Warhammer 40,000: Chaos Gate - Daemonhunters

Warhammer 40,000: Chaos Gate - Daemonhunters

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All Knight passive Benefits
By Khamael
This is an ongoing list of all the passive Bonuses a Knight can be created with or aquire later, for example by promotion or by "winning" a random Event
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1. Introduction
Over the course of the Game, your Knight will aquire several passive Benefits, called "Talents", that can be seen by hovering over the central capstone of the talent tree. There are 4 ways to get them: Some are inherent to a class, then every Knight will be created with one passive Talent asigned randomly. Later on into the game, once your built the Surgical unit in the Apothecarion of your ship, Knights that sustained critical injuries during battle will get "Augmetics" once they recover. And lastly, there are rare random Events that can give Knights additional Bonuses.
2. Class Talents

Every Class gets their own unique benefit that suits their prefered playstyle. For the 8 classes, these are as follows:
  • Apothecary - Can equip the Narthecium melee weapon, which unlocks healing abilities
  • Purgator - Can equip Psylencer, Psycannon and Incinerator Weapons
  • Interceptor - The melee attacks of the Interceptor cannot be parried by enemies
  • Justicar - Gets +1 additional Armour when using the Aegis Shield ability

  • Chaplain - Starts with +1 Armour at Level 1 and can only use Terminator Armour
  • Paladin - Can equip Storm Shields and can only use Terminator Armour
  • Purifier - Can equip Psylencer, Psycannon and Incinerator and is Immune to Hazards
  • Librarian - Starts with 2 WP at Level 1 and can only use Terminator Armour
3. Baseline Talents
Every Knight that joins your ranks will be created with one randomly selected Talent. Although these do not seem to be tied to the knight's Class in any way (looking at you, Interceptor with +10% Range Crit), most of them are generally useful. Here is a list of the ones I found so far:
  • Aegis Adept - +2 Armor on Aegis Shield use
  • Blademaster - +5% Crit for all their melee attacks
  • Crack Shot - +2 Crit Dmg for all their ranged attacks.
  • Cultbane - +10% Crit for all melee and ranged attack vs Organic enemies
  • Demonbane - +10% Crit for all melee and ranged attack vs Daemonic enemies
  • Devoted Practitioner - Get 1 additional Ability Point at Rank 3, 5 and 9, but get -25% XP
  • Deathless - NEVER die when receiving a critical Wound, but has -2 WP
  • Duelist - +10% Afflict Chance (Focus) for melee Weapons
  • Eagle Eye - +10% Range Crit Chance
  • Enginebane - +10% Crit for all melee and ranged attack vs Mechanical enemies
  • Farseer - +3 range for ranged attacks with Stormbolter
  • Fast Recovery - +2 Healing received
  • Great Destiny - +2 Max HP, + 1 Max Wp, +1 dmg for melee attacks, cannot gain resilience
  • Indomitable - +2 Health at level 1
  • Lightning reflexes - +10% Focus
  • Omnissiahs Chosen - Double the Effect of Augmetics
  • Provident - +1 Ammo for Ranged Weapons
  • Quartermaster - +1 Use for all equipped Grenades
  • Resilient - +10% Resistance
  • Skull Keeper - +1 Use for all equipped Servo Skulls
  • Sure Strike - +1 crit damage for all melee attacks
  • Throwing Arm - +5 Range for all equipped Grenades
  • Venerable Soul - +1 Max WP at lvl 1
4. Augmetics
For your Knights to receive Augmetics, you need to first build the SURGICAL UNIT on your Ship, the second Upgrade to the Apothecarion. Then, your knight has to suffer a Critical Wound in Combat (go to 0 HP). If they survive the Mission (not get downed a second time), they will get Augmetics after their recovery.

These provide small bonuses to your Knights. As far as I know for now, you can achieve a maximum of 5 Augmetics per Knight.

Pro Tip: You can actually "gamble" for these. Save the Game one day before the knight recovers from his critical Injury. Then reload until you get an Augmetic that suits your knight.

  • (Head) Psi-Booster - Get +1 WP
  • (Head) Augmetic Eye - Get +5% Crit Chance for ranged weapons
  • (Head) Cerebral Implant - Get +25% Kill-XP
  • (Head) Cortex Implant - Get +5% Focus

  • (Left Leg) Subskin Leg Armor - Get +2 Max HP
  • (Left Leg) Enhanced Knee Joint - Get +5% Focus
  • (Right leg) Augmetic Foot - Get +5% Focus

  • (Torso) Respiratory Filter - Get +5% Resistance
  • (Torso) Armor Reinforcement - Get +1 Armor
  • (Torso) Augmetic Heart - Get +1 WP

  • (Right Arm) Augmetic Elbow - Get +1 Crit Damage for melee weapons
  • (Right Arm) Locomotion Augmetics - Get +5% Resistance
  • (Right Arm) Synthmuscle - Get +5% Crit Chance for melee weapons
  • (LeftArm) Muscle Casing - Get +1 Crit Damage for melee weapons
  • (LeftArm) Elbow Actuator - Get +1 Range for ranged weapons
  • (Left Arm) Augmetic Hand - Get +5% Crit Chance for ranged weapons
5. Event Talents

There are some very rare Events that can occur on the Star Map, where you get a chance to send one (or several) knights away for some time. Sometimes, they come back with a pretty significant new Talent. Since they are very rare, our List so far is pretty limited:

  • Champion - Get +2 Max HP, +1 WP, +5% Crit Chance
    This Talent comes from the Event where you can have your knights battle for honor
  • experemental vaccine - +5% resistance
    If you get the Event with an infected Planet and chose to stay for research, all your Knights will get this passive
6. Final Words
Thanks to everyone who contributed to this Guide so far. If you find any new Talents that I haven't encountered so far, feel free to comment them
38 Comments
dibs 18 Nov, 2023 @ 4:31am 
We all know that when you recruit a Knight through the Barracks the class, level and name is fixed until you complete another battle. It's worth knowing that the Talent/Passive Ability is also fixed along with the name/class.
Dreamdayer 11 Nov, 2023 @ 5:22am 
My friend got Quartermaster from one of the Event Talents.
Feddy von Wigglestein 11 Oct, 2023 @ 8:01pm 
I swear, there's a few of these that I've never seen on any of my knights in 455 hours played.
jeron 3 Sep, 2023 @ 2:04pm 
[quote]If they survive the Mission (not get downed a second time), they will get Augmetics after their recovery[/quote]
Sadly, this isn't true. If knight get downed second time, he still ends up onboard critically wounded (if has resilience, obviously).
The only downside is that you can't continue use him in current mission.
This must be a major bug, since the first days of release, but it's still in the game.
Galdred 13 Jan, 2023 @ 3:22am 
I prefer support fire on a melee interceptor: He doesn't need the ammo himself this way, and the damage doesn't depend on the weapon at all, so a stormbolter works just fine for that. There is also much less chance of the target having cover against him this way :)
Maygayming 26 Dec, 2022 @ 1:49pm 
Ranged interceptors can be really fun and great crowd control, or can put on a lot of damage with reaction shots. Storm in my current game got provident and I gave him an extra ammo psilencer which is just lolz
Ash 23 Jun, 2022 @ 4:48am 
This isn't mentioned anywhere in the description, but maybe it is worth mentioning that Chaplain's lithanies are toggleable and will cost you 1WP per turn until deactivated or switched to other lithany. AFAIK Chappy is the only class with such mechanic.
AlVee 12 Jun, 2022 @ 7:25am 
Thank you, this realy helped!
Now I gotta find a list, on what all afflictions are.

May the four winds protect you.
Jubalau 25 May, 2022 @ 1:32am 
ah cool. thank you Galvenus. Emperor protects
GALVENUS DAWNUS 24 May, 2022 @ 8:00pm 
No you still get augmentics from Critical Wounds, what they meant is the bugged quest that kills your knight wont give augments to it