Warhammer 40,000: Darktide

Warhammer 40,000: Darktide

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[1.5.x] Zealot Talents & Mechanics
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This guide explains all of Zealot's talents and related mechanics. Talents of the other classes are detailed elsewhere:

For details on weapon blessings and their mechanics:
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Base Stats
Zealot has the following base stats which can be modified by respective talents. Some of these base stats interact with the respective toughness, stamina, dodge, sprint, and handling templates of currently equipped weapons.

Basic
Health (alive)
health
200
Health (downed)
health_knocked_down
1000
Crit chance
base_critical_strike_chance
5%

Toughness
Toughness
max
70
Toughness on Melee Kill
replenish_types.melee_kill
5% of max toughness

Coherency Toughness
Coherency toughness regeneration is active only when there are no enemies occupying slots around the player unit (Darktide's slot system is similar to Vermintide 2's slot system). Coherency toughness regeneration is disabled while the player is downed, while in fire patches from Bomber grenades and Flamers' flamethrowers, and while in toxic gas; while carrying luggables (e.g. batteries, containers) the regeneration is extremely slowed and reduced.

The coherency regen delay (i.e. the time until coherency regeneration kicks in after its conditions have been met) is currently bugged: If the last enemy occupying a slot is in melee combat, it varies depending on the length of the death animation of this enemy and hence, only in this case, is unaffected by the toughness_regen_delay_multiplier provided by Toughness Regeneration Speed curios.

Coherency Radius
PlayerCharacterConstants.coherency.radius
8m
Base Coherency Toughness Regen Delay
regeneration_delay
regeneration_delay_modifier
1.5s
Base Coherency Toughness Regen
regeneration_speed
toughness_coherency_regen_rate_modifier
regeneration_speed_modifier
(allies: 0) 0 toughness per second
(allies: 1) 3.75 toughness per second
(allies: 2) 5.625 toughness per second
(allies: 3) 7.5 toughness per second
Coherency Toughness Regen Grace
Time after Leaving

stickiness_time
2s

Stamina
Stamina
base_stamina
3
Stamina Regen Delay
regeneration_delay
0.75s
Stamina Regen Speed
regeneration_per_second
1.5 stamina per second

Dodge
Minimum Direction Input Requirement
minimum_dodge_input
0.25m
Minimum travel distance needed before a dodge can be performed
Dodge Distance
base_distance
2.5m
How far the dodge can move the character
Dodge Cooldown
dodge_cooldown
0.15s
Time until next dodge can be performed
Dodge Cooldown after Jump
dodge_jump_override_timer
0.5s
Time until next dodge can be performed if interrupted by a jump
Dodge Count Reset Time
consecutive_dodges_reset
0.85s
Time to reset the effective dodge count
Melee Dodge Linger Time
dodge_linger_time
0.25s
Grace window after finishing a dodge in which the character is still considered as is_dodging against a melee attack
Dodge Stop Threshold
stop_threshold
25%
Maximum dodge time after dodging into an obstacle
Toughness Damage Taken Modifier (Dodging)
state_damage_modifiers.dodging
0.5
Modifies toughness damage taken while dodging; below 1 means taking less damage, above 1 means taking more damage BUT due to the complexity of the calculation, neither does 0 translate into taking no damage at all nor does 2 translate into taking double damage. For an in-depth explanation, refer to this write-up (still up to date despite some values having changed).

Movement
Base Movement Speed
move_speed
4m/s
Movement Speed when Jumping
jump_speed
4m/s
Climbing Speed
climb_speed
1.75m/s
Crouching Speed
crouch_move_speed
1.4m/s
Sprinting Speed
sprint_move_speed
5.2m/s
Sprint Multiplier when out of Stamina
no_stamina_sprint_speed_multiplier
0.75
Toughness Damage Taken Modifier (Sprinting)
state_damage_modifiers.sprinting
0.5
Modifies toughness damage taken while sprinting; below 1 means taking less damage, above 1 means taking more damage BUT due to the complexity of the calculation, neither does 0 translate into taking no damage at all nor does 2 translate into taking double damage. For an in-depth explanation, refer to this write-up (still up to date despite some values having changed).
Speed Requirement to Slide
slide_move_speed_threshold
4.2m/s
Minimum movement speed required to perform a slide
Toughness Damage Taken Modifier (Sliding)
state_damage_modifier.sliding
0.5
Modifies toughness damage taken while sliding; below 1 means taking less damage, above 1 means taking more damage BUT due to the complexity of the calculation, neither does 0 translate into taking no damage at all nor does 2 translate into taking double damage. For an in-depth explanation, refer to this write-up (still up to date despite some values having changed).
Talent Nodes (Part I)
Ambuscade
Icon            
Mechanics
+30% Damage to Ranged Backstab Attacks.

buff keyword: allow_flanking

stat buff: flanking_damage


Enables flanking. Increases damage by 30% when flanking; stacks additively with the Raking Fire weapon blessing, and multiplicatively with other damage buffs and power level buffs from weapon blessings.

'Flanking' refers to ranged attacks executed from within a specific angle behind an enemy's back. It is the ranged equivalent to backstabbing (see Backstabber).


Anoint in Blood
Icon            
Mechanics
Up to +25% Base Ranged Damage, reduced the further you are from the target.

stat buff: damage_near

While the ranged weapon is equipped, increases any damage by 25% against enemies within a 12.5m radius; stacks additively with other damage buffs, and multiplicatively with power level buffs from weapon blessings. Beyond 12.5m, the damage buff decreases linearly until it loses its effect at 30m:

Distance
to Target
1m
12.5m
13m
15m
20m
25m
30m
Damage
Increase
25%
25%
~24.3%
~21.4%
~14.3%
~7.1%
0%

This also increases the damage of Blades of Faith and DoTs (including Immolation Grenade's burn and Stunstorm Grenade / Stun Grenade's electrocution) as long as Zealot stays within 30m to the enemy and has the ranged weapon equipped.

Note that ranged weapons interact differently with this talent depending on their individual effective damage ranges: For example, the Infantry Lasgun MG 1a has inverted falloff; it deals its lowest damage within 7m, then ramps up to its highest damage at 15m and beyond. With the talent equipped, the Lasgun's damage falloff within 7m is mitigated, its highest damage at 15m is increased, and beyond 15m the talent's linear decrease is active until 30m.


Backstabber
Icon            
Mechanics
+20% Damage on Melee Backstab Hits.

buff keyword: allow_backstabbing

stat buff: backstab_damage


Enables backstabbing. Increases damage by 20% when backstabbing; stacks additively with backstab damage buffs from Shroudfield (and Perfectionist), and multiplicatively during calculation with other damage buffs and power level buffs from weapon blessings.

'Backstabbing' refers to melee attacks executed from within a specific angle behind an enemy's back. It is the melee equivalent to flanking (see Ambuscade).


Bleed for the Emperor
Icon            
Mechanics
Damage that would take your Health to the next Wound is reduced by 40%.

stat buff: health_segment_damage_taken_multiplier

Procs only when taking health damage. If the amount of incoming health damage is high enough to deplete one of Zealot's health segments, the talent then reduces this health damage amount by 40%; stacks multiplicatively with other damage reduction buffs. Does not reduce toughness damage taken.


Blood Redemption
Icon            
Mechanics
+50% Toughness Replenishment on Melee Kill.

stat buff: toughness_melee_replenish

Increases Zealot's base 5% of maximum toughness gained on melee kill by 50% to 7.5% of maximum toughness gained on melee kill. The effectiveness of this toughness replenishment is affected by certain player debuffs like toxic gas.


Dance of Death
Icon            
Mechanics
-75% Spread and -50% Recoil for 3s on successful Dodge.

stat buffs:
spread_modifier
recoil_modifier


Reduces the spread and recoil of ranged weapons for 3s; stacks additively with related buffs from Run 'n' Gun and Powderburn weapon blessings.

Procs on successfully dodging enemy melee or ranged attacks (except Gunners, Reaper, Sniper), 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.

The Ghost, Hit & Run and Stripped Down weapon blessings can proc this talent (only against ranged attacks).


Desperation
Icon            
Mechanics
+20% Melee Damage for 5s when Stamina is depleted.

stat buff: melee_damage

When stamina reaches 0 as a result of sprinting, pushing or blocking enemy melee attacks, increases the damage of melee attacks by 20% for 5s; can be refreshed during active duration. Stacks additively with other damage buffs, and multiplicatively with power level buffs from weapon blessings. If procced by sprinting, the start of the buff duration is delayed until the sprinting action stops.


Disdain
Icon            
Mechanics
+5% Damage on your next Melee Attack for each Enemy Hit. Stacks 5 times.

stat buff: melee_damage

Hitting enemies with melee attacks grants stacks (up to 5); can generate multiple stacks per swing. Stacks last until consumed. Per stack, increases the damage of the next melee attack by 5%; stacks additively with other damage buffs, and multiplicatively with power level buffs from weapon blessings. Does apply its buff only every second melee attack. Melee special actions of ranged weapons (bashes, etc) can generate and consume stacks.
Talent Nodes (Part II)
Duellist
Icon            
Mechanics
+50% Weakspot & Critical Hit damage for 3s on successful Dodge.

stat buffs:
weakspot_damage
critical_strike_damage


Increases weakspot and critical hit damage of both melee and ranged attacks for 3s; stacks additively with other weakspot and finesse damage buffs, and multiplicatively with power level buffs from weapon blessings.

Procs on successfully dodging enemy melee or ranged attacks (except Gunners, Reaper, Sniper), 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.

The Ghost, Hit & Run and Stripped Down weapon blessings can proc this talent (only against ranged attacks).


Enduring Faith
Icon            
Mechanics
+50% Toughness Damage Reduction on Critical Hit for 4s.

stat buff: toughness_damage_taken_multiplier

Critical hits with melee or ranged attacks (including attacks with weapon special actions) grant 50% toughness damage reduction for 4s; can be refreshed during active duration. Stacks multiplicatively with other damage reduction buffs.


Enemies Within, Enemies Without
Icon            
Mechanics
Replenish 2.5% Toughness per second while within 5 metres of at least 3 Enemies.

function: recover_percentage_toughness

If there are at least 3 enemies within a 5m radius around Zealot, replenishes 2.5% of maximum toughness per second. The proximity check ignores map geometry. The replenishment is inactive while Zealot is hanging from a ledge and while disabled by Mutants, Pox Hounds, Trapper, Daemonhost, Chaos Spawn, or Beast of Nurgle. Does not interact with coherency toughness regeneration.

The effectiveness of this talent's toughness replenishment is affected by certain player debuffs like toxic gas.


Faith's Fortitude
Icon            
Mechanics
+2 Wounds.

stat buff: extra_max_amount_of_wounds

Adds two additional health segments; stacks additively with extra wounds from curios.


Faithful Frenzy
Icon            
Mechanics
+10% Melee Attack Speed.

stat buff: melee_attack_speed

Increases melee weapon attack animation speed by 10%. Stacks additively with related buffs from Fury of the Faithful, Inexorable Judgement, Maniac, The Emperor's Bullet, and Celerity Stimm.


Fortitude in Fellowship
Icon            
Mechanics
+50% Coherency Toughness Regeneration.

stat buff: toughness_coherency_regen_rate_modifier

Adds a flat 50% to the coherency factor that scales the amount of coherency toughness regenerated per ally in coherency. This buff stacks additively with Loner, and during calculation multiplicatively with Toughness Regeneration Speed from curios, Veteran's small talent node Inspiring Presence, and Ogryn's aura Stay Close!.

Note that because of how the toughness coherency regen rate modifier is applied during calculation, this talent enables coherency toughness regeneration for Zealot even with no allies in coherency.

Allies
in
Coherency
Coherency Regen
per second
w/o Fortitude
Coherency Regen
per second
w/ Fortitude
Total Toughness
Regenerated
after 5s
 0
0
3.75
18.75 (HUD rounds: 19)
 1
3.75
7.5
37.5 (HUD rounds: 38)
 2
5.625
9.375
46.875 (HUD rounds: 47)
 3
7.5
11.25
56.25 (HUD rounds: 57)


Good Balance
Icon            
Mechanics
A successful Dodge grants +25% Damage Reduction for 2.5s.

stat buff: damage_taken_multiplier

Reduces both toughness and health damage taken by 25% for 2.5s; can be refreshed during active druation. Stacks multiplicatively with other damage reduction buffs.

Procs on successfully dodging enemy melee or ranged attacks (except Gunners, Reaper, Sniper), 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.

The Ghost, Hit & Run and Stripped Down weapon blessings can proc this talent (only against ranged attacks).


Grievous Wounds
Icon            
Mechanics
+50% Stagger on Melee Weakspot Hits.

stat buff: melee_weakspot_impact_modifier

Increases the stagger strength on weakspot hits with melee attacks by 50%; also applies to melee special actions of ranged weapons. Stacks additively with related stagger buffs from Hammer of Faith, Punishment, The Emperor's Bullet, and weapon blessings.


Hammer of Faith
Icon            
Mechanics
+30% Impact strength.

stat buff: impact_modifier

Increases the stagger strength of melee and ranged attacks by 30%; also applies to melee special actions of ranged weapons. Stacks additively with other stagger buffs from Grievous Wounds, Punishment, The Emperor's Bullet, and weapon blessings.
Talent Nodes (Part III)
Holy Revenant
Icon            
Mechanics
When Until Death ends, you regain Health based on the Damage you dealt during Until Death, to a maximum of 25% Max Health. Melee Damage dealt heals for 3 times that amount.

During Until Death's 5 second duration, leeches 0.7% of non-melee damage and 2.1% of melee damage dealt to enemies. When Until Death ends, converts the leeched amount to health, up to 25% of Zealot's maximum health.


Punishment
Icon            
Mechanics
Melee Attacks that Hit at least 3 Enemies grant +5% Impact Strength for 5s. Stacks 5 times. At max Stacks gain Uninterruptible.

buff keywords:
stun_immune
uninterruptible


stat buff: impact_modifier


Hitting three or more enemies with melee attacks grants stacks (up to 5); stacks last for 5s and can be refreshed during active duration. Per stack, increases the stagger strength of melee and ranged attacks by 5%; stacks additively with stagger buffs from Grievous Wounds, Hammer of Faith, The Emperor's Bullet and weapon blessings, and multiplicatively with power level buffs from weapon blessings.

At max stacks, also grants immunity to stuns from both melee and ranged attacks (slowdown effects still apply), and makes Zealot's interact actions (e.g. reviving or object interactions) uninterruptible so that they cannot be canceled as part of hit reactions when taking health damage.


Purge the Unclean
Icon            
Mechanics
+20% Increased Damage against Infested & Unyielding Enemies.

stat buffs:
disgustingly_resilient_damage
resistant_damage


Increases all damage by 20% against enemies with base armor types Infested and Unyielding; stacks additively with the same damage buffs from weapon perks, and during calculation multiplicatively with other damage buffs and power level buffs from weapon blessings.


Restoring Faith
Icon            
Mechanics
On taking Damage, heal 20% of that Damage. Occurs over 4s.

Procs only when taking health damage (also while in downed state). Heals 20% of health damage taken over the next 4s. Can track up to 10 instances of damage taken and restores the correct amount of health when taking damage while already restoring.


Sainted Gunslinger
Icon            
Mechanics
+6% Reload Speed on Melee Kill. Stacks 5 times.

stat buff: reload_speed

Melee kills grant stacks (up to 5); stacks last until consumed by reloading or by loading special ammo (Combat Shotguns). Per stack, increases reload animation speed by 6%; stacks additively with reload speed buffs from weapon perks, weapon blessings, and Celerity Stimm.

This also increases the loading speed of the special action of Combat Shotguns.


Scourge
Icon            
Mechanics
Melee Critical Hits apply Bleed, causing Damage over time.

Melee Hits on Bleeding Enemies grant +10% Critical Chance for 3s. Stacks 3 times.

stat buff: melee_critical_strike_chance

Critical hits with melee attacks (including melee special actions of ranged weapons) apply 2 stacks of bleed to enemies; up to 16 max bleed stacks on a target. Can't apply bleed through shields.

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.

Hitting bleeding enemies with melee attacks grants stacks (up to 3) for 3s; can be refreshed during active duration. Per stack, grants 10% additional crit chance to melee attacks.


Second Wind
Icon            
Mechanics
Replenish 15% Toughness on a Successful Dodge.

function: recover_percentage_toughness

Per successful dodge, replenishes 15% of maximum toughness; has an internal cooldown of 0.5s. The effectiveness of this toughness replenishment is affected by certain player debuffs like toxic gas.

Procs on successfully dodging enemy melee or ranged attacks (except Gunners, Reaper, Sniper), 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.

The Ghost, Hit & Run and Stripped Down weapon blessings can proc this talent (only against ranged attacks).


Shield of Contempt
Icon            
Mechanics
When you or an Ally in Coherency takes damage, they gain +60% Damage Reduction for 4s. Triggers every 10s.

stat buff: damage_taken_multiplier

Reduces both toughness and health damage taken by 60% for 4s. Procs only on taking health damage (also while in downed state); always procs for Zealot if conditions are met; has no range limit when procced by allies or bots (coherency is not required). The talent can apply its damage reduction buff only once per proc. It has one global cooldown that is shared between all players (and bots). So if the talent has been procced either by Zealot or by an ally, it grants its damage reduction buff only to the player who triggered it before it goes on cooldown for 10s. The cooldown starts immediately during the buff's 4s duration. Stacks multiplicatively with other damage reduction buffs; does not have a HUD icon but plays a screen effect during its active duration.

If there are multiple Zealots who all run Shield of Contempt, the talent works as follows: The first Zealot to take health damage 'claims' the damage reduction buff. It lasts for 4s, during which it stacks multiplicatively with other Zealots' Shield of Contempt buffs, up to 97.44% damage reduction with four Zealots (1-0.4⁴=0.9744), only if the other Zealots also proc their talents while the duration of the buff that was 'claimed' by the first Zealot is still active. Since the damage reduction buff can only be applied once per proc, it does not benefit those Zealots who proc their talents while the first Zealot still has the damage reduction buff.
Talent Nodes (Part IV)
Sustained Assault
Icon            
Mechanics
+4% Melee Damage for 5s on Hitting an Enemy with a Melee Attack. Stacks 5 times.

stat buff: melee_damage

Hitting enemies with melee attacks (including melee special actions of ranged weapons) grants stacks (up to 5); stacks last for 5s and can be refreshed during active duration. Per stack, increases melee damage by 4%; stacks additively with other damage buffs, and multiplicatively with power level buffs from weapon blessings.


Swift Certainty
Icon            
Mechanics
Increases Sprint speed by +5%. In addition, always counts as Dodging while Sprinting, even if Stamina is depleted.

buff keyword: sprint_dodge_in_overtime

stat buff: sprint_movement_speed


Always increases sprinting speed by 5%. This sprint speed buff stacks multiplicatively with movement speed buffs from Shroudfield, Thy Wrath be Swift, the small movement speed node, and weapon blessings like Rev It Up.

Also allows Zealot to stay in is_sprint_dodging state when stamina is depleted. Usually, when dodging shooting enemies by sprinting around them with an angle[i.imgur.com](the angle between Zealot's look direction and the position of the enemy has to be at least 70°), the enemy will ultimately start hitting the player as soon as stamina reaches 0. The talent preserves the sprint dodging capability regardless of whether Zealot has stamina or not.

Sprint dodging does not fulfill the on_successful_dodge proc condition of Dance of Death, Duellist, Good Balance, Inebriate's Poise, and Second Wind.


The Emperor's Bullet
Icon            
Mechanics
Gives your Melee Attacks +30% Impact strength & +10% Attack speed for 5s after emptying your Ranged Weapon.

stat buffs:
melee_impact_modifier
melee_attack_speed


When ammo in clip reaches 0, increases melee stagger strength by 30% and melee weapon attack animation speed by 10% for 5 seconds. The attack speed buff stacks additively with related buffs from Faithful Frenzy, Fury of the Faithful, Inexorable Judgement, Maniac, and Celerity Stimm; the stagger buff stacks additively with related buffs from Grievous Wounds, Hammer of Faith, Punishment, and weapon blessings, and multiplicatively with power level buffs from weapon blessings.


The Master's Retribution
Icon            
Mechanics
Knock back the Attacker on taking a Melee Hit. 10s Cooldown.

If not on cooldown, releases a push that staggers the attacker (if possible) when taking a melee hit. The push has a range of 2.75m and a rather narrow effective push angle (~22°). Always applies to the direct attacker (if possible); pushes additional targets (if possible) when they are inside the effective push angle. The Push cannot stagger Crusher, Mutants, Ragers, monstrosities, and Scab Captain/Twins. Bulwark's shield bash, despite not dealing any damage, procs the talent. Does not proc while Zealot is disabled or downed.


The Voice of Terra
Icon            
Mechanics
Replenish 4% Toughness on Ranged Kill.

function: recover_percentage_toughness

When killing enemies with ranged attacks (including Blades of Faith), replenishes 4% of maximum toughness. Procs additionally to weapon blessings like Inspiring Barrage, Reassuringly Accurate, Gloryhunter. The effectiveness of this toughness replenishment is affected by certain player debuffs like toxic gas.


Thy Wrath be Swift
Icon            
Mechanics
Enemy Melee Attacks cannot Stun you. On taking Damage, gain +15% Movement Speed for 2s.

buff keywords:
stun_immune
slowdown_immune


stat buff:
movement_speed


Grants immunity to stuns and slowdowns from both melee and ranged attacks; also lets Zealot move through ground fire patches without hindrance.

The movement speed buff procs only on health damage taken; stacks additively with related buffs from Shroudfield, the small movement speed node, and weapon blessings like Rev it Up. Stacks multiplicatively with the sprint speed buff from Swift Certainty.


Unremitting
Icon            
Mechanics
-20% Sprint Stamina cost.

stat buff: sprinting_cost_multiplier

Reduces stamina drain while sprinting by 20%. Stacks multiplicatively with Sprint Efficiency from curios, ranged and melee weapon perks, and Celerity Stimm.


Until Death
Icon            
Mechanics
Fatal Damage instead grants you Invulnerability for 5s. Occurs every 120s.

buff keyword: resist_death

If not on cooldown, prevents incoming damage from lowering Zealot's current health below 1 HP by granting invulnerability for 5s. 'Invulnerability' means that Zealot's health cannot be reduced below 1. Zealot can still lose any health above 1 while invulnerable (e.g. by taking hits while being healed by a medical crate). Does not prevent death from instakills when thrown out of bounds into a map killbox.


Vicious Offering
Icon            
Mechanics
Replenish 10% Toughness on Heavy Attack Kill.

function: recover_percentage_toughness

When killing an enemy with a heavy melee attack, replenishes 10% of maximum toughness additionally to Zealot's base 5% of maximum toughness gained on melee kill.

For example, with 120 max toughness, Zealot would replenish 120x(0.05+0.1)=18 toughness per heavy melee kill. The effectiveness of this toughness replenishment is affected by certain player debuffs like toxic gas.
Small Nodes
Icon        
Mechanics
Toughness Boost
+15 Toughness.

stat buff: toughness

Adds 15 toughness to Zealot's base maximum toughness of 70 thereby increasing Zealot's max toughness. Stacks additively with other small toughness nodes.

Current max toughness is multiplied by the toughness percentage buffs from curios. For example, at 85 max toughness (Zealot's base 70 and one +15 toughness node) with one +16% toughness curio with a +5% toughness perk, Zealot's max toughness of 85 is increased by 85x(0.16+0.05)=17.85 to 102.85 toughness (HUD rounds up: 103).

A character's maximum toughness is the base value that is used in toughness replenished calculations of most talents and blessings.

Availability on tree: 5
Toughness Damage Reduction
+5% Toughness Damage Reduction.

stat buff: toughness_damage_taken_modifier

Grants 5% toughness damage reduction. Stacks additively with I Shall Not Fall and other small toughness damage reduction nodes; their sum stacks multiplicatively with other damage reduction buffs.

Availability on tree: 4
Melee Damage Boost
+5% Melee Damage.

stat buff: melee_damage

Increases the damage of melee attacks by 5%. This also applies to melee special actions of ranged weapons. Stacks additively with other small melee damage nodes and other related damage buffs, and multiplicatively with power level buffs from weapon blessings.

Availability on tree: 2
Movement Speed Boost
+5% Movement Speed.

stat buff: movement_speed

Increases movement speed by 5%. Stacks additively with the other small movement speed node and with movement speed buffs from Shroudfield, Thy Wrath be Swift, and weapon blessings like Rev it Up; stacks multiplicatively with sprinting speed buff from Swift Certainty.

Availability on tree: 2
Health Boost
+10% Health.

stat buff: max_health_modifier

Increases Zealot's maximum health by 10%; also applies to health while downed. Stacks additively with health buffs from curios. For example, one +21% health curio with a +5% health perk and this 10% health node increase Zealot's max health of 200 by 200x(0.21+0.05+0.1)=72 to 272 health.

Availability on tree: 1
Stamina Boost
+1 Stamina.

stat buff: stamina_modifier

Adds 1 stamina to Zealot's base stamina of 3 thereby increasing Zealot's max stamina to 4. Stacks additively with stamina values from curios, weapon perks, and weapon stamina templates. Each segment of the stamina bar in the player HUD represents 1 stamina.

Availability on tree: 1
Suppression Boost
+25% Suppression Dealt.

stat buff: suppression_dealt

Increases the amount of suppression dealt to enemies by 25%. Stacks additively with suppression buff from weapon blessing Powderburn.

Availability on tree: 1
Blitz Nodes (Part I)
Stunstorm Grenade / Stun Grenade
Icon            
Mechanics
Throw a grenade that stuns all Enemies within its blast radius.

Throws a shock grenade that explodes. The explosion itself does not deal damage or stagger but applies a staggering electrocution effect to all enemies within its range.

Starting version: (Stun Grenade)
• Fuse time: 1.5s
• Max velocity: 30 (aimed, quick throw), 8 (underhand)
• Deals very low direct impact damage
• Explosion radius: 8m
• Suppression radius (explosion): 15m
• Electrocution: lasts 8s; stacks once; deals low damage across the board; deals damage and stagger every 0.55s; staggers all enemies in range except Mutants, monstrosities and Scab Captain/Twins; ignores Bulwark shields; can be refreshed during active duration

Augmented version: (Stunstorm Grenade)

stat buff: explosion_radius_modifier_shock

• Same properties as the starting version
• Explosion radius is increased by 50% to 12m


Immolation Grenade
Icon            
Mechanics
Throw a grenade that leaves a layer of flaming liquid, Burning and Staggering enemies, and barring their path. Most effective against Unarmoured Enemies.

Throws a grenade that explodes leaving a fire patch that deals burning damage over time to all enemies within range. The fire patch spreads until it reaches its maximum expansion.

• Fuse time: 1.7s
• Max velocity: 30 (aimed, quick throw), 8 (underhand)
• Deals very low direct impact damage
• Initial explosion deals very low damage and does not stagger
• Radius of initial explosion: 1m
• Suppression radius (explosion): 10m
• Fire patch: covers 150 units adjusting its spread depending on map geometry; lasts 15s; incentivizes enemies to path around it
• Burn (inside fire patch): stacks once; ticks every 0.875s; does not stagger; deals randomly varying base damage per tick (very high armor damage modifier against Unyielding; high against Unarmoured, Infested, Maniac; very low against Carapace); ignores Bulwark shield and Scab Captain/Twins void shield
• Burn (leaving fire patch): enemies that leave the fire patch receive another short burn DoT; lasts 1s; ticks every 1s; deals randomyl varying base damage with slightly worse armor damage modifiers than the inside burn
• Burn damage: is increased by 'rending' / 'brittleness', by perks of currently equipped weapons, and by the following buffs from:
Talents
Anoint in Blood (if within 30m to the enemy and as long as the ranged weapon is equipped), Purge the Unclean, Ecclesiarch's Call, and Inexorable Judgement
Blessings
(melee)
if procced with weapon before or during burn's active duration: Executor, High Voltage (while electrocuted), Skullcrusher (while staggered), and Slaughterer
Blessings
(ranged)
if procced with weapon before or during burn's active duration: Blaze Away, Deathspitter, Dumdum, Execution (while staggered), Fire Frenzy, Full Bore, No Respite (while staggered), Pinning Fire, and Run 'n' Gun (while sprinting)
Blitz Nodes (Part II)
Blades of Faith
Icon            
Mechanics
Throw a consecrated knife to deal high Damage to a Single Enemy. Very effective against most Enemies; less effective against Carapace Armour.

- Quick Throw
- Killing Elite & Special Enemies in Melee replenishes 1 knife
- Ammo boxes replenish knives

Throws a projectile (knife) with a curving trajectory.

• Max travel time: 1.5s (the knife disappears after this time if it didn't hit a target)
• Max velocity: 75
• Suppression radius (on kill): 5m
• Damage: 585 base damage; high armor damage modifiers against Maniac/Infested; deals no damage against Carapace (unless weakspot hit or crit); no damage falloff
• Cleave: can cleave one Groaner, Poxwalker, Scab/Dreg Stalker, or Scab Shooter
• Ammo: replenishes 1 knife per melee elite or special kill; 2 knives per small ammo pickup; 6 knives per big ammo pickup, all knives per ammo crate

• Buff Interactions: Knives are affected by perks of currently equipped weapons and by the following buffs from:
Talents
Ambuscade (while flanking), Anoint in Blood (if within 30m to the enemy and as long as the ranged weapon is equipped), Duellist, Purge the Unclean, Ecclesiarch's Call, and Inexorable Judgement (damage)
Blessings
(melee)
Direct proc while weapon equipped: High Voltage (while electrocuted), and Opportunist (while staggered)

Knives benefit from these buffs if procced with weapon before: Bladed Momentum, Devastating Strike, Executor, Mercy Killer, Precognition, Riposte, Savage Sweep, Shred, Skullcrusher (while staggered), Smackdown, Slaughterer, Thunderous, Uncanny Strike, and Wrath
Blessings
(ranged)
Direct proc while weapon equipped: Deadly Accurate, Execution (while staggered), Hand-Cannon, Man-Stopper, No Respite (while staggered), Opening Salvo, Punishing Salvo, Puncture, Raking Fire (while flanking), and Sustained Fire

Knives benefit from these buffs if procced with weapon before: Blaze Away, Ceaseless Barrage, Crucian Roulette, Deathspitter, Dumdum, Fire Frenzy, Full Bore, Headhunter, Overpressure, Pinning Fire, Point Blank, Powderburn, Run 'n' Gun (while sprinting), Scattershot (knives don't consume stacks), Shattering Impact, Surgical, and Trickshooter
Aura Nodes
Benediction / The Emperor's Will
Icon            
Mechanics
+X% Toughness Damage Reduction for you and Allies in Coherency.

stat buff: toughness_damage_taken_multiplier

Grants toughness damage reduction to Zealot and to allies while they are in coherency with Zealot. Stacks multiplicatively with other damage reduction buffs. Does not stack with the same aura from another Zealot.

Starting version: (The Emperor's Will)
Grants 7.5% toughness damage reduction.

Augmented version: (Benediction)
Grants 15% toughness damage reduction.


Beacon of Purity
Icon            
Mechanics
Heal 1.5 Corruption from the current Wound for you and Allies in Coherency every 1s.

function: reduce_permanent_damage

Removes 1.5 corruption damage per second for Zealot and for allies while they are in coherency with Zealot. This rate is high enough to counter a grimoire's corruption damage tick rate. However, the initial grimoire_chunk of 40 base corruption damage per book cannot be removed.


Loner
Icon            
Mechanics
You always count as being in at least 2 Coherency.

stat buff: toughness_coherency_regen_rate_modifier

Makes Zealot count as being in coherency with one ally which enables the lowest rate of coherency toughness regeneration of 3.75 toughness per second. This stacks additively with Fortitude in Fellowship, and during calculation multiplicatively with Toughness Regeneration Speed from curios and related buffs from Veteran's small talent node Inspiring Presence or Ogryn's aura Stay Close!. Note that the proc conditions for coherency toughness regeneration (see Base Stats section) still apply.

Allies
in
Coherency
Coherency Regen
per second
w/o Loner
Coherency Regen
per second
w/ Loner
Coherency Regen
per second
w/ Loner
w/ Fortitude
Total Toughness
Regenerated
after 5s
w/ Loner
 0
 
0
 
3.75
 
7.5
 
18.75
(HUD rounds: 19)
 1
 
3.75
 
3.75
 
7.5
 
18.75
(HUD rounds: 19)
 2
 
5.625
 
5.625
 
9.375
 
28.125
(HUD rounds: 29)
 3
 
7.5
 
7.5
 
11.25
 
37.5
(HUD rounds: 38)
Combat Ability Nodes (Part I)
Icon            
Mechanics
Fury of the Faithful / Chastise the Wicked
Dash forward, Replenishing 50% Toughness & gaining +20% Attack Speed fo 10s. Your next Melee Hit gains +25% and is a guaranteed Critical Hit.

Base Cooldown: 30s.

stat buffs:
melee_damage
melee_critical_strike_chance
melee_rending_multiplier
attack_speed


function: recover_percentage_toughness


Dash:
• Range: 7m (base); up to 21m (aimed)
• Can be aimed at enemies by holding the button; target is visually highlighted
• Cannot be activated while jumping or falling
• Aimed dash can be canceled either by blocking or backwards movement input; unaimed dash always moves Zealot 7m
• Cannot change direction while dashing
• Puts Zealot in is_dodging state and grants immunity to toughness damage while dashing
• Gets stopped by Carapace/Unyielding enemies, monstrosities, and Scab Captain/Twins void shield
• Applies a light stagger on impact in a 3m radius

Starting version: (Chastise the Wicked)
• Replenishes a fixed amount of 50% maximum toughness on activation
• Increases melee damage by 25% for the next melee attack within 3s after activation (is not consumed by pushes)
• Grants 100% critical strike chance to the next melee attack within 3s after activation
• Adds a rending multiplier to the next melee attack within 3s after activation which grants 100% rending against armor types Carapace, Flak, Maniac, Unyielding; the first melee attack within the duration consumes this buff; ranged attacks do not benefit from this buff

Augmented version: (Fury of the Faithful)
• Same properties as the starting version
• Additionally, increases melee and ranged weapon attack animation speed by 20% after activation for 11s; can be refreshed during active duration (if two charges); stacks additively with other attack speed buffs from talents and Celerity Stimm
Redoubled Zeal
Fury of the Faithful now has 2 charges.

Adds a second charge to the combat ability. The cooldown of the second charge only starts after the first charge finished its cooldown.


Icon            
Mechanics
Chorus of Spiritual Fortitude
Wield a holy relic that releases pulses of energy every 0.8s. While channeling, Allies in Coherency have Stun Immunity and Invulnerability.

Each pulse Replenishes 45% Toughness to Allies in Coherency. If the ally is at full Toughness they instead gain +20 Max Toughness up to a total of +100.

60s Base Cooldown.

buff keywords:
stun_immune
resist_death


stat buff: toughness_bonus_flat

function: recover_percentage_toughness


Holy Relic:
• Channeling lasts 5.5s; releases a pulse every 0.8s (7 pulses total)
• Radius: 10m
• Each pulse grants Zealot and allies who are in coherency with Zealot immunity to stuns from both melee and ranged attacks for 1.5s; can be refreshed during active duration
• Each pulse grants Zealot and allies who are in coherency with Zealot invulnerability for 1.5s; can be refreshed during active duration; 'Invulnerability' means that player health cannot be reduced below 1, players can still lose any health above 1 while invulnerable (e.g. taking damage while being healed by a medical crate)
• If below 100% max toughness, each pulse replenishes 45% of maximum toughness to Zealot and allies who are in coherency with Zealot
• If at or above 100% max toughness, each pulse adds 20 bonus toughness (yellow) to Zealot and allies who are in coherency with Zealot; Holy Relic's bonus toughness caps at 100, lasts for 10s, and does not stack with bonus toughness from the same talent of another Zealot; Holy Relic's bonus toughness does stack additively with Veteran's bonus toughness from Duty and Honour; bonus toughness acts as a 'second' toughness bar and can be replenished by melee kills, respective talents, and weapon blessings
• Pulses deal no damage and do not stagger
• Channeling can be canceled by blocking, sprinting, or pressing the ability button again

While channeling, Chorus of Spiritual Fortitude's cooldown is paused. However, its remaining cooldown can still be reduced by using a Concentration Stimm before activation or by benefitting from Psyker's talent Psykinetic's Aura while channeling; its maximum cooldown can be reduced by Combat Ability Regeneration from curios, by Psyker's aura Seer's Presence, and by the mission mutators that reduce ability cooldowns by 20%.
Banishing Light
Each pulse from Chorus of Spiritual Fortitude also Staggers and Suppresses Enemies. Range increases with every pulse.

This talent does three things:

(1) It enables pulses to stagger non-suppressible enemies within 10m. Against monstrosities and Scab Captain/Twins within 4m, a forced stagger is applied on the 1st, 3rd, 5th, and 7th pulse; against all other non-suppressible enemies within 4m, a forced stagger is applied every pulse; forced stagger lasts 2s.

(2) It enables each pulse to suppress all suppressible enemies within 10m; each pulse applies very high suppression with an increased, randomly chosen suppression decay delay.

Breeds that can be suppressed: Groaner, Dreg Gunner, Dreg Stalker, Poxwalker (only in this talent's case), Reaper, Scab Gunner, Scab Shooter, Scab Stalker

(3) It increases the pulse radius of 10m by 0.1m per second while channeling, up to 10.5m. This affects the radius in which enemies get suppressed or staggered (does not increase forced stagger radius).
Holy Cause
Channeling 5 pulses grants +30% Toughness Damage Reduction to you and Allies in Coherency. Lasts 10s.

stat buff: toughness_damage_taken_multiplier

After channeling 5 pulses (on the 6th), grants 30% toughness damage reduction for 10s to Zealot and allies who are in coherency with Zealot. Allies get the buff as long as they are in coherency when the buff is triggered. Stacks multiplicatively with other damage reduction buffs. Does not stack with the same talent from another Zealot.
Ecclesiarch's Call
Channeling 5 pulses grants +20% Damage to you and Allies in Coherency. Lasts 10s.

stat buff: damage

After channeling 5 pulses (on the 6th), increases any damage by 20% for 10s for Zealot and allies who are in coherency with Zealot. Allies get the buff as long as they are in coherency when the buff is triggered. Stacks additively with other damage buffs, and multiplicatively with power level buffs from weapon blessings. Does not stack with the same talent from another Zealot.
Combat Ability Nodes (Part II)
Icon            
Mechanics
Shroudfield
Enter Stealth for 3s. While in Stealth gain +20% Movement Speed, +100% Backstab Damage, +100% Finesse Damage & +100% Critical Hit Chance.

Base Cooldown: 30s.

buff keyword: invisible

stat buffs:
movement_speed
backstab_damage
finesse_modifier_bonus
critical_strike_chance


Stealth:
• Become invisible for 3s dropping all enemy aggro: melee enemies reaggro immediately to another target if possible; firing ranged enemies stop shooting, then reaggro if possible; Daemonhosts keep aggro once they are locked on a player
• Can still take damage during invisibility
• Stealth breaks on: hitting enemies with a melee attack; any ranged attack; throwing a grenade (quickthrow, aimed or underhand); finishing a rescue/revive/pull up/free from net action; throwing knives only break stealth when they hit a target
• Stealth does not break on: pushing enemies; using stimms (on self or team mates); exploding grenades that have been thrown before going invisible; active DoT ticks; operating the Auspex device or minigame
• Stealth grace window: actions that would break stealth do not if they are executed within 0.5s after going invisible; this allows, if timed accordingly, for one additional melee or ranged attack that already benefits from all applicable buffs but does not break stealth yet

Buffs to movement speed, backstab damage, finesse damage, and crit chance last as long as the invisibility (3s). The finesse buff stacks additively with other related buffs; the backstab damage buff stacks additively with related buffs from Backstabber and Perfectionist, and multiplicatively during calculation with other damage buffs and power level buffs from weapon blessings; the movement speed buff stacks additively with related buffs, and multiplicatively with sprinting speed buffs (Swift Certainty).

There is currently a bug: Since this talent is missing the allow_backstabbing keyword, the backstab_damage buff only gets applied if Backstabber and/or the Ruthless Backstab weapon blessing is equipped which both enable backstabbing. The backstab damage part is not applied by Shroudfield on its own.
Perfectionist
Shroudfield grants an additional +50% Finesse Damage & +50% Backstab Damage, but increases Ability Cooldown by 25%.

stat buff:
backstab_damage
finesse_modifier_bonus
ability_cooldown_modifier


Increases Shroudfield's backstab damage by another 50% and adds a finesse damage bonus of 50% to crit/weakspot damage. The finesse buff stacks additively with other related buffs; the backstab damage buff stacks additively with related buffs from Backstabber and Shroudfield, and multiplicatively during calculation with other damage buffs and power level buffs from weapon blessings.

Also increases Shroudfield's maximum cooldown of 30s by 25% to 37.5s; this max cooldown increase can be mitigated by the max cooldown reductions from Psyker's aura Seer's Presence, Combat Ability Regeneration from curios, and by the mission mutators that reduce ability cooldowns by 20%.
Master-Crafted Shroudfield
Stealth Duration is increased to 5s.

Increases the duration of invisibility from 3s to 5s.
Invigorating Revelation
Replenish 40% Toughness over 5s on leaving Stealth. Also gain +20% Damage Reduction for 5s.

stat buff: damage_taken_multiplier

function: recover_percentage_toughness


When invisibility ends, replenishes 8% of maximum toughness per second for 5s. The effectiveness of this toughness replenishment is affected by certain player debuffs like toxic gas.

Also reduces both toughness and health damage taken for 5s; stacks multiplicatively with other damage reduction buffs.


Icon            
Mechanics
Invocation of Death
+200% Ability Cooldown Regeneration for 4s on Melee Critical Hits.

function: reduce_ability_cooldown_time

When hitting enemies with critical melee attacks, reduces the remaining ability cooldown by 2s per second for 4 seconds additionally to Zealot's base ability cooldown rate of 1s per second. This results in a total cooldown reduction of 12s per proc (4s from base rate + 4x2s from talent); can be refreshed during active duration.

Procs additionally to Concentration Stimm's remaining cooldown reduction effect of 3s per second. Does not interact with Combat Ability Regeneration from curios which only reduces the maximum cooldown of a combat ability.
Martyr's Purpose
1% of Damage taken is converted to Ability Cooldown Reduction.

function: reduce_ability_cooldown_percentage

Reduces the remaining ability cooldown by 1% per health damage taken. Only procs on health damage; does not proc while downed. For example, if Zealot has 55s of Chorus of Spiritual Fortitude's 60s cooldown remaining and takes 80 health damage, then the remaining 55s are reduced by 60x(80x0.01)=48 to 7 seconds.

Procs additionally to Concentration Stimm's remaining cooldown reduction effect of 3s per second. Does not interact with Combat Ability Regeneration from curios which only reduces the maximum cooldown of a combat ability.
Pious Cut-Throat
Backstab Kills restore 20% Ability Cooldown.

function: reduce_ability_cooldown_percentage

Melee kills while backstabbing reduce the remaining ability cooldown by 20%; has a 0.2s internal cooldown. This is 6s for Fury of the Faithful and Shroudfield (7.5s with Perfectionist), and 12s for Chorus of Spiritual Fortitude. 'Backstabbing' refers to melee attacks executed from within a specific angle behind an enemy's back.

Procs additionally to Concentration Stimm's remaining cooldown reduction effect of 3s per second. Does not interact with Combat Ability Regeneration from curios which only reduces the maximum cooldown of a combat ability.

Revved up attacks of chain weapons proc this talent only if the initial backstab hit kills the target right away.
Keystone Nodes
Icon            
Mechanics
Blazing Piety
+15% Critical HIt Chance for 8s when in Fury. Fury is triggered when 25 Enemies have died within 25m.

stat buff: critical_strike_chance

Every enemy dying within a 25m radius of Zealot generates one stack of Fury. When reaching 25 stacks of Fury, grants 15% additional crit chance to all attacks that can crit for 8s; stacks additively with other sources of crit chance. The active Fury duration can be refreshed by killing enemies.

When below 25 stacks of Fury and after 8s without an enemy dying within radius, considers Zealot as being out of combat. While out of combat, starts dropping current stacks of Fury one by one at a decelerating rate.
Stalwart
Triggering Fury Replenishes 50% Toughness. In addition, while Fury is Active, you have +25% Toughness Damage Reduction.

function: recover_percentage_toughness

stat buff: toughness_damage_taken_multiplier


When reaching 25 stacks of Fury, does two things:

(1) Replenishes 50% of maximum toughness immediately. Then, while maintaining 25 stacks of Fury, also replenishes 2% of max toughness per kill; stacks additively with Zealot's base 5% max toughness gained on melee kill. The effectiveness of this toughness replenishment is affected by certain player debuffs like toxic gas.

(2) Grants 25% toughness damage reduction for as long as 25 stacks of Fury are maintained; stacks multiplicatively with other damage reduction buffs.
Infectious Zeal
Allies in Coherency gain +66% of the Critical Hit Chance granted by Blazing Piety.

stat buff: critical_strike_chance

When reaching 25 stacks of Fury, spreads 10% crit chance to allies who are in coherency with Zealot. Can be refreshed during active duration. Does not stack with the same talent from another Zealot.
Fury Rising
Critical Hits also count up towards triggering Fury.

Allows melee and ranged critical hits to generate stacks of Fury; can generate multiple stacks per critical attack when cleaving; also procs on critical attacks against shields.
Righteous Warrior
+10% Critical Hit Chance from Blazing Piety.

stat buff: critical_strike_chance

Grants 10% additional crit chance to all attacks that can crit, additionally to Blazing Piety's base 15% crit chance (+25% total).


Icon            
Mechanics
Martyrdom
+8% Melee Damage for each missing Wound, up to a maximum of 7 missing Wounds.

stat buff: melee_damage

Missing health segments grant stacks (up to 7). A segment counts as missing if it is fully depleted or fully converted by corruption. On Heresy/Damnation, Zealot can have up to 7 total health segments (2 base, +3 from curios, +2 from Faith's Fortitude) thereby setting the effective max stack count to 6.

Per stack, increases the damage of melee attacks by 8% (up to +48% on Heresy/Damnation, up to +56% below); stacks additively with other damage buffs, and multiplicatively with power level buffs from weapon blessings.
I Shall Not Fall
Martyrdom grants +6.5% Toughness Damage Reduction per missing Wound.

stat buff: toughness_damage_taken_modifier

Each missing health segment grants 6.5% toughness damage reduction (up to 39% on Heresy/Damnation, up to 45.5% below); stacks additively with small toughness damage reduction nodes, the sum stacks multiplicatively with other damage reduction buffs.
Maniac
Martyrdom grants +4% Attack Speed per missing Wound.

stat buff: melee_attack_speed

Each missing health segment increases melee weapon attack animation speed by 4% (up to +24% on Heresy/Damnation, up to +28% below): stacks additively with other attack speed buffs.


Icon            
Mechanics
Inexorable Judgement
Moving grants you Momentum (Stacks 15 times).

When you Hit an Enemy, spend all Momentum, gaining +1% Melee Attack Speed, +1% Ranged Attack Speed, and +1% Damage per Stack. Lasts 6s.

stat buffs:
melee_attack_speed
ranged_attack_speed
damage
dodge_speed_multiplier
dodge_distance_modifier
dodge_cooldown_reset_modifier


Moving generates stacks of Momentum (up to 15); sprinting generates stacks twice as fast. Hitting an enemy with a melee or ranged attack drops all current Momentum stacks.

Per dropped stack of Momentum, increases melee and ranged weapon attack animation speed by 1% and any damage by 1% for 6s. Also increases dodge speed and dodge distance by 0.5%, and dodge reset time by 1% per dropped stack.

Can generate new Momentum stacks while the 6s buff duration is active. The attack speed buffs stack additively with other related buffs; the damage buff stacks additively with other damage buffs, and multiplicatively with power level buffs from weapon blessings.
Retributor's Stance
Replenish 2% Toughness for each spent Stack of Momentum.

function: recover_percentage_toughness

When dropping all current Momentum stacks, replenishes 2% of maximum toughness per dropped Momentum stack. The effectiveness of this toughness replenishment is affected by certain player debuffs like toxic gas.
Inebriate's Poise
Gain 3 Stacks of Momentum on a successful Dodge.

Additionally generates 3 Momentum stacks on successfully dodging enemy melee or ranged attacks (except Gunners, Reaper, Sniper), 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.

The Ghost, Hit & Run and Stripped Down weapon blessings can proc this talent (only against ranged attacks).
34 kommentarer
xsSplater 17. juli kl. 9:13 
Thanks a lot!
kuli  [ophavsmand] 17. juli kl. 9:12 
This is the reason why Fortitude in Fellowship enables coherency regen without any allies because instead of 0, the last factor of the product is 0.25.
kuli  [ophavsmand] 17. juli kl. 9:05 
No, both stat buffs are different and are applied differently during calculation:

Base formula:

5 (base value) * 1.5 (weapon toughness modifier) * 0.5 or 0.75 or 1 (coherency allies)

Fortitude in Fellowship:

5 * 1.5 * (0.5+0.25) or (0.75+0.25) or (1+0.25)

Stay Close!:

(5+5x0.25) * 1.5 * 0.5 or 0.75 or 1
xsSplater 17. juli kl. 6:12 
Hi!
"Fortitude in Fellowship"
+25% must be:
3.75 -> 4,6875
5.63 -> 7.03125
7.50 -> 9.375
like in Ogryn's "Stay Close!"?
Evan 10. juli kl. 23:11 
Thanks for updates (was looking for new Anointed in Blood range/values).
kuli  [ophavsmand] 23. maj kl. 7:48 
It works.
Hurt and Hate 22. maj kl. 0:35 
Inexorable Judgement (bug)

You said any damage increases by 1-15% damage. I took a las pistol and didn't get the bonus to damage
kuli  [ophavsmand] 13. maj kl. 6:25 
@Roatze
That's a good find, you're right. Shroudfield's backstab_damage does not get applied because of the missing keyword – unless the attack gets it from other sources like Backstabber or the blessing. I reported this as a bug.

You're also right about Pious Cut-Throat being unaffected because here the important check is simply whether it's a backstab kill or not which the game can determine just fine without the keyword.
Roatze 8. maj kl. 10:01 
After some testing it seems like the "Shroudfield" ability doesnt actually allow backstabs to deal the bonus backstab damage despite giving backstab damage.
Went through the github source code and apparently the ability just doesnt have the allow_backstab keyword that is required for backstab damage to be applied.
From what i have found, either the "Backstabber" talent node or the "Ruthless Backstab" knife blessing is required to benefit from Shroudfield's backstab damage.
The "Pious Cut-Throat" doesnt seem to be affected by this though and activates regardless of the allow_backstabs keyword, probably because it is related to a different function that is called on kill instead of as part of damage calculations.
eumy45 8. apr. kl. 8:40 
i see, thank you for the reply!