If you’re looking to improve your ranged weapon skills in Warhammer 40,000: Darktide, you’ve come to the right place. This guide will cover all the blessings and mechanics related to ranged weapons, while other guides will cover melee weapon blessings and talents for specific classes. We’ll also dive into the details of talents and their interactions with buffs, specifically Blitz abilities and blessings. For more information on talents for each class, be sure to check out the corresponding Steam guide.
– – A – –
Your Grenades stick to Ogryns and Monstrosities. +X% Damage vs Ogryns and Monstrosities
stat buff: damage_vs_ogryn_and_monsters
Allows Rumbler grenades to stick to enemies who have the ogryn or the monster tag.
Breeds with ogryn tag: Bulwark, Crusher, Reaper
Breeds with monster tag: Beast of Nurgle, Chaos Spawn, Daemonhost, Plague Ogryn
The damage buff is currently bugged and does not apply.
Rumbler
12% (Tier 3 only) (bugged, see above)
– – B – –
Gain Suppression Immunity for Xs on Weak Spot Hit.
buff keyword: suppression_immune
When hitting a weakspot, grants suppression immunity for a duration (see values below); can be refreshed during active duration. Also procs on Headhunter’s melee weapon special (bash).
Headhunter Autoguns
Infantry Lasguns
Laspistols
2.4s | 2.8s | 3.2s | 3.6s
2.4s | 2.8s | 3.2s | 3.6s
2.4s | 2.8s | 3.2s | 3.6s
+X% Power for every 10% of magazine spent during continuous fire. Stacks 5 times.
stat buff: power_level_modifier
While continuously firing shots, for every 10% of max ammo in clip spent, grants stacks (up to 5); stack calculation rounds down so if the clip size is 116, generates stacks for every 11 rounds fired (116×0.1=11.6, rounded down to 11). Per stack, increases the power level (see values below) of ranged attacks and DoTs while the weapon is equipped; stacks additively with other power level buffs, and multiplicatively with damage buffs.
‘Continuous fire’ refers to chaining shooting actions immediately after each other before weapon sway and spread reset fully. Removes all stacks when this shooting state is ended or on reload.
‘Power level buffs’ increase the base power of attacks which benefits damage, stagger, and cleave (where applicable).
Autopistol
Flamer
Heavy Stubbers
Ripper Guns
7% (up to +35%) (Tier 3 only)
7% (up to +35%) (Tier 3 only)
7% (up to +35%) (Tier 3 only)
7% (up to +35%) (Tier 3 only)
+X% Power for every shot fired during continuous fire. Stacks 5 times.
stat buff: power_level_modifier
Continuous shots grant stacks (up to 5); generates first stack on the first shot (Kickback, Plasma Gun), or on second shot (Grenadier Gauntlet, Rumbler). Per stack, increases the power level (see values below) of ranged attacks, weapon explosions and DoTs while the weapon is equipped; stacks additively with other power level buffs, and multiplicatively with damage buffs.
‘Continuous fire’ refers to chaining shooting actions immediately after each other before weapon sway and spread reset fully. Removes all stacks when this shooting state is ended; in this blessing’s case, keeps stacks on chained reloads (Grenadier Gauntlet, Kickback, Rumbler).
For Plasma Gun, holding down right click after firing one shot, thereby continuing to charge, holds all stacks until vent or reload.
‘Power level buffs’ increase the base power of attacks which benefits damage, stagger, and cleave (where applicable).
Grenadier Gauntlet
Kickback
Plasma Gun
Rumbler
8% (up to +40%) (Tier 3 only)
8% (up to +40%) (Tier 3 only)
8% (up to +40%) (Tier 3 only)
8% (up to +40%) (Tier 3 only)
Enemy gains +3 Stacks of Soulblaze on Critical Hit.
Ranged critical hits apply stacks of Soulblaze (see values below). Can apply Soulblaze through shields. Can apply up to 6 max Soulblaze stacks on a target.
Interaction with explosions
The alt fire of Trauma and Voidstrike creates explosions: Trauma Staff creates an explosion where the AoE is placed; Voidstrike creates an explosion on projectile impact. When this blessing is proc’ed by the alt fire explosions, Soulblaze is applied to all enemies within range. Note that enemies who are hit directly by the Voidstrike projectile receive 6 stacks immediately because they are hit twice, by the projectile and by the explosion that the projectile spawns.
Trauma Staff explosion radius: up to 6m (max), up to 2m (epicenter)
Voidstrike Staff explosion radius: up to 3m (max), up to 1.25m (epicenter)
Soulblaze: same as other sources of Soulblaze; lasts 8s; ticks every 0.75s; refreshes duration on stack application; very high armor damage modifiers across the board, very low armor damage modifier against Carapace.
Trauma Staff
Voidstrike Staff
3 (Tier 3 only)
3 (Tier 3 only)
+X% Toughness on Close Range Kill.
function: recover_percentage_toughness
When killing enemies who are within 12.5m with ranged attacks, replenishes a fixed percentage of maximum toughness (see values below); can proc multiple times per shot. The amount of toughness replenished is neither affected by the buff from Too Stubborn to Die nor by the toughness replenishment debuff while in toxic gas; procs additionally to toughness replenishments from Bullet Bravado. Does not proc on Ripper Gun’s melee weapon special (bayonette).
Ripper Guns
4.5% | 5% | 5.5% | 6%
Killing an enemy by firing both barrels makes your next Reload X% faster.
stat buff: reload_speed
When killing an enemy with a ranged attack while in alt fire mode and with 2 shells in clip, increases reload animation speed (see values below); does not proc with only 1 shell in clip; stacks additively with reload speed buffs from talents, weapon perks, and Celerity Stimm.
Note that the reload animation happens to not get sped up properly (outside the Psykhanium). This is just visual, the weapon can be fired sooner regardless.
Assault Shotgun
40% | 50% | 60% | 70%
– – C – –
Target receives X stacks of 5% Brittleness on weapon special hit. Lasts 5s
stat buff: rending_multiplier
Melee attacks with Ripper Gun’s weapon special (bayonette) apply a rending debuff (‘brittleness’) to enemies boosting damage against armor types Carapace, Flak, Maniac, Unyielding (including damage of explosions and DoTs). Each stack applies 2.5% rending (up to 40% max at 16 stacks); lasts 5s; can apply stacks through shields.
Stacks additively with other rending debuffs (‘brittleness’), and with rending buffs that only boost a character’s own damage (‘rending’).
Ripper Guns
10 | 12 | 14 | 16
+X% Critical Chance for every 10% of magazine spent during continuous fire. Stacks 5 times.
stat buff: critical_strike_chance
While continuously firing shots, for every 10% of max ammo in clip spent, grants stacks (up to 5); stack calculation rounds down so if the clip size is 18, generates stacks for every single shot fired (18×0.1=1.8 rounded down to 1). Per stack, grants additional crit chance (see values below) to ranged attacks.
‘Continuous fire’ refers to chaining shooting actions immediately after each other before weapon sway and spread reset fully. Removes all stacks when this shooting state is ended or on reload.
Autopistol
Boltgun
Ripper Guns
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% Suppression and +X% Damage against Suppressed Enemies for every 2.5% of magazine spent during continuous fire. Stacks 5 times.
stat buffs:
suppression_dealt
damage_vs_suppressed
While continuously firing shots, for every 2.5% of max ammo in clip spent, grants stacks (up to 5); stack calculation rounds down so if the clip size is 85, generates stacks for every 2 rounds fired (85×0.025=2.05, rounded down to 2). Per stack, increases suppression dealt to enemies (see values below) and, against enemies who are suppressed, increases the damage (see values below) of ranged attacks and DoTs while the weapon is equipped. The suppression buff stacks additively with Ogryn’s small suppression node; the damage buff stacks additively with Ogryn’s aura Coward Culling and other damage buffs, and multiplicatively with power level buffs.
‘Continuous fire’ refers to chaining shooting actions immediately after each other before weapon sway and spread reset fully. Removes all stacks when this shooting state is ended or on reload.
Heavy Stubbers
12% & 4% (up to +60% & +20%) (Tier 2 only)
+X bullets loaded from Reserve on Critical Hit.
On critical hit, transfers a fixed amount of ammo (see values below) from ammo in reserve to ammo in clip. Procs once per critical hit, follow-up crit hits during the guaranteed crit sequence do not proc the blessing.
Heavy Stubbers
2 | 3 | 4 | 5
+X% Critical Chance for each expended round in your weapon (resets on reload).
stat buff: critical_strike_chance
For every round missing in clip, grants additional crit chance to ranged attacks (see values below). Holds stacks until reload.
Headhunter Autoguns
Stub Revolvers
0.45% | 0.5% | 0.55% | 0.6%
4.5% | 5% | 5.5% | 6%
– – D – –
+X% Critical Weak Spot Damage.
stat buff: critical_strike_weakspot_damage
Increases the damage of ranged critical weakspot hits (see values below); stacks additively with related damage buffs, and multiplicatively with power level buffs.
Bolt Pistol
Headhunter Autoguns
Infantry Lasguns
70% | 80% | 90% | 100%
70% | 80% | 90% | 100%
70% | 80% | 90% | 100%
+X% Power for Xs on Close Range Kill.
stat buff: power_level_modifier
When killing enemies who are within 12.5m with ranged attacks, grants stacks (up to 5); stacks last for a duration (see values below) and can be refreshed during active duration. Per stack, increases the power level (see values below) of ranged attacks and DoTs while the weapon is equipped; stacks additively with other power level buffs, and multiplicatively with damage buffs.
‘Power level buffs’ increase the base power of attacks which benefits damage, stagger, and cleave (where applicable).
Assault Shotgun
Braced Autoguns
Combat Shotguns
Heavy Stubbers
Infantry Autoguns
Recon Lasguns
5% | 5.5% | 6% | 6.5% (up to +32.5%) | 5s
5% | 5.5% | 6% | 6.5% (up to +32.5%) | 3.5s
5% | 5.5% | 6% | 6.5% (up to +32.5%) | 3.5s
5% | 5.5% | 6% | 6.5% (up to +32.5%) | 3.5s
5% | 5.5% | 6% | 6.5% (up to +32.5%) | 3.5s
5% | 5.5% | 6% | 6.5% (up to +32.5%) | 3.5s
+X% Close Range damage on Repeated Hit. Stacks 5 times.
stat buff: damage_near
Consecutive ranged attacks and pushes (Laspistol weapon special) against enemies grant stacks (up to 5); generates first stack on second hit or push; stacks last 2s and can be refreshed during active duration; DoT ticks (Infernus) can apply and refresh stacks. Per stack, increases the damage (see values below) of ranged attacks and DoTs while the weapon is equipped against targets who are within 30m (see table); stacks additively with other damage buffs, and multiplicatively with power level buffs.
Against enemies within 12.5m, the damage buff increases damage with full effect. Beyond 12.5m, the damage buff decreases linearly until it loses its effect at 30m. For example, Tier 4 Dumdum at max stacks:
to Target
Increase
Note that when a ranged weapon has an effective damage range greater than 30m (Infantry Autoguns, 37.5m), it appears that the damage_near buff is ‘stretched over’ the weapon’s full effective range rather than cutting off at its natural 30m range.
Infantry Autoguns
Laspistols
Recon Lasguns
4.5% | 5% | 5.5% | 6% (up to +30%)
4.5% | 5% | 5.5% | 6% (up to +30%)
4.5% | 5% | 5.5% | 6% (up to +30%)
– – E – –
+33% Reduced Ammo use after not shooting for Xs.
buff keyword: reduced_ammo_consumption
After a cooldown (see values below), reduces the ammo consumption of the next shot by 33%.
Lasgun
w/o Blessing
w/ Blessing
Infantry Lasguns
5.5s | 5s | 4.5s | 4s
X% Damage Bonus vs Staggered enemies.
stat buff: damage_vs_staggered
Against enemies who are staggered, increases damage (see values below) of ranged attacks, melee weapon special (bash), and DoTs while the weapon is equipped; stacks additively with other damage buffs, and multiplicatively with power level buffs.
Bolt Pistol
5% | 10% | 15% | 20%
+X%Melee Power for 3.5s on Hitting 3+ Enemies with a Ranged Attack.
stat buff: melee_power_level_modifier
When hitting at least three enemies with one shot, increases the power level of melee attacks (see values below) for 3.5s; can be refreshed during active duration. Stacks additively with related power level buffs, and multiplicatively with damage buffs. This buffs regular melee attacks as well as Kickback’s melee weapon special.
‘Power level buffs’ increase the base power of attacks which benefits damage, stagger, and cleave (where applicable).
Kickback
30% | 34% | 38% | 42%
– – F¹ – –
Ignore X% Stagger Resistance on Weak Spot Hit.
stat buffs:
stagger_weakspot_reduction_modifier
ranged_impact_modifier
Grants a modifier that further reduces enemy stagger_reduction on weakspot hits which, overall, increases the stagger potential of ranged attacks on headshots. Additionally, increases ranged stagger strength by 30%.
How Stagger Works
This video is by far the best resource on this topic.
For an example, let’s consider the following scenario: Staggering a firing Dreg Gunner who is within 7m distance to the player with the Infantry Lasgun Mk XII (with an 80% Stopping Power stat) on headshot. While the Gunner is actively firing, he has a stagger_reduction of 60. The Lasgun has a stagger strength of 7.3 against Unarmoured (within 7m) which is not enough to stagger the Gunner on headshot. He only flinches briefly, which is technically not a stagger, and resumes firing immediately. By default, an enemy’s stagger_reduction is halved against weakspot hits. Yet, the Lasgun, even on weakspot hit, can stil not beat 30. With this blessing (Tier 4), on a weakspot hit, the Lasgun’s stagger strength against Unarmoured within 7m is increased to 9.5 and the Gunner’s stagger_reduction is now 60×0.5×0.1=3 which is low enough so that the Lasgun shot can beat it and then also put the Gunner, as per his stagger_resistance (of 2) and his stagger_thresholds, into a light stagger (for this, 1 is required; (9.5-3)/2=3.25). This is enough to cancel his ongoing attack.
Headhunter Autoguns
Helbore Lasguns
Infantry Lasguns
60% | 70% | 80% | 90%
60% | 70% | 80% | 90%
60% | 70% | 80% | 90%
Primary Attack ignores X% Stagger Resistance on Burning Enemies, as well as dealing +X% Impact.
stat buffs:
stagger_burning_reduction_modifier
ranged_impact_modifier
Only for the primary attack (left click burst), grants a modifier that reduces enemy stagger_reduction against enemies who are burning and increases ranged stagger strength (see values below); the ranged stagger buff stacks additively with related stagger buffs, and multiplicatively with power level buffs. Overall, this is meant to increase the stagger potential of Flamer’s left click bursts against burning enemies.
How Stagger Works
This video is by far the best resource on this topic.
This blessing is mechanically very similar to the Falter weapon blessing. But in practice, it has very limited effect for the Flamer because the Flamer’s left click burst already ignores enemy stagger_reduction by default (as per damage profile). And the additional ranged stagger strength is by far not enough to reach additional meaningful breakpoints (e.g. against Crushers) even if stacked with Zealot’s talents Hammer of Faith and Punishment.
Flamer
40% & 30% | 50% & 35% | 60% & 40% | 70% & 45%
Gain +X% Close Damage for 3.5 seconds after killing an enemy at close range, stacking 5 times.
stat buff: damage_near
When killing enemies who are within 12.5m with ranged attacks, grants stacks (up to 5); stacks last 3.5s and can be refreshed during active duration. Per stack, increases the damage (see values below) of ranged attacks and DoTs while the weapon is equipped against targets who are within 30m (see table); stacks additively with other damage buffs, and multiplicatively with power level buffs.
Against enemies within 12.5m, the damage buff increases damage with full effect. Beyond 12.5m, the damage buff decreases linearly until it loses its effect at 30m. For example, Tier 4 Fire Frenzy at max stacks:
to Target
Increase
Note that when a ranged weapon has an effective damage range greater than 30m (Infantry Autoguns, 37.5m), it appears that the damage_near buff is ‘stretched over’ the weapon’s full effective range rather than cutting off at its natural 30m range.
Braced Autoguns
Combat Shotguns
Infantry Autoguns
Ripper Guns
7% | 8% | 9% | 10% (up to +50%)
7% | 8% | 9% | 10% (up to +50%)
7% | 8% | 9% | 10% (up to +50%)
7% | 8% | 9% | 10% (up to +50%)
– – F² – –
+X Bleed Stacks on Critical Hit.
Damaging ranged critical hits apply stacks of bleed (see values below). Can’t apply bleed through shields. Can apply up to 16 max bleed stacks on a target.
With Ripper Guns, all critical hits during the guaranteed crit squence apply bleed stacks.
Bleed: same as other sources of bleed; lasts 1.5s; ticks every 0.5s; refreshes duration on stack application; above average armor damage modifiers across the board, low armor damage modifier against Carapace.
Assault Shotgun
Combat Shotguns
Ripper Guns
4 (Tier 2 only)
4 (Tier 2 only)
4 (Tier 2 only)
Your Secondary Attack cannot be interrupted and loses X% of Secondary Attack Movement Speed penalties.
buff keywords:
uninterruptible
stun_immune
stat buff: charge_movement_reduction_multiplier
While charging alt fire attacks, grants immunity to stuns from melee and ranged attacks and makes the charge action itself uninterruptible. Also reduces the movement speed penalty while in alt fire mode (see values below); does not stack with movement speed buffs from Psyker’s talents.
Note that the charging actions of all staves are uninterruptible even without this blessing.
Purgatus Staff
Surge Staff
Trauma Staff
Voidstrike Staff
30% (Tier 2 only)
30% (Tier 2 only)
30% (Tier 2 only)
30% (Tier 2 only)
+X% Power for 5s when every bullet in a shot hits the same enemy.
stat buff: power_level_modifier
When all pellets of a shot hit the same enemy, increases the power level (see values below) of ranged attacks and DoTs while the weapon is equipped for 5s; stacks additively with other power level buffs, and multiplicatively with damage buffs.
‘Power level buffs’ increase the base power of attacks which benefits damage, stagger, and cleave (where applicable).
Assault Shotgun
Combat Shotguns
Kickback
14% | 16% | 18% | 20%
14% | 16% | 18% | 20%
18% | 22% | 26% | 30%
– – G – –
Up to +X% Critical Chance (scales on Heat Level).
stat buffs:
critical_strike_chance
ranged_critical_strike_damage
Scaling with overheat, grants stacks (up to 5). Per stack, grants additional crit chance to ranged attacks and increases damage of critical ranged attacks (see values below); stacks additively with related damage buffs, and multiplicatively with power level buffs.
Required
Plasma Gun
5.5% & 4% | 7% & 6% | 8.5 & 8% | 10% & 10% (up to +50% & +50%)
Immune to Ranged Attacks for Xs on Weak Spot Hit.
buff keyword: count_as_dodge_vs_ranged
Ranged weakspot hits put the character into is_dodging state against ranged attacks for a duration (see values below); can be refreshed during active duration. During this duration, ranged hit scan attacks are automatically dodged and therefore able to trigger talents that proc on_successful_dodge (not against Gunners, Reapers, Snipers) like Zealot’s Dance of Death, Duellist, Good Balance, Inebriate’s Poise and Second Wind, or Veteran’s Duck and Dive and Reciprocity.
Headhunter Autoguns
Infantry Lasguns
Laspistols
0.6s | 0.8s | 1s | 1.2s
0.6s | 0.8s | 1s | 1.2s
0.6s | 0.8s | 1s | 1.2s
+X% Toughness on Elite Kill.
function: recover_percentage_toughness
When killing an elite enemy, replenishes a fixed percentage of maximum toughness (see values below); can proc multiple times per shot and also on elite kills with weapon special melee attacks. The toughness amount replenished is neither affected by the toughness replenishment debuff while in toxic gas nor, if Ogryn, by the buff from Too Stubborn to Die. Procs additionally to toughness replenishments from talents like Zealot’s The Voice of Terra, or Veteran’s Confirmed Kill, Exhilarating Takedown or Out for Blood; does not interact with coherency toughness.
Boltgun
Bolt Pistol
Grenadier Gauntlet
Plasma Gun
Rumbler
Stub Revolvers
10% | 12% | 14% | 16%
18% | 22% | 26% | 30%
20% | 25% | 30% | 35%
17.5% | 20% | 22.5% | 25%
20% | 25% | 30% | 35%
18% | 22% | 26% | 30%
– – H – –
+X% Rending on Critical Hit.
stat buff: critical_strike_rending_multiplier
Grants rending (see values below) to critical ranged attacks boosting damage against armor types Carapace, Flak, Maniac, Unyielding. Only affects a character’s own damage. Stacks additively with other rending buffs (‘rending’) and with rending debuffs that are applied to enemies (‘brittleness’).
Stub Revolvers
30% | 40% | 50% | 60%
+X Critical Chance on Weak Spot Hit until your next Critical Hit. Stacks 5 times.
stat buff: critical_strike_chance
Ranged weakspot hits grant stacks (up to 5); removes all stacks on the next crit (even when shooting air). Per stack, grants additional crit chance to ranged attacks (see values below).
Headhunter Autoguns
Infantry Lasguns
Recon Lasguns
14% | 16% | 18% | 20% (up to +100%)
14% | 16% | 18% | 20% (up to +100%)
3.5% | 4% | 4.5% | 5% (up to +20%)
Immune to Ranged Attacks for Xs on Close Range Kill.
buff keyword: count_as_dodge_vs_ranged
When killing enemies who are within 12.5m with ranged attacks, puts the character into is_dodging state against ranged attacks for a duration (see values below); can be refreshed during active duration. During this duration, ranged hit scan attacks are automatically dodged and therefore able to trigger talents that proc on_successful_dodge (not against Gunners, Reapers, Snipers) like Zealot’s Dance of Death, Duellist, Good Balance, Inebriate’s Poise or Second Wind, or Veteran’s Duck and Dive and Reciprocity.
Assault Shotgun
Braced Autoguns
Combat Shotguns
Infantry Autoguns
Recon Lasguns
0.7s | 0.8s | 0.9s | 1s
0.7s | 0.8s | 0.9s | 1s
0.7s | 0.8s | 0.9s | 1s
0.7s | 0.8s | 0.9s | 1s
0.7s | 0.8s | 0.9s | 1s
– – I – –
+X Burn Stack(s) on Critical Hit to a maximum of X Stack(s).
Damaging ranged critical hits apply stacks of burn. Can’t apply burn through shields. Can apply up to a specific max amount of burn stacks on a target (see values below).
Burn: same as other sources of burn; lasts 4s; ticks every 0.5s; refreshes duration on stack application; high armor damage modifiers across the board, very low armor damage modifier against Carapace.
Helbore Lasguns
Infantry Lasguns
Laspistols
Recon Lasguns
3 (up to 9 max) | 4 (up to 12 max) (Tier 3 and Tier 4 only)
3 (up to 9 max) | 4 (up to 12 max) (Tier 3 and Tier 4 only)
3 (up to 9 max) | 4 (up to 12 max) (Tier 3 and Tier 4 only)
3 (up to 9 max) | 4 (up to 12 max) (Tier 3 and Tier 4 only)
+X% Toughness for every 10% of magazine spent during continuous fire. Stacks 5 times.
function: recover_percentage_toughness
While continuously firing shots, for every 10% of max ammo in clip spent, grants stacks (up to 5); stack calculation rounds down so if the clip size is 29, generates stacks for every 2 rounds fired (29×0.1=2.9, rounded down to 2). Per stack, replenishes a fixed percentage of maximum toughness (see values below) and while at max stacks, keeps on proc’ing until out of ammo. The toughness amount replenished is neither affected by the toughness replenishment debuff while in toxic gas nor, if Ogryn, by the buff from Too Stubborn to Die. Procs additionally to toughness replenishments from talents like Zealot’s The Voice of Terra, or Veteran’s Confirmed Kill, Exhilarating Takedown or Out for Blood, or Ogryn’s Bullet Bravado; does not interact with coherency toughness.
‘Continuous fire’ refers to chaining shooting actions immediately after each other before weapon sway or spread reset fully. Removes all stacks when this shooting state is ended or on reload.
For example, continuously firing a weapon with a clip size of 109 rounds on a character with 105 maximum toughness:
fired
Replenished
Replenished
Autopistol
Boltgun
Flamer
Heavy Stubbers
Ripper Guns
4% (up to 20%) (Tier 4 only)
4% (up to 20%) (Tier 4 only)
4% (up to 20%) (Tier 4 only)
4% (up to 20%) (Tier 4 only)
4% (up to 20%) (Tier 4 only)
+X% Toughness for every shot fired during continuous fire. Stacks 5 times.
function: recover_percentage_toughness
Continuous shots grant stacks (up to 5); generates first stack on the first shot but first proc is on second shot (twice). Per stack, replenishes a fixed percentage of maximum toughness (see values below) and while at max stacks, keeps on proc’ing until out of ammo. The amount of toughness replenished is neither affected by the buff from Too Stubborn to Die nor by the toughness replenishment debuff while in toxic gas. Procs additionally to toughness replenishments from talents like Bullet Bravado; does not interact with coherency toughness.
‘Continuous fire’ refers to chaining shooting actions immediately after each other before weapon sway or spread reset fully. Removes all stacks when this shooting state is ended; in this blessing’s case, keeps stacks on chained reloads (Kickback).
For example, continuously firing the Kickback as Ogryn with 121 maximum toughness:
fired
Replenished
Replenished
Kickback
4% (up to 20%) (Tier 4 only)
– – L – –
Point blank shots cause an explosion. Explosion Radius increases by +X%.
stat buffs:
explosion_arming_distance_multiplier
explosion_radius_modifier
This blessing does two things: (1) Usually, the Bolt Pistol projectiles have to travel a minimum distance of 5m before they can explode. With this blessing, the projectiles can create explosions at any distance. (2) Increases the radius of explosions (see values below); this buff is active at all times so it also applies to grenade explosions (Krak Grenade, Shredder Frag Grenade, Stunstorm Grenade) as well as to explosions created by melee weapons (Crusher activated attacks); stacks additively with related buff from Veteran’s Grenade Tinkerer (buffing grenade radius, not Bolt Pistol radius).
Bolt Pistol projectile explosion radius w/o Blessing: 3m (max)
Bolt Pistol projectile explosion radius w/ Blessing (Tier 4): 3.75m (max)
Note that the projectile explosions, by default, deal stagger to enemies within range when the projectile stops on impact (enemy or surface). Only when the projectile kills a target do the explosions deal stagger and damage to enemies within range.
Bolt Pistol
10% | 15% | 20% | 25%
– – M – –
Increased Cleave on Critical Hit and gain +X% Ranged Attack Stagger.
buff keyword: critical_hit_infinite_cleave
stat buff: ranged_impact_modifier
This blessing buffs critical ranged attacks in two ways: (1) Increases the stagger strength of ranged critical hits (see values below); stacks additively with related stagger buffs, and multiplicatively with power level buffs. (2) It allows critical ranged attacks to ignore the combined hit mass of all enemies hit.
Hit mass & cleave:
Every enemy has a specific hit mass, and every attack has a specific hit mass budget. In order to successfully cleave an enemy, an attack’s (remaining) hit mass budget is required to be higher than the hit mass of the enemy that is to be cleaved.
For example, the slug special shot of the Combat Shotgun Mk VII has a max hit mass limit of 3. It can cleave one Dreg Stalker (2 hit mass) and hit a second one but it cannot cleave the second Dreg Stalker (2×2=4 total hit mass required). And naturally, it cannot cleave a single Plague Ogryn (20 hit mass). With this blessing, a critical slug special shot has its max hit mass limit set to infinite which means that it can cleave and damage all enemies that the attack is able to reach within its max range of 100m. Note that the slug special shot’s damage cleave distribution still applies, so it deals its highest damage against all targets within 20m, decreasing damage against all targets until 40m, and its lowest damage against all targets beyond 40m. If an attack with infinite cleave applies a DoT (e.g. burn from fire special shot of the Combat Shotgun Mk IX or bleed from Flechette), the DoT will be applied to all hit enemies until the shot’s hard range cutoff at 75m (Assault Shotgun) or 100m (Combat Shotguns).
Note that Carapace armor cannot be cleaved by default. This blessing does not allow to bypass Carapace’s built-in aborts_attack mechanic: So even with ‘infinite’ cleave proc’ed, an attack will stop at the next Carapace armor hit zone (e.g. Crushers, or Bulwark shields).
Assault Shotgun
Combat Shotguns
15% (Tier 2 only)
15% (Tier 2 only)
– – N – –
Up to +X% Damage on Hit (Staggered Enemy), scaling with Stagger.
stat buff: stagger_count_damage
For every instance of stagger applied to an enemy, increases the damage (see values below) of ranged attacks and DoTs while the weapon is equipped against the staggered enemy. This stacks up to 7 times. Note that there is nothing in the game that tells players about the active stagger count on an enemy and therefore about the blessing’s current effective damage increase.
Generally, if an enemy is successfully staggered by an action (e.g. melee or ranged attacks, explosions, Voice of Command, pushes, etc) this applies one instance of stagger to the enemy; if this enemy is staggered again while still in staggered state, another instance of stagger is added. This stagger count has no effective limit and resets when the enemy recovers fully from being staggered. The blessing considers the first 7 staggers on an enemy for its stack calculation.
So, for example, the Headhunter Autogun Mk VII (with 80% Damage and Stopping Power stats) cannot kill a Scab Bruiser in one shot against the chest. When the Scab Bruiser is pushed 6 times in a row (without recovering from stagger) and then shot in the chest, he dies in one shot.
Combat Shotguns
Headhunter Autoguns
Helbore Lasguns
Infantry Lasguns
14% | 16% | 18% | 20% (up to +140%)
14% | 16% | 18% | 20% (up to +140%)
14% | 16% | 18% | 20% (up to +140%)
14% | 16% | 18% | 20% (up to +140%)
– – O – –
+X% Power on Salvo’s First shot.
stat buff: ranged_power_level_modifier
When entering shooting state, increases the power level (see values below) of the first shot fired; stacks additively with related power level buffs, and multiplicatively with damage buffs. Subsequent shots do not receive the buff. The blessing is active again only after leaving the active shooting state (i.e. when weapon sway and spread have reset fully after firing).
‘Power level buffs’ increase the base power of attacks which benefits damage, stagger, and cleave (where applicable).
Headhunter Autoguns have generally very fast sway and spread reset times, so the blessing’s uptime can be high even without adjusting shooting behavior on the player side.
Note that when a weapon’s shooting action fires multiple shots (Headhunter Autogun Mk III and Mk IX), only the first shot of the burst receives the damage increase.
Headhunter Autoguns
Infantry Lasguns
14% | 16% | 18% | 20%
14% | 16% | 18% | 20%
Up to +X% Power, scaling with remaining Ammunition. Stacks 5 times.
stat buff: ranged_power_level_modifier
Scaling with the percentage of remaining ammo in clip, grants stacks (up to 5); holds stacks until reload. Per stack, increases the power level of ranged attacks (see values below); stacks additively with related power level buffs, and multiplicatively with damage buffs. This buff only applies to the direct fire hits, not to the burn DoT applied by them.
‘Power level buffs’ increase the base power of attacks which benefits damage, stagger, and cleave (where applicable).
For example, a Flamer with 33 max ammo in clip (80% Ammo stat):
Remaining
Note that this blessing is currently not working as intended: Per stack, it increases ranged power level by 5% (regardless of tier) instead of increasing general power level, which would also benefit burn DoTs, and scaling the amount per tier.
Flamer
5% | 5% | 5% | 5% (up to +25%) (bugged, see above)
+X% Power for every 4 Single Target Hits. Lasts 2s and Stacks 5 times.
stat buff: ranged_power_level_modifier
When hitting the same enemy four times with ranged attacks, grants stacks (up to 5); stacks last 2s and can be refreshed during active duration (against the same target); the stack count resets when the target is switched. Per stack, increases the power level of ranged attacks (see values below); stacks additively with related power level buffs, and multiplicatively with damage buffs.
‘Power level buffs’ increase the base power of attacks which benefits damage, stagger, and cleave (where applicable).
Heavy Stubbers
7% | 8% | 9% | 10% (up to +50%)
– – P¹ – –
Special Attacks gain +X% Stagger and ignore Hit Mass Bonus from Armour.
buff keywords:
ignore_armor_aborts_attack
use_reduced_hit_mass
stat buff: melee_impact_modifier
Increases melee stagger strength (see values below). Also, buffs melee attacks with the weapon special in two ways: (1) By default, Carapace armor cannot be cleaved. This blessing allows melee attacks with the weapon special to bypass Carapace’s built-in aborts_attack mechanic so that Carapace armor can be cleaved. (2) Reduces enemy hit mass by 75% against melee attacks with the weapon special.
Hit mass & cleave:
Every enemy has a specific hit mass, and every attack has a specific hit mass budget. In order to successfully cleave an enemy, an attack’s (remaining) hit mass budget is required to be higher than the hit mass of the enemy that is to be cleaved.
For example, the melee weapon special of the Kickback has a max hit mass limit of 10. It cannot cleave a single Mauler (10 hit mass) on headshot mainly because of Carapace’s aborts_attack property, it will always stop on the first Mauler head. With this blessing, the melee weapon special can now cleave Carapace just like any other armor type, and it also can now cleave three Maulers on headshot (3x10x0.25=7.5 total hit mass required) to hit a fourth one. It cannot cleave the fourth Mauler, however, since this would require a max hit mass limit greater than 4x10x0.25=10.
Note that both Kickback and Rumbler have very weird damage profiles for their melee weapon specials in regard to armor damage modifiers, damage cleave distribution, and stagger cleave distribution: The melee weapon specials deal damage to only the first two targets (no matter what) but can deal stagger to as many targets as the hit mass limit allows. The attacks also have an armor damage modifier that specifies no_damage against Carapace which results in the attacks dealing no damage (1 on headshots) against, for example, Crushers or Mauler heads despite still being able to stagger and (with this blessing) cleave them.
Kickback
Rumbler
15% (Tier 2 only)
15% (Tier 2 only)
+X% Power for every Enemy you Stagger. Stacks 5 times.
stat buff: power_level_modifier
On ranged hits and weapon special melee hits (Boltgun bash) that successfully stagger the target, grants stacks (up to 5); stacks last 2.5s and can be refreshed during active duration. Per stack, increases the power level (see values below) of ranged attacks and DoTs while the weapon is equipped; stacks additively with other power level buffs, and multiplicatively with damage buffs.
‘Power level buffs’ increase the base power of attacks which benefits damage, stagger, and cleave (where applicable).
Autopistol
Boltgun
4.25% | 4.5% | 4.75% | 5% (up to +25%)
4.25% | 4.5% | 4.75% | 5% (up to +25%)
+X% Power every 0.4 seconds while aiming, stacking 5 times. Discharges all stacks upon firing.
stat buff: power_level_modifier
Every 0.4s while in alt fire mode, generates stacks (up to 5); removes all stacks on shot or when leaving alt fire mode. Per stack, increases the power level (see values below) of explosions created by the weapon and DoTs while the weapon is equipped; stacks additively with other power level buffs, and multiplicatively with damage buffs.
‘Power level buffs’ increase the base power of attacks which benefits damage, stagger, and cleave (where applicable).
Grenadier Gauntlet
5% | 6% | 7% | 8% (up to +40%)
+X% Ranged Critical Chance after Melee Kill for X seconds.
stat buff: ranged_critical_strike_chance
When killing an enemy with a melee attack, including the melee weapon special (bash), grants additional crit chance to ranged attacks for a duration (see values below); can be refreshed during active duration.
Bolt Pistol
Stub Revolvers
14% | 16% | 18% | 20% | 3.5s
14% | 16% | 18% | 20% | 2.5s
– – P² – –
+X% Damage against Suppressed Enemies, +X% Suppression and -X% Recoil on Close Range Kill.
stat buffs:
damage_vs_suppressed
suppression_dealt
recoil_modifier
When killing enemies who are within 12.5m with ranged attacks, increases damage against enemies who are suppressed, increases suppression dealt to enemies, and reduces weapon recoil (see values below) for 2s; can be refreshed during active duration. The damage buff stacks additively with other damage buffs, and multiplicatively with power level buffs; the suppression buff stacks additively with related buffs from Veteran’s Competitive Urge, Keep Their Heads Down!, and the small suppression node, or Zealot’s small suppression node; the recoil reduction stacks additively with related buffs from Veteran’s Executioner’s Stance and Deadshot, or Zealot’s Dance of Death.
Autopistol
14% & 28% & -28% | 16% & 32% & -32% | 18% & 36% & -36% | 20% & 40% & -40%
Ranged hits add X stacks of bleed to enemies.
Damaging ranged hits apply stacks of bleed (see values below). Can’t apply bleed through shields. Can apply up to 16 max bleed stacks on a target.
Bleed: same as other sources of bleed; lasts 1.5s; ticks every 0.5s; refreshes duration on stack application; above average armor damage modifiers across the board, low armor damage modifier against Carapace.
Bolt Pistol
1 | 2 | 3 | 4
X% Power bonus on your ranged attack for 3 seconds after cleaving through several enemies with your weapon’s special attack.
stat buff: ranged_power_level_modifier
When hitting three or more enemies with the melee weapon special, increases the power level of ranged attacks (see values below) for 3s; can be refreshed during active duration. Stacks additively with related power level buffs, and multiplicatively with damage buffs.
‘Power level buffs’ increase the base power of attacks which benefits damage, stagger, and cleave (where applicable).
Kickback
6% | 9% | 12% | 15%
+X% Weakspot Damage on Third and Fourth shots in a Salvo.
stat buff: ranged_weakspot_damage
When entering shooting state, increases the weakspot damage (see values below) of the second, third and fourth shot fired; stacks additively with related damage buffs, and multiplicatively with power level buffs. The first shot and subsquent shots after the fourth do not receive the buff. The blessing is active again only after leaving the active shooting state (i.e. when weapon sway and spread have reset fully after firing).
Infantry Autoguns
Recon Lasguns
35% | 40% | 45% | 50%
35% | 40% | 45% | 50%
– – Q – –
+X% Reload Speed if empty.
stat buff: reload_speed
When the current ammo in clip is 0, increases the reload animation speed of the next reload; stacks additively with related buffs from Zealot’s Sainted Gunslinger, weapon perk, and Celerity Stimm.
Flamer
24% | 28% | 32% | 36%
– – R – –
+X% Damage when shooting Enemies in the back.
buff keyword: allow_flanking
stat buff: flanking_damage
Enables flanking. When flanking, increases damage of ranged attacks (see values below); stacks additively with related buff from Zealot’s Ambuscade, and multiplicatively with power level buffs.
‘Flanking’ refers to ranged attacks executed from within a specific angle behind an enemy’s back.
Autopistol
Infantry Autoguns
Laspistols
32.5% | 35% | 37.5% | 40%
32.5% | 35% | 37.5% | 40%
32.5% | 35% | 37.5% | 40%
+X% Toughness on Critical Hit Kill.
function: recover_percentage_toughness
When killing an enemy with a critical attack, replenishes a fixed percentage of maximum toughness (see values below); can proc multiple times per shot and on crit kills with weapon special melee attacks (Grenadier Gauntlet). The toughness amount replenished is neither affected by the toughness replenishment debuff while in toxic gas nor, if Ogryn, by the buff from Too Stubborn to Die. Procs additionally to toughness replenishments from talents like Zealot’s The Voice of Terra, or Veteran’s Confirmed Kill, Exhilarating Takedown or Out for Blood; does not interact with coherency toughness.
Grenadier Gauntlet
Laspistols
24% | 28% | 32% | 36%
10% | 12% | 14% | 16%
Target receives up to X Stacks of 5% Brittleness, scaling with charge time of Secondary Attack. Lasts 5s.
stat buff: rending_multiplier
Scaling with charge level, alt fire explosions apply a rending debuff (‘brittleness’) to enemies within range boosting damage against armor types Carapace, Flak, Maniac, Unyielding (including damage of explosions and DoTs). Each stack applies 2.5% rending (up to 40% max at 16 stacks); lasts 5s; can apply stacks through shields.
Stacks additively with other rending debuffs (‘brittleness’), and with rending buffs that only boost a character’s own damage (‘rending’).
For example, with Tier 4 Rending Shockwave, 1 stack of the rending debuff is generated for every 12.5% of max charge level while charging the alt fire explosion. With an 80% Charge Rate stat, the explosion is fully charged after ~1.33s (or 80 frames); so every ~0.16s (or 10 frames) 1 rending debuff stack is generated while charging. Overall charge time can be reduced further by Celerity Stimm; charge time is unaffected by attack speed buffs.
Trauma Staff
2 | 4 | 6 | 8
-X% Movement Speed Reduction for every 5% of magazine spent during continuous fire. Stacks 5 times.
stat buffs:
alternate_fire_movement_speed_reduction_modifier
weapon_action_movespeed_reduction_multiplier
While continuously firing shots, for every 5% of max ammo in clip spent, grants stacks (up to 5); stack calculation rounds down so if the clip size is 119, generates stacks for every 11 rounds fired (119×0.1=11.9, rounded down to 11). Per stack, reduces movement speed penalty while firing in alt fire mode. Stacks multiplicatively with related buffs from Ogryn’s Thick of the Fray; does not stack with movement speed buffs from Get Stuck In, Indomitable / Bull Rush, Unstoppable Momentum and Veteran’s aura Close and Kill.
Heavy Stubbers
7% | 8% | 9% | 10% (up to 50%)
You can Hipfire with this weapon while Sprinting. +X% Close Damage while Sprinting.
buff keyword: allow_hipfire_during_sprint
stat buffs:
spread_modifier
damage_near
This blessing does three things: (1) It allows weapons’ primary attacks (left clicks) to be fired while sprinting. (2) It reduces weapon spread at all times by 30%; stacks additively with related buffs from Veteran’s Executioner’s Stance, or Zealot’s Dance of Death. (3) Only while sprinting, it increases the damage (see values below) of ranged attacks and DoTs while the weapon is equipped against targets who are within 30m (see table); stacks additively with other damage buffs, and multiplicatively with power level buffs.
Against enemies within 12.5m, the damage buff increases damage with full effect. Beyond 12.5m, the damage buff decreases linearly until it loses its effect at 30m:
to Target
Increase
Note that when a ranged weapon has an effective damage range greater than 30m (Stub Revolver Mk IIa, 35m), it appears that the damage_near buff is ‘stretched over’ the weapon’s full effective range rather than cutting off at its natural 30m range.
Assault Shotgun
Bolt Pistol
Kickback
Purgatus Staff
Stub Revolvers
Surge Staff
Trauma Staff
Voidstrike Staff
12% | -30% (Tier 3 only)
12% | -30% (Tier 3 only)
12% | -30% (Tier 3 only)
12% | -30% (Tier 3 only)
12% | -30% (Tier 3 only)
12% | -30% (Tier 3 only)
12% | -30% (Tier 3 only)
12% | -30% (Tier 3 only)
– – S¹ – –
+X% Critical Chance for each Enemy Hit by your previous attack. Stacks 5 times.
stat buff: ranged_critical_strike_chance
For every enemy hit by a single shot, grants stacks (up to 5); removes all stacks on the next shot (even when shooting air). Per stack, grants additional crit chance to ranged attacks (see values below).
Assault Shotgun
Combat Shotguns
6% | 8% | 10% | 12% (up to +60%)
6% | 8% | 10% | 12% (up to +60%)
Target receives X Stacks of 5% Brittleness on direct projectile hit. Lasts 5s
stat buff: rending_multiplier
Ranged hits apply a rending debuff (‘brittleness’) to enemies boosting damage against armor types Carapace, Flak, Maniac, Unyielding (including damage of explosions and DoTs). Each stack applies 2.5% rending (up to 40% max at 16 stacks); lasts 5s; can apply stacks through shields.
Stacks additively with other rending debuffs (‘brittleness’), and with rending buffs that only boost a character’s own damage (‘rending’).
Grenadier Gauntlet’s weapon special (explosive punch) does not apply the rending debuff.
Boltgun
Grenadier Gauntlet
Plasma Gun
Rumbler
1 | 2 | 3| 4
1 | 2 | 3| 4
1 | 2 | 3| 4
1 | 2 | 3| 4
X%% chance Elite and Special enemies Explode on kill.
Grants a fixed chance (see values below) to create an explosion when killing an elite or special enemy who is burning. The explosion spawns on the center mass hitzone of the killed enemy, has a radius of 3m, below average armor damage modifiers, deals decent stagger and 200 base damage which can be increased by damage buffs (talents, blessings, weapon perks, debuffs) and power level buffs (e.g. Blaze Away).
Flamer
14% | 16% | 18% | 20%
+X% Reload Speed for X seconds after Close Kill. Stacks 5 times.
stat buff: reload_speed
When killing enemies who are within 12.5m with ranged attacks, grants stacks (up to 5); stacks last for a duration (see values below) and can be refreshed during active duration. Per stack, increases reload animation speed (see values below); stacks additively with reload speed buffs from talents, weapon perks, and Celerity Stimm.
Assault Shotgun
Autopistol
Braced Autoguns
Infantry Autoguns
Laspistols
Recon Lasguns
Stub Revolvers
7% | 8% | 9% | 10% (up to +50%) | 3s
7% | 8% | 9% | 10% (up to +50%) | 2s
7% | 8% | 9% | 10% (up to +50%) | 2.5s
7% | 8% | 9% | 10% (up to +50%) | 2.5s
7% | 8% | 9% | 10% (up to +50%) | 3s
7% | 8% | 9% | 10% (up to +50%) | 3s
7% | 8% | 9% | 10% (up to +50%) | 4s
– – S² – –
Gain Ranged Attack Immunity while sprinting with over X% Stamina.
buff keyword: count_as_dodge_vs_ranged
While sprinting and having stamina above a specific threshold (see values below), puts the character into is_dodging state against enemy ranged attacks. As long as the conditions are met, ranged hit scan attacks are automatically dodged and therefore able to trigger talents that proc on_successful_dodge (not against Gunners, Reapers, Snipers) like Zealot’s Dance of Death, Duellist, Good Balance, Inebriate’s Poise or Second Wind, or Veteran’s Duck and Dive and Reciprocity.
Note that unlike sprint dodging[i.imgur.com]this blessing has no angle requirement, the conditional is_dodging state allows to dodge all enemy hit scan attacks regardless from which direction they are fired at the player.
Braced Autoguns
Infantry Autoguns
Recon Lasguns
80% | 70% | 60% | 50%
80% | 70% | 60% | 50%
80% | 70% | 60% | 50%
+10% Critical Chance for every X second while aiming. Stacks 10 times. Discharges all stacks upon firing.
stat buff: critical_strike_chance
While in alt fire mode, generates stacks in specific intervals (see values below); holds stacks until the next shot; removes all stacks when leaving alt fire mode. Per stack, grants 10% additional crit chance to ranged attacks (up to +100%).
Boltgun
Bolt Pistol
Headhunter Autoguns
Helbore Lasguns
Kickback
Stub Revolvers
0.35s | 0.3s | 0.25s | 0.2s
0.45s | 0.4s | 0.35s | 0.3s
0.35s | 0.3s | 0.25s | 0.2s
0.45s | 0.4s | 0.35s | 0.3s
0.35s | 0.3s | 0.25s | 0.2s
0.45s | 0.4s | 0.35s | 0.3s
2 Shots on Critical Hit. +X% Ranged Crit Chance.
buff keyword: critical_strike_second_projectile
stat buff: ranged_critical_strike_chance
Whenever a projectile attack crits, spawns one additional projectile. Also grants 5% additional crit chance to ranged attacks.
For Trauma Staff, additional projectiles can only spawn on primary attacks (left clicks).
Trauma Staff
Voidstrike Staff
5% (Tier 4 only)
5% (Tier 4 only)
+X% Damage on Third and Fourth shots in a Salvo.
stat buff: ranged_damage
When entering shooting state, increases the damage (see values below) of the second, third and fourth shot fired; stacks additively with related damage buffs, and multiplicatively with power level buffs. The first shot and subsquent shots after the fourth do not receive the buff. The blessing is active again only after leaving the active shooting state (i.e. when weapon sway and spread have reset fully after firing).
For Trauma Staff, this blessing benefits only primary attacks (left clicks). For Voidstrike Staff, it benefits both primary and secondary attacks.
Autopistol
Helbore Lasguns
Infantry Autoguns
Recon Lasguns
Stub Revolvers
Trauma Staff
Voidstrike Staff
14% | 16% | 18% | 20%
14% | 16% | 18% | 20%
14% | 16% | 18% | 20%
14% | 16% | 18% | 20%
14% | 16% | 18% | 20%
14% | 16% | 18% | 20%
14% | 16% | 18% | 20%
– – T – –
Suppress Enemies within Xm Radius on Close Range Kill.
function: Suppression.apply_area_minion_suppression
When killing enemies who are within 12.5m with ranged attacks, applies an amount of suppression (see values below) to all suppressible enemies around the player in a 12m radius. The amount of suppression dealt can be increased by related buffs from Ogryn’s small suppression node, or Veteran’s Competitive Urge, Keep Their Heads Down!, and small suppresion node, or Zealot’s small suppression node.
Suppression
Supppression is a mechanic designed against ranged enemies who are not engaged in melee combat. Successfully suppressed enemies stop shooting and, if they are supposed to, seek cover or, alternatively, cower down on the spot. Each enemy has a specific suppression threshold that has to be surpassed to get suppressed and a specific maximum amount of suppression that can be applied to them; both the threshold and the max amount change with combat ranges: melee range (8m), close range (12.5m), far range (30m). When an enemy is suppressed, the suppression amount decays over time (the decay speed also changes with combat range). All ranged attacks (also explosions and abilities like Zealot’s Holy Relic with Banishing Light) deal a specific amount of suppression: firing towards suppressible enemies accumulates suppression per shot and killing an enemy deals suppression in a specific area around the killed target.
For example, the Stub Revolver Mk IIa deals 2.5 suppression per shot and 12 suppression in a 4m radius around a killed target. Let’s assume the player is surrounded by Dreg Stalkers who are within 12.5m to the player and engaged in ranged combat. While in this combat range, Dreg Stalkers have a suppression threshold of 20 and a suppression max amount of 35. Without the blessing, killing one Dreg Stalker adds suppression to others who are in a 4m radius around the killed target. The suppression amount of 2.5+12=14.5 is not enough to suppress them, they keep firing. With the blessing (Tier 4), 30 suppression is added when killing a Dreg Stalker. So Dreg Stalkers who are within 4m of the killed target now take 2.5+12+30=44.5 suppression total which surpasses their threshold of 20 and caps out their maximum of 35. They get suppressed and cower down. Furthermore, the blessing applies 30 suppression to all Dreg Stalkers who are within 12m around the player which is enough to suppress these, too. The duration of how long the Dreg Stalkers will be suppressed then depends on the surplus above the threshold. Those Dreg Stalkers close to the killed target (35 suppression total) will recover after roughly 2.5s to 3s and those suppressed only by the blessing (30 suppression total) will recover slightly faster (note that there is a randomness factor in the decay calculation to make it feel more natural by avoiding that all units recover at the same time).
Breeds that can be suppressed: Groaners, Dreg Gunners, Dreg Stalkers, Reapers, Scab Gunners, Scab Shooters, Scab Stalkers
Psyker Staves:
Note that this blessing only procs when killing enemies with primary attacks (left clicks) for Trauma Staff and Surge Staff. For Purgatus Staff, the blessing only procs on kills from direct fire hits; enemies dying to Soulblaze do not proc it.
Assault Shotgun
Autopistol
Braced Autoguns
Combat Shotguns
Infantry Autoguns
Kickback
Purgatus Staff
Ripper Guns
Stub Revolvers
Surge Staff
Trauma Staff
Voidstrike Staff
15 | 20 | 25 | 30
15 | 20 | 25 | 30
15 | 20 | 25 | 30
15 | 20 | 25 | 30
15 | 20 | 25 | 30
15 | 20 | 25 | 30
15 | 20 | 25 | 30
15 | 20 | 25 | 30
15 | 20 | 25 | 30
15 | 20 | 25 | 30
15 | 20 | 25 | 30
15 | 20 | 25 | 30
Quell X% of your Peril on Weak Spot Hit.
function: WarpCharge.decrease_immediate
Weakspot hits automatically quell peril (see values below); can proc multiple times per shot when cleaving enemy weakspots. Cannot proc on Trauma Staff explosions (secondary attacks) because explosions do not target weakspots. Procs additionally to Psyker’s Battle Meditation and Purloin Providence. When using peril-generating attacks at 100% peril, does not prevent self-explosion.
The blessing also procs on hitting weakspots with the weapon special melee attacks of both staves.
Trauma Staff
Voidstrike Staff
7% | 8% | 9% | 10%
6.5% | 7% | 7.5% | 8%
+X% Power on Chained Weak Spot Hit (Any Target). Stacks 5 times.
stat buff: ranged_power_level_modifier
Hitting weakspots with ranged attacks generates stacks (up to 5); stacks last 3.5s and can be refreshed during active duration; keeps all stacks when hitting non-weakspot hit zones and when shooting air. Per stack, increases the power level of ranged attacks (see values below); stacks additively with related power level buffs, and multiplicatively with damage buffs.
‘Power level buffs’ increase the base power of attacks which benefits damage, stagger, and cleave (where applicable).
Stub Revolvers
4.5% | 5% | 5.5% | 6% (up to +30%)
– – V – –
+X%Charge Speed on low Overheat. Stacks up to 5 times.
stat buff: charge_up_time
The blessing grants 5 stacks at 0% overheat. When generating overheat, drops stacks at specific thresholds. Per stack, reduces the charge up time of both primary and secondary attacks (see values below).
Generated
For example, a Plasma Gun (with an 80% Charge Rate stat) and Tier 4 Volatile at 5 stacks:
w/o Blessing
w/ Blessing (5 stacks)
18 frames
15 frames
(fully charged)
72 frames
58 frames
Overall charge time can be further reduced by Celerity Stimm. Charge time is unaffected by attack speed buffs.
Plasma Gun
2.5% | 3% | 3.5% | 4% (up to 20%)
– – W – –
-X% Charge Time on Chained Secondary Attack. Stacks 3 times.
stat buff: charge_up_time
Using charged attacks in alt fire mode grants stacks (up to 3); stacks last 5s. Per stack, reduces charge up time (see values below). Can be further reduced with Celerity Stimm; charge time is unaffected by attack speed buffs.
Purgatus Staff
Surge Staff
Trauma Staff
Voidstrike Staff
5.5% | %6.5 | %7.5% | 8.5% (up to 25.5%)
5.5% | %6.5 | %7.5% | 8.5% (up to 25.5%)
5.5% | %6.5 | %7.5% | 8.5% (up to 25.5%)
5.5% | %6.5 | %7.5% | 8.5% (up to 25.5%)
Gain between X% and X% Critical Chance based on current level of peril.
stat buff: critical_strike_chance
For every 20% of current peril, grants 1 stack (up to 4); stack calculation rounds down so the first stack is granted when above 20% peril, the second when above 40% peril, etc; max stacks when above 80% peril. Per stack, grants additional crit chance to ranged attacks and weapon special melee attacks (see values below).
Purgatus Staff
Surge Staff
Trauma Staff
Voidstrike Staff
3.5% | 4% | 4.5% | 5% (up to +20%)
3.5% | 4% | 4.5% | 5% (up to +20%)
3.5% | 4% | 4.5% | 5% (up to +20%)
3.5% | 4% | 4.5% | 5% (up to +20%)
Chaining Charged Attacks reduces their Charge Time by X%. Stacks 5 times.
stat buff: charge_up_time
While chaining charged attacks (alt fire), grants stacks (up to 5). Per stack, reduces charge up time (see values below). Can be further reduced with Celerity Stimm; charge time is unaffected by attack speed buffs.
Chaining charged attacks refers to continuously executing shooting actions in alt fire mode before the attack’s chain timer runs out, drops all stacks otherwise. Leaving alt fire mode removes all stacks as well.
Helbore Lasguns
6% | 8% | 10% | 12% (up to 60%)
And that wraps up our share on Warhammer 40,000: Darktide: [1.4.x] Ranged 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!