Hammers
3.5% 4% 4.5% 5% (up to +25%)
3.5% 4% 4.5% 5% (up to +25%)
6.5% 7% 7.5% 8% (up to +40%)
3.5% 4% 4.5% 5% (up to +25%)
3.5% 4% 4.5% 5% (up to +25%)
3.5% 4% 4.5% 5% (up to +25%)
+X% Damage vs Electrocuted.
stat buff: damage_vs_electrocuted
Against enemies who are under the effect of electrocution, increases any damage (see values below) while the weapon is equipped; stacks additively with related damage buffs, and multiplicatively with power level buffs.
Electrocution can be applied by: Shock Mauls’ regular attacks (only if the attack staggers the target and has an armor damage modifier against the attacked armor hit zone greater than 0.6) and weapon special attacks (always), weapon blessings Lightning Reflexes and Overwhelming Force, Zealot’s Stunstorm Grenade, Psyker’s Smite, Surge Staff (alt fire), and Telekine Shield with Enervating Threshold (when staggering enemies).
Shock Mauls
10% | 15% | 20% | 25%
– – L – –
+X Bleed Stacks on non-Weak Spot Hits.
Non-weakspot melee hits apply stacks of bleed (see values below). Can’t apply bleed through shields. Can apply up to 16 max bleed stacks on a target.
Bleed: same as other sources of bleed; lasts 1.5s; ticks every 0.5s; refreshes duration on stack application; above average armor damage modifiers across the board, low armor damage modifier against Carapace.
Combat Blades
1 | 2 | 3 | 4
Timed Blocking Stuns the attacker, and grants you X% Melee Power for 3ss.
stat buff: melee_power_level_modifier
Timed blocks against melee attacks apply a staggering electrocution effect to enemies. Timed blocks also increase the power level of melee attacks (see values below) for 3s; can be refreshed during active duration; stacks additively with related power level buffs, and multiplicatively with damage buffs.
Electrocution: lasts 3s; stacks once; deals low damage across the board; deals damage and stagger every 0.55s; staggers all enemies except Mutants, monstrosities and Scab Captain/Twins.
‘Power level buffs’ increase the base power of attacks which benefits damage, stagger, and cleave (where applicable).
‘Timed block’ refers to perfect blocking. This is a blocking state which requires a successfully executed block action within 0.3s against an incoming melee attack. If the character has been blocking for longer than 0.3s when the to-be-blocked attack hits, it is not a perfect block. By default, a perfect block has no benefit. It is considered as a proc condition. For example, the Devil’s Claw Sword; if its weapon special (a parry_block action) is executed as a perfect block, the stamina cost of blocking an attack is set to a maximum of 2 (if the attack were to deal more stamina damage) and prevents all incoming damage (this also against ‘unblockable’ melee attacks).
Note that against ‘unblockable’ attacks (e.g. Crusher or Mauler overheads), the blessing’s electrocution effect may still be applied to the target but does not prevent the attack from going through.
Shock Mauls
10% | 15% | 20% | 25%
+60% Power on your First Attack every X seconds.
stat buff: melee_power_level_modifier
After a cooldown (see values below), increases the power level of the next melee attack by 60%. While the blessing is on cooldown, any melee hit resets the active cooldown. Does not proc or reset the cooldown when hitting air. Stacks additively with related power level buffs, and multiplicatively with damage buffs.
‘Power level buffs’ increase the base power of attacks which benefits damage, stagger, and cleave (where applicable).
Combat Axes
Pickaxes
Sapper Shovels
Tactical Axes
5s | 4.5s | 4s | 3.5s
5s | 4.5s | 4s | 3.5s
5s | 4.5s | 4s | 3.5s
5s | 4.5s | 4s | 3.5s
– – M – –
+X% Weak Spot Damage (Enemies with Bleed Stacks).
stat buff: melee_weakspot_damage_vs_bleeding
Against enemies who are bleeding, increases the weakspot damage of melee attacks (see values below); stacks additively with related damage buffs, and multiplicatively with power level buffs.
Combat Blades
52.5% | 55% | 57.5% | 60%
Hitting at least 3 enemies with an attack, restores X% toughness.
function: recover_percentage_toughness
When hitting three or more enemies with a melee attack, replenishes a percentage of maximum toughness (see values below). The toughness amount replenished is affected by the buff from Too Stubborn to Die and by the toughness replenishment debuff while in toxic gas. Procs additionally to toughness replenishments from talents like Smash ‘Em!, The Best Defence, Vicious Offering, Stalwart, etc, or from blessings like Confident Strike; does not interact with coherency toughness. If one of the hit enemies dies, the toughness amount replenished from the blessing is added to the character’s base 5% of maximum toughness gained on melee kill.
Bully Clubs
Cleavers
Eviscerators
Thunder Hammers
12% | 13% | 14% | 15%
12% | 13% | 14% | 15%
12% | 13% | 14% | 15%
12% | 13% | 14% | 15%
– – O – –
+X% Rending vs Staggered Enemies.
stat buff: rending_vs_staggered_multiplier
Against enemies who are staggered, grants rending (see values below) to melee attacks and DoTs while the weapon is quipped boosting damage against armor types Carapace, Flak, Maniac, Unyielding. Only affects a character’s own damage. Stacks additively with other rending buffs (‘rending’) and with rending debuffs that are applied to enemies (‘brittleness’).
Shock Mauls
10% | 15% | 20% | 25%
Staggering an Enemy has a X% Chance to Stun the enemy. Cooldown X.
After a cooldown (see values below), any melee attack that staggers the target and has an armor damage modifier against the attacked armor hit zone greater than 0.6 has a fixed chance (see values below) to apply a staggering electrocution effect to the enemy.
Electrocution: lasts 3s; stacks once; deals low damage across the board; deals damage and stagger every 0.55s; staggers all enemies except Mutants, monstrosities and Scab Captain/Twins.
Shock Mauls
5s & 10% | 4.5s & 15% | 4s & 20% | 3.5s & 25%
– – P – –
Critical Hits ignore Hit Mass bonus from Armour. +X% Melee Critical Hit Damage.
buff keywords:
ignore_armor_aborts_attack
use_reduced_hit_mass
stat buff: melee_critical_strike_damage
Increases critical strike damage (see values below). Also, buffs critcial melee attacks in two ways: (1) By default, Carapace armor cannot be cleaved. This blessing allows critical melee attacks to bypass Carapace’s built-in aborts_attack mechanic so that Carapace armor can be cleaved. (2) Reduces enemy hit mass by 75% against critical melee attacks.
Hit mass & cleave:
Every enemy has a specific hit mass, and every attack has a specific hit mass budget. In order to successfully cleave an enemy, an attack’s (remaining) hit mass budget is required to be higher than the hit mass of the enemy that is to be cleaved.
For example, the Heavy1 of the Latrine Shovel Mk V has a max hit mass limit of 11.1 (with an 80% Crowd Control stat). It cannot cleave a Crusher because of, mainly, Carapace’s aborts_attack property and because of, secondarily, the Crusher’s hit mass of 12.5. With this blessing, a critical attack with the Heavy1 can now cleave Carapace just like any other armor type, and it also can now cleave three Crushers (3×12.5×0.25=9.375 total hit mass required) to hit a fourth one. It cannot cleave the fourth Crusher, however, since this would require a max hit mass limit greater than 4×12.5×0.25=12.5.
Note that Bulwarks do not take damage from hits that cleave their shields.
Bully Clubs
Eviscerators
Heavy Swords
Latrine Shovels
7.5% (Tier 3 only)
7.5% (Tier 3 only)
7.5% (Tier 3 only)
7.5% (Tier 3 only)
+X Extra Chained Energised Hits.
stat buff: weapon_special_max_activations
Grants additional attacks (see values below) while the Power Sword’s weapon special is active. Usually, upon activating the weapon special, the next attack is energized which enables a stronger damage profile for the executed attack, and after hitting one enemy (or after waiting out the activation duration of 3s), attacks lose the energized state. With this blessing, additional energized attacks can be executed as long as they are executed as part of an active attack chain (i.e. while using any attack before the chain timer runs out). Block and push actions clear the current attack chain; push-attacks may get energized but the chain always clears afterwards.
Power Swords
1 | 2 (Tier 3 and Tier 4 only)
+X% Finesse Damage for 2s on successful Dodge.
stat buff: finesse_modifier_bonus
Adds a finesse damage bonus (see values below) for 2s; stacks additively with other weakspot and finesse damage buffs, and multiplicatively with power level buffs. Procs on successfully dodging enemy melee or ranged attacks (except Gunners, Reapers, Snipers), and disabler attacks (Pox Hound jump, Trapper net, Mutant grab). ‘Successful dodge’ means dodging an enemy attack that is locked on the player with an accordingly timed dodge or sliding action.
Combat Blades
Duelling Swords
Force Swords
45% | 50% | 55% | 60%
45% | 50% | 55% | 60%
45% | 50% | 55% | 60%
– – R – –
Hitting at least 3 enemies with an attack, increases your damage by X% for 3 seconds.
stat buff: melee_power_level_modifier
When hitting three or more enemies with a melee attack, increases the power level of melee attacks (see values below) for 3.5s; can be refreshed during active duration. Stacks additively with related power level buffs, and multiplicatively with damage buffs.
‘Power level buffs’ increase the base power of attacks which benefits damage, stagger, and cleave (where applicable).
Chainswords
Devil’s Claw Swords
Duelling Swords
Eviscerators
Heavy Swords
Power Swords
24% | 28% | 32% | 36%
24% | 28% | 32% | 36%
24% | 28% | 32% | 36%
24% | 28% | 32% | 36%
24% | 28% | 32% | 36%
24% | 28% | 32% | 36%
+X% Movement Speed for 2s on Weapon Special Activation.
stat buff: movement_speed
Upon activating the weapon special, increases movement speed (see values below) for 2s; stacks additively with other movement speed buffs from talents, and multiplicatively with sprint speed buff from Zealot’s Swift Certainty.
Chainaxes
Chainswords
Eviscerators
17% | 18% | 19% | 20%
17% | 18% | 19% | 20%
17% | 18% | 19% | 20%
+X% Critical Chance for 6s on successful Dodge.
stat buff: critical_strike_chance
Grants additional crit chance (see values below) for 6s. Procs on successfully dodging enemy melee or ranged attacks (except Gunners, Reapers, Snipers), and disabler attacks (Pox Hound jump, Trapper net, Mutant grab). ‘Successful dodge’ means dodging an enemy attack that is locked on the player with an accordingly timed dodge or sliding action. Can be refreshed during active duration. Despite the buff icon staying after weapon swap, the buff does not benefit ranged weapons (including melee weapon specials).
Combat Blades
Duelling Swords
Force Swords
12.5% | 15% | 17.5% | 20%
12.5% | 15% | 17.5% | 20%
12.5% | 15% | 17.5% | 20%
+X% Rending on Backstab Hit.
buff keyword: allow_backstabbing
stat buff: backstab_rending_multiplier
Enables backstabbing. When backstabbing, grants rending (see values below) to melee attacks boosting damage against armor types Carapace, Flak, Maniac, Unyielding. Only affects a character’s own damage. Stacks additively with other rending buffs (‘rending’) and with rending debuffs that are applied to enemies (‘brittleness’).
‘Backstabbing’ refers to melee attacks executed from within a specific angle behind an enemy’s back.
Combat Blades
70% | 80% | 90% | 100%
– – S¹ – –
Hitting at least 3 enemies with an attack, increases your cleave by X% for 2 seconds.
stat buff: max_hit_mass_attack_modifier
When hitting three or more enemies with a melee attack, increases the maximum hit mass limit of attacks (see values below) for 3s, thereby allowing attacks to cleave more enemies per swing. Can be refreshed during active duration. Stacks additively with related buffs from Devastating Strike and Wrath, and multiplicatively with power level buffs.
Hit mass & cleave:
Every enemy has a specific hit mass, and every attack has a specific hit mass budget. In order to successfully cleave an enemy, an attack’s (remaining) hit mass budget is required to be higher than the hit mass of the enemy that is to be cleaved.
For example, the Light1 of the Heavy Sword Mk VII has a max hit mass limit of 8 (with an 80% Cleave Targets stat). It can cleave one Dreg Rager (4 hit mass) and hit a second one. With Tier 4 Savage Sweep proc’ed, the Light1 now has a max hit mass limit of 8+8×2=24 which means that it can now cleave five Dreg Ragers (5×4=20 total hit mass required) and hit a sixth one. It cannot cleave the sixth Rager, however, since this would require a max hit mass limit greater than 6×4=24.
Note that Carapace armor cannot be cleaved by default. This blessing does not allow to bypass Carapace’s built-in aborts_attack mechanic.
Chainswords
Cleavers
Devil’s Claw Swords
Eviscerators
Heavy Swords
140% | 160% | 180% | 200%
140% | 160% | 180% | 200%
140% | 160% | 180% | 200%
140% | 160% | 180% | 200%
140% | 160% | 180% | 200%
-X% Enemy Hit Mass for 2s on Kill.
stat buff: consumed_hit_mass_modifier
On melee kill, reduces the hit mass of enemies (see values below) for 2s; can be refreshed during active duration.
Hit mass & cleave:
Every enemy has a specific hit mass, and every attack has a specific hit mass budget. In order to successfully cleave an enemy, an attack’s (remaining) hit mass budget is required to be higher than the hit mass of the enemy that is to be cleaved.
For example, the Heavy1 of the Thunder Hammer Mk II has a max hit mass limit of 16.5 (with an 80% Crowd Control stat). It can cleave one Scab Rager (10 hit mass) and hit a second one. With Tier 4 Shock & Awe proc’ed, a Rager’s hit mass is reduced to 10×0.4=4 which means that the Heavy1 can now cleave four Scab Ragers (4x10x0.4=16 total hit mass required) and hit a fifth one. It cannot cleave the fifth Rager, however, since this would require a max hit mass limit greater than 5x10x0.4=20.
Thunder Hammers
30% | 40% | 50% | 60%
+X% Bonus Critical Chance on Chained Hit. Stacks 5 times.
stat buff: critical_strike_chance
Chained hits grant stacks (up to 5); generates one stack per swing; stacks last 3.5s and can be refreshed during active duration. Per stack, grants additional crit chance to melee attacks (see values below). Despite the buff icon staying after weapon swap, the buff does not benefit ranged weapons (including melee weapon specials).
‘Chained hit’ refers to the continuous chaining of attacks against targets. Can be any target, does not need to be the same target. Procs also on non-damaging hits against Bulwark shield or Captain/Twins void shield. Missing an attack clears the current chain and removes all stacks.
Chainswords
Combat Axes
Devil’s Claw Swords
Duelling Swords
Eviscerators
Force Swords
Tactical Axes
2.5% | 3% | 3.5% | 4% (up to +20%)
2.5% | 3% | 3.5% | 4% (up to +20%)
2.5% | 3% | 3.5% | 4% (up to +20%)
2.5% | 3% | 3.5% | 4% (up to +20%)
2.5% | 3% | 3.5% | 4% (up to +20%)
2.5% | 3% | 3.5% | 4% (up to +20%)
2.5% | 3% | 3.5% | 4% (up to +20%)
Target receives X Stack(s) of +10% Damage if already Staggered. Lasts 5s.
stat buff: damage_vs_staggered
On melee hits and push actions that successfully stagger the target, applies debuff stacks (see values below) to enemies; up to 8 stacks max on a target. The stacks last 5s and can be refreshed during active duration. Only while the debuffed enemy is in a staggered state, the debuff grants 10% increased damage per applied stack against the enemy; increases any damage (including explosions and DoTs); stacks additively with other damage buffs. If the debuffed enemy is not in a staggered state, the debuff has no effect.
Interaction with Crusher and Power Maul
Activating the weapon special of these two weapons enables the activated melee attacks, technically, to create stagger-heavy explosions when they hit an enemy. These explosions count as hit and apply Skullcrusher stacks to all enemies within range. Enemies who are hit directly by the swing therefore get hit twice, by the weapon and by the explosion, so that the max stack amount of 8 (Tier 4) is immediately applied to them. Enemies who are only hit by the explosion receive 4 Skullcrusher stacks.
• Crusher explosion radius (activated light attacks): 2m (max), 1m (epicenter)
• Crusher explosion radius (activated heavy attacks): 3.75m (max), 1.5m (epicenter)
• Power Maul explosion radius (all activated attacks): 6m (max), 2m (epicenter); this radius is affected by Ogryn’s Big Boom talent
Battle Maul & Shield
Bully Clubs
Crusher
Devil’s Claw Swords
Latrine Shovels
Power Maul
Sapper Shovels
Shock Mauls
Thunder Hammers
1 | 2 | 3 | 4
1 | 2 | 3 | 4
1 | 2 | 3 | 4
1 | 2 | 3 | 4
1 | 2 | 3 | 4
1 | 2 | 3 | 4
1 | 2 | 3 | 4
1 | 2 | 3 | 4
1 | 2 | 3 | 4
+X% Power for 4.5s on Kill. Stacks 5 times.
stat buff: power_level_modifier
Melee kills grant stacks (up to 5); can generate multiple stacks per swing; stacks last 4.5s and can be refreshed during active duration. Per stack, increases the power level (see values below) of melee attacks and DoTs while the weapon is equipped. Stacks additively with other power level buffs, and multiplicatively with damage buffs.
‘Power level buffs’ increase the base power of attacks which benefits damage, stagger, and cleave (where applicable).
Chainaxes
Cleavers
Force Swords
Pickaxes
Power Swords
Thunder Hammers
5% | 6% | 7% | 8% (up to +40%)
5% | 6% | 7% | 8% (up to +40%)
5% | 6% | 7% | 8% (up to +40%)
5% | 6% | 7% | 8% (up to +40%)
5% | 6% | 7% | 8% (up to +40%)
5% | 6% | 7% | 8% (up to +40%)
– – S² – –
Recover up to X% Max Toughness based on the charge time of your heavy attacks.
function: recover_percentage_toughness
While charging heavy melee attacks, grants stacks every 0.2s (up to 3). The interval in which stacks are generated is unaffected by attack speed buffs. Per stack, replenishes a fixed percentage of maximum toughness (see values below) when the attack hits an enemy. The amount of toughness replenished is neither affected by the buff from Too Stubborn to Die nor by the toughness replenishment debuff while in toxic gas; procs additionally to toughness replenishments from talents like Smash ‘Em!, The Best Defence, etc, or from blessings like Confident Strike; does not interact with coherency toughness. If a hit enemy dies, the toughness amount replenished from the blessing is added to Ogryn’s base 5% of maximum toughness gained on melee kill.
Pickaxes
5% | 6% | 7% | 8% (up to 24%)
+X% Critical Chance for 2s on Special Action Hit (Staggered Enemy).
stat buff: critical_strike_chance
When sucessfully staggering enemies with weapon special attacks, grants additional crit chance (see values below) for 4.5s; can be refreshed during active duration. Despite the buff icon staying after weapon swap, the buff does not benefit ranged weapons (including melee weapon specials).
Bully Clubs
Combat Blades
12.5% | 15% | 17.5% | 20%
12.5% | 15% | 17.5% | 20%
Increased Cleave and +X% Heavy Melee Attack Damage on Energised Attacks.
buff keywords:
ignore_armor_aborts_attack
use_reduced_hit_mass
stat buff: melee_heavy_damage
Increases the damage of energized heavy melee attacks (see values below). Also, buffs any energized attack in two ways: (1) By default, Carapace armor cannot be cleaved. This blessing allows energized attacks to bypass Carapace’s built-in aborts_attack mechanic so that Carapace armor can be cleaved. (2) Reduces enemy hit mass by 75% against energized attacks.
Hit mass & cleave:
Every enemy has a specific hit mass, and every attack has a specific hit mass budget. In order to successfully cleave an enemy, an attack’s (remaining) hit mass budget is required to be higher than the hit mass of the enemy that is to be cleaved.
For example, unenergized, the Heavy1 of the Power Sword Mk III has a max hit mass limit of 8 (with an 80% Cleave Targets stat). It cannot cleave a Mauler on headshot because of, mainly, Carapace’s aborts_attack property and because of, secondarily, the Mauler’s hit mass of 10. When the Heavy1 is energized, it has a max hit mass limit of 11.7 but still cannot cleave a Mauler on headshot. With this blessing, an energized attack with the Heavy1 can now cleave Carapace just like any other armor type, and it also can now cleave four Maulers (4x10x0.25=10 total hit mass required) on headshots to hit a fifth one. It cannot cleave the fifth Mauler, however, since this would require a max hit mass limit greater than 5x10x0.25=12.5.
Note that Bulwarks do not take damage from hits that cleave their shields.
Power Swords
20% (Tier 4 only)
+X stacks of Brittleness on Energised Hit.
stat buff: rending_multiplier
Energized attacks apply a rending debuff (‘brittleness’) to enemies boosting damage against armor types Carapace, Flak, Maniac, Unyielding (including damage of explosions and DoTs). Each stack applies 2.5% rending (up to 40% max at 16 stacks); lasts 5s.
Stacks additively with other rending debuffs (‘brittleness’), and with rending buffs that only boost a character’s own damage (‘rending’).
Power Swords
1 | 2 | 3 | 4
+X% Power for 7 s on Elite Kill. Stacks 3 times, deteriorating one at a time.
stat buff: power_level_modifier
Elite kills grant stacks (up to 3); can generate multiple stacks per swing; stacks last 7s, can be refreshed during active duration, and are dropped one by one. Per stack, increases the power level (see values below) of melee attacks and DoTs while the weapon is equipped; stacks additively with other power level buffs, and multiplicatively with damage buffs.
‘Power level buffs’ increase the base power of attacks which benefits damage, stagger, and cleave (where applicable).
Force Swords
10% (up to +30%) (Tier 3 only)
– – T¹ – –
+X% Weak Spot Damage for 3 seconds on Pushing Enemies.
stat buff: weakspot_damage
When pushing an enemy, grants increased weakspot damage (see values below) for 3s; can be refreshed during active duration; stacks additively with related damage buffs, and multiplicatively with power level buffs. The push action does not need to stagger the enemy (procs against monstrosities, Bulwark shield, Captain/Twins void shield). Despite the buff icon staying after weapon swap, the buff does not benefit ranged attacks.
Sapper Shovels
45% | 50% | 55% | 60%
+X% Power (next 3 attacks) on Weapon Special attack Hit.
stat buff: power_level_modifier
After hitting an enemy with the Cleaver’s weapon special (uppercut punch), increases the power level of the next three melee attacks and DoTs (see values below); stacks additively with other power level buffs, and multiplicatively with damage buffs. Hitting air consumes buffed attacks; DoT ticks do not consume buffed attacks and benefit from the power increase as long as there is at least one buffed attack remaining. Each weapon special hit resets the counter and adds three buffed attacks.
‘Power level buffs’ increase the base power of attacks which benefits damage, stagger, and cleave (where applicable).
Cleavers
7.5% | 10% | 12.5% | 15%
Up to +X% Power based on the charge time of your heavy attacks. Stacks 3 times.
stat buff: melee_power_level_modifier
While charging heavy melee attacks, grants stacks in specific intervals (up to 3). Per stack, increases the power level of melee attacks (see values below); stacks additively with related power level buffs, and multiplicatively with damage buffs. The intervals in which stacks are generated are unaffected by attack speed buffs.
‘Power level buffs’ increase the base power of attacks which benefits damage, stagger, and cleave (where applicable).
Heavy1
Heavy1 (activated)
Heavy2
Heavy2 (activated)
every 0.2s
every 0.25s
every 0.2s
every 0.2s
Heavy1
Heavy2
Heavy3
every 0.25s
every 0.2s
every 0.25s
Bully Clubs
Chainaxes
Cleavers
Combat Axes
Latrine Shovels
Pickaxes
Sapper Shovels
Shock Mauls
Thunder Hammers
5% | 10% | 15% | 20% (up to +60%)
5% | 10% | 15% | 20% (up to +60%)
5% | 10% | 15% | 20% (up to +60%)
5% | 10% | 15% | 20% (up to +60%)
5% | 10% | 15% | 20% (up to +60%)
5% | 10% | 15% | 20% (up to +60%)
5% | 10% | 15% | 20% (up to +60%)
5% | 10% | 15% | 20% (up to +60%)
5% | 10% | 15% | 20% (up to +60%)
Target receives X Stacks of 5% Brittleness on Hit. Lasts 5s.
stat buff: rending_multiplier
Melee attacks and push actions apply a rending debuff (‘brittleness’) to enemies boosting damage against armor types Carapace, Flak, Maniac, Unyielding (including damage of explosions and DoTs). Each stack applies 2.5% rending (up to 40% max at 16 stacks); lasts 5s; can apply stacks through shields.
Activated Chainaxe attacks apply stacks only on the initial hit.
Stacks additively with other rending debuffs (‘brittleness’), and with rending buffs that only boost a character’s own damage (‘rending’).
Bully Clubs
Chainaxes
Combat Axes
Latrine Shovels
Pickaxes
Thunder Hammers
1 | 2 | 3 | 4
1 | 2 | 3 | 4
1 | 2 | 3 | 4
1 | 2 | 3 | 4
1 | 2 | 3 | 4
1 | 2 | 3 | 4
– – T² – –
Target receives X Stack(s) of +10% Impact if already Staggered. Lasts 5s.
stat buff: impact_modifier
On melee hits and push actions that successfully stagger the target, applies debuff stacks (see values below) to enemies; up to 8 stacks max on a target. The stacks last 5s and can be refreshed during active duration. Per applied stack, the debuff grants 10% increased stagger strength against the enemy; increases the stagger strength of all sources (melee, ranged, explosions, shout abilities); stacks additively with other stagger buffs, and multiplicatively with power level buffs.
Interaction with Crusher and Power Maul
Activating the weapon special of these two weapons enables the activated melee attacks, technically, to create stagger-heavy explosions when they hit an enemy. These explosions count as hit and apply Thunderstrike stacks to all enemies within range. Enemies who are hit directly by the swing therefore get hit twice, by the weapon and by the explosion, so that the max stack amount of 8 (Tier 4) is immediately applied to them. Enemies who are only hit by the explosion receive 4 Thunderstrike stacks.
• Crusher explosion radius (activated light attacks): 2m (max), 1m (epicenter)
• Crusher explosion radius (activated heavy attacks): 3.75m (max), 1.5m (epicenter)
• Power Maul explosion radius (all activated attacks): 6m (max), 2m (epicenter); this radius is affected by Ogryn’s Big Boom talent
Battle Maul & Shield
Crusher
Devil’s Claw Swords
Power Maul
Sapper Shovels
Thunder Hammers
1 | 2 | 3 | 4
1 | 2 | 3 | 4
1 | 2 | 3 | 4
1 | 2 | 3 | 4
1 | 2 | 3 | 4
1 | 2 | 3 | 4
+X% Power for 3.5s on Weapon Special Hit.
stat buff: melee_power_level_modifier
Hitting an enemy with Pickaxe’s weapon special increases the power level of melee attacks (see values below) for 3.5s; can be refreshed during active duration. Stacks additively with related power level buffs, and multiplicatively with damage buffs. Procs also on non-damaging hits against Bulwark shield or Captain/Twins void shield.
‘Power level buffs’ increase the base power of attacks which benefits damage, stagger, and cleave (where applicable).
Pickaxes
12% | 16% | 20% | 24%
+X% Impact for 2 seconds on Repeated Hit. Stacks 5 times.
stat buffs:
melee_impact_modifier
stagger_duration_multiplier
Consecutive melee hits and pushes against enemies grant stacks (up to 5); generates first stack on second hit or push; stacks last 2s and can be refreshed during active duration. Per stack, increases melee stagger strength (see values below) and stagger duration by 10%; stacks additively with related stagger buffs, and multiplicatively with power level buffs; the stagger duration buff stacks multiplicatively with itself.
Crusher
Devil’s Claw Swords
Sapper Shovels
Thunder Hammers
7.5% | 10% | 12.5% | 15% (up to +75%)
10% | 12.5% | 15% | 20% (up to +100%)
7.5% | 10% | 12.5% | 15% (up to +75%)
7.5% | 10% | 12.5% | 15% (up to +75%)
– – U – –
+X% Rending on Enemy Weak Spot Hit for 3.5s. Stacks 5 times.
stat buff: rending_multiplier
Melee weakspot hits grant stacks (up to 5); can generate multiple stacks per swing; stacks last 5s, can be refreshed during active duration. Per stack, grants rending (see values below) to melee attacks and DoTs while the weapon is quipped boosting damage against armor types Carapace, Flak, Maniac, Unyielding. Only affects a character’s own damage. Stacks additively with other rending buffs (‘rending’) and with rending debuffs that are applied to enemies (‘brittleness’).
Combat Blade
Duelling Swords
Force Swords
Sapper Shovels
12% | 16% | 20% | 24% (up to +120%)
12% | 16% | 20% | 24% (up to +120%)
12% | 16% | 20% | 24% (up to +120%)
12% | 16% | 20% | 24% (up to +120%)
Up to +X% Power, scaling with Peril.
stat buff: power_level_modifier
For every 20% of current peril, grants 1 stack (up to 4); stack calculation rounds down so the first stack is granted when above 20% peril, the second when above 40% peril, etc; max stacks when above 80% peril. Per stack, increases the power level (see values below) of melee attacks and DoTs while the weapon is equipped; stacks additively with other power level buffs, and multiplicatively with damage buffs.
‘Power level buffs’ increase the base power of attacks which benefits damage, stagger, and cleave (where applicable).
Force Swords
3.5% | 4% | 4.5% | 5% (up to +20%)
Fully Charged Heavy Attacks ignore Enemy Hit Mass.
buff keywords:
ignore_armor_aborts_attack
fully_charged_attacks_infinite_cleave
This blessing does two things: (1) It allows partially and fully charged heavy melee attacks to bypass Carapace’s built-in aborts_attack mechanic so that Carapace armor can be cleaved. (2) It allows fully charged heavy melee attacks to ignore the combined hit mass of all enemies hit. ‘Fully charged’ means that you have to hold the button until the heavy attack is executed automatically.
Hit mass & cleave:
Every enemy has a specific hit mass, and every attack has a specific hit mass budget. In order to successfully cleave an enemy, an attack’s (remaining) hit mass budget is required to be higher than the hit mass of the enemy that is to be cleaved.
For example, the Heavy1 of the Cleaver Mk VI has a max hit mass limit of 28.1 (with an 80% Cleave Damage stat). A Crusher has a hit mass of 12.5. Without the blessing, despite having a sufficient max hit mass limit, the attack cannot cleave a Crusher because of Carapace’s aborts_attack property. With this blessing, on a partially charged heavy attack, the Heavy1 can now cleave Carapace just like any other armor type which allows it to cleave two Crushers (2×12.5=25 total hit mass required) and to hit a third one. It cannot cleave the third Crusher, however, because this would require 3×12.5=37.5 total hit mass. With this blessing, on a fully charged heavy attack, the Heavy1 can (still) cleave Carapace and also has its max hit mass limit set to infinite which means that it can cleave and damage any enemy whose hitbox it is able to touch. Note that Heavy1’s damage cleave distribution still applies, so it deals its highest damage against the first target, reduced damage against the second and third target, and its lowest damage against the fourth target (and against all infinite targets thereafter).
Note that Bulwarks do not take damage from hits that cleave their shields.
Cleavers
(Tier 3 only)
– – V – –
+X% Impact to Target for each Enemy already Hit by the same Attack
stat buff: melee_impact_modifier
Each enemy hit during a melee attack grants stacks (up to 5). Per stack, increases melee stagger strength (see values below); stacks additively with related stagger buffs, and multiplicatively with power level buffs. Against the first hit enemy, the attack receives no stagger strength; against the second hit enemy, the attack receives 1 stack of stagger strength, against the third hit enemy, the attack receives 2 stacks of stagger strength, and so on. This helps mitigating the effect of the weapon’s stagger cleave distribution which usuallly specifies that after the first target each additionally cleaved target receives less stagger during a swing.
For example, the Heavy1 of Devil’s Claw Sword Mk I with Tier 4 Vicious Slice:
(Infested)
w/o Blessing
w/ Blessing
Devil’s Claw Swords
14% | 16% | 18% | 20% (up to +100%)
– – W – –
+X% Cleave on Hit. Stacks 5 times.
stat buff: max_hit_mass_attack_modifier
Chained hits grant stacks (up to 5); generates one stack per swing; stacks last 3.5s and can be refreshed during active duration. Per stack, increases the maximum hit mass limit of attacks (see values below), thereby allowing attacks to cleave more enemies per swing. Stacks additively with related buffs from Devastating Strike and Savage Sweep, and multiplicatively with power level buffs.
‘Chained hit’ refers to the continuous chaining of attacks against targets. Can be any target, does not need to be the same target. Procs also on non-damaging hits against Bulwark shield or Captain/Twins void shield. Missing an attack clears the current chain and removes all stacks.
Hit mass & cleave:
Every enemy has a specific hit mass, and every attack has a specific hit mass budget. In order to successfully cleave an enemy, an attack’s (remaining) hit mass budget is required to be higher than the hit mass of the enemy that is to be cleaved.
For example, the Light1 of the Karsolas Pickaxe has a max hit mass limit of 6.38 (with an 80% Crowd Control stat). It can cleave one Dreg Gunner (4 hit mass) and hit a second one. With Tier 4 Wrath at 5 stacks, the Light1 now has a max hit mass limit of 6.38+6.38×2=19.14 which means that it can now cleave four Dreg Gunners (4×4=16 total hit mass required) and hit a fifth one. It cannot cleave the fifth Gunner, however, since this would require a max hit mass limit greater than 5×4=20.
Chainswords
Devil’s Claw Swords
Eviscerators
Heavy Swords
Pickaxes
Power Swords
25% | 30% | 35% | 40% (up to +200%)
25% | 30% | 35% | 40% (up to +200%)
25% | 30% | 35% | 40% (up to +200%)
25% | 30% | 35% | 40% (up to +200%)
25% | 30% | 35% | 40% (up to +200%)
35% | 40% | 45% | 50% (up to +250%)
And that wraps up our share on Warhammer 40,000: Darktide: [1.4.x] Melee Weapon Blessings & Mechanics. If you have any additional insights or tips to contribute, don’t hesitate to drop a comment below. For a more in-depth read, you can refer to the original article here by kuli, who deserves all the credit. Happy gaming!