Warhammer 40,000: Inquisitor - Martyr

Warhammer 40,000: Inquisitor - Martyr

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Starting Perks, Skill Trees, Attributes, and Psyker Powers for all Sub-classes
By Morkath
Starting perks, Skill Trees, Attributes, and Psyker Powers for all of the different subclasses.
   
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Overview
On Perks: Each subclass appears to start with a unique perk that can only be obtained by that class. Then while playing through the game you will unlock other perks you can enable. You will end up with 3 active perk slots total.

Unlocked perks are available between all of your classes. So it can be advantageous to level up one character a decent amount before moving to alts. Attribute points and skill categories from achievements are also shared across all characters on an account.

On Weapons: Subclass seems to unlock the different weapons at a slghtly different rate, but you should end up with all of them by rank 20 out of 50 regardless.

So starting perk seems to be the only real deciding factor in your pick.

Best ranged starting subclasses are probably Tactical for Crusader, and Sniper for Assassin. Utilizing the stutter step (start moving in a direction then activate an attack to continue moving in that direction between shots without any further input) for a constant 20% dmg boost.

Heavy gunner will depend on how much it caps at, but still relies on there being enough fodder around to get the bonus, which isn't always the case.

I haven't played with Psyker enough to have a strong opinion, none of the talents are particuarly standouts so probably better off choosing by the starting powers and levels they unlock at.

The +20% dmg at max heat on empyreanist looks good, but you typically do not want to be at max heat due to the negative effects spawning everywhere.
Crusader
Attributes
  • Warfare - +Melee/Ranged Dmg Tree.
  • Toughness - +HP/Suppression Tree.
  • Virtue - +Focus +Suppression Dmg Tree.

Assault
  • Initial Perk: Rabble Slayer - +20% melee damage while surrounded by 3 or more enemies.
  • Attributes: 2,3,1
  • Initial Skill Trees Unlocked: Close Combat, Support, Hit Point, Defense

Tactical
  • Initial Perk: Run and Gun - +20% ranged damage when moving, lasts 2s after stop.
  • Attributes: 2,2,2
  • Initial Skill Trees Unlocked: Ranged Combat, Single DPS, Support, Movement

Heavy Gunner
  • Initial Perk: Exalted Crusader - +5% dmg per kill, 5s duration.
  • Attributes: 3,2,1
  • Initial Skill Trees Unlocked: Ranged Combat, Area of Effects, Support, Defense

Weapons

Melee
  • Chainsword
  • Power Axe
  • Greataxe
  • Power Sword
  • Stormshield
  • Eviscerator
  • Power Hammer
  • Thunderhammer

Pistol
  • Auto Pistol
  • Laspistol
  • Plasma Pistol
  • Bolt Pistol
  • Inferno Pistol
  • Grav Pistol

Rifle
  • Autogun
  • Lasgun
  • Shotgun
  • Plasma Gun
  • Grenade Launcher
  • Boltgun
  • Melta Gun
  • Grav Gun

Heavy
  • Heavy Flamer
  • Heavy Bolter
  • Plasma Cannon
  • Multimelta
Assassin
Attributes
  • Accuracy - +Melee/Ranged dmg Tree.
  • Survival - +HP/Suppression +Dodge chance Tree.
  • Bloodlust - +Adrenaline +Crit Chance Tree.

Infiltrator
  • Initial Perk: Evasive Ambush - +3 dodge for every surprise kill for 10 seconds
  • Attributes: 3,2,1
  • Initial Skill Trees Unlocked: Close Combat, Support, hitpoint, Defense

Sniper
  • Initial Perk: Run and Gun - +20% ranged damage when moving, lasts 2s after stop.
  • Attributes: 4,1,1
  • Initial Skill Trees Unlocked: Ranged Combat, Single DPS, Aimed Shots, Movement

Eradicator
  • Initial Perk: Tactical Mastery - Swapping weapons reduces skill cooldown by 50% and reloads ammo.
  • Attributes: 2,1,3
  • Initial Skill Trees Unlocked: Ranged Combat, Area Effects, Criticals, Defense

Weapons

Melee
  • Death Cult Blades
  • Assassin Power Sword
  • Chainsword
  • Arc Blade
  • Carthean Sword
  • Null Rod
  • Arc Sword

Pistol
  • Auto Pistol
  • Laspistol
  • Plasma Pistol
  • Inferno Pistol
  • Grav Pistol

Rifle
  • Autogun
  • Lasgun
  • Shotgun
  • Plasma Gun
  • Boltgun
  • Melta Gun
  • Grav Gun

Sniper
  • Sniper Rifle
  • Longlas Rifle
  • Needler Sniper Rifle
  • Exitus Rifle
Psyker
Attributes
  • Force - +Dmg Tree.
  • Resilience - +Hp/Suppression Tree +Warp Resistence Tree.
  • Psy Focus - +Max warp heat + crit severity Tree.

Empyreanist
  • Initial Perk: Mind Rift - +20% dmg at max warp heat
  • Attributes: 2,1,3
  • Initial Skill Trees Unlocked: Ranged Combat, Area Effects, Psychic Debuffs, Psychic Combat

Aetherwalker
  • Initial Perk: Anointment - +10% damage for every buff effect on the character.
  • Attributes: 2,3,1
  • Initial Skill Trees Unlocked: Close Combat, Hit Point, Psychic Debuffs, Psychic Combat

Scryer
  • Initial Perk: Blood Driven - +20 movement speed for every kill for 5 seconds, non-stacking.
  • Attributes: 4,1,1
  • Initial Skill Trees Unlocked: Ranged Combat, Single DPS, Psychic Combat, Movement

Weapons

Melee
  • Force Staff
  • Force Rod
  • Warp Rod
  • Force Sword
  • Biomantic Sword
  • Pyrokinetic Staff
  • Aether Blade
  • Telekinetic Rod
  • Wyrdvane Staff

Pistol
  • Auto Pistol
  • Laspistol
  • Plasma Pistol
  • Bolt Pistol
  • Inferno Pistol
  • Grav Pistol
Psyker Powers
Biomancy:
Name
Empyraenist Lvl
Aetherwalker Lvl
Scryer Lvl
Effect
Bio-lightning
1
5
6
Medium Range area dot attack and snare.
Endurance
4
1
4
+20% DR for 30 seconds
Warp Speed
6
1
1
+25% dmg + -25% cooldown to all weapon attacks for 30s. Non-stacking.
Haemorrhage
15
14
1
Long range area dot attack and acc debuff.
Enfeeble
15
15
11
Long range area stun and snare.
Constrict
19
17
19
Single target damage that also applies a snare, knockback, attack speed, and acc debuff to enemies with yellow suppression resistance.

Pyromancy:
Name
Empyraenist Lvl
Aetherwalker Lvl
Scryer Lvl
Effect
Inferno
1
6
15
Column of fire that chases down enemies for 20 seconds.
Fiery Form
1
1
8
Aura, +15% DR, +50% dmg to heat attacks, +20% dmg to other attacks, pbaoe dot for 10s.
Molten Beam
1
14
14
Single target channeled beam attack.
Spontaneous Combustion
12
12
12
Long range single target dot that causes an aoe attack if killed by initial hit.
Firestorm
14
15
14
Long range area dot.
Extermination
16
20
19
3 seeking columns of fire for 5 seconds, channeling spawns 2 more columns per second in exchange for more warp heat and taking self damage.

Divination:
Name
Empyraenist Lvl
Aetherwalker Lvl
Scryer Lvl
Effect
Misfortune
6
3
1
Lowers armor level of target by one level for 10 seconds.
Precognition
7
1
7
100% dmg reduction for 60 seconds, each hit lowers duration 5s and generates 2 heat.
Foreboding
8
8
1
+50% dmg bonus to kinetic attacks, and lowered projectile spread for 30 seconds
Precognitive Dodge
9
9
8
+40 dodge against ranged attacks for 30 seconds.
Divine Shot
11
11
11
First hit on each target deals +100% dmg for 30 seconds.
Death Augury
17
17
17
Killing blow instead heals character to 50% health/suppression and adds 65 heat.

Telekinesis:
Name
Empyraenist Lvl
Aetherwalker Lvl
Scryer Lvl
Effect
Telekine Dome
8
8
9
6 meter radius dome that gives all allies +50% dmg reduction vs ranged attacks from outside. 10s duration.
Maelstrom
18
18
18
Channeled pbaoe dot.
Assail
11
11
16
Slow long range cone dot that knockbacks/down's depending on targets suppression.
Crush
2
1
2
Slow long range single target dot that knockbacks/down's depending on targets suppression.
Shockwave
15
1
1
PBAoE dot that knockback's/down depending on targets suppression.
Levitation
3
2
3
Toggled self buff, +25% move speed and ignores traps and mines. Using any skill turns it off.
13 Comments
toruvinn Oct 19, 2021 @ 10:00pm 
First, thanks for this guide. Basically the most important part for me was this:
> So starting perk seems to be the only real deciding factor in your pick.
Really, all this stuff should be mentioned during char creation, as someone noted below.
I did read the whole discussion BTW, which brings me to another point:
@RedPine, would you kindly elaborate on this? What benefits?
RedPine Nov 2, 2020 @ 11:59am 
The TL;DR is that there are undocumented benefits to getting ALL subclasses to high level. Some of those benefits apply to the other subclasses, some are unique to that subclass.
Fox Jun 15, 2018 @ 1:18pm 
Are there any way to get the Starter perk of other subclasses?

It isn't a good design decision to make subclasses which in term of skills only affect what skill/weapon you have, and then add just that one extra thing which could turn out to be an important part later.
Valin Jun 11, 2018 @ 9:15pm 
Did some more digging and it's probably a bug. Sniper gets Unfettered Movement (Crusader) and Utility harness (psyker).

All other subs have identical perks within their primary class (except the initial starting perk).
Valin Jun 11, 2018 @ 3:17pm 
I'm definitely not high enough level to unlock it, but you can view all the locked perks by scrolling down. Each character has 40 total options and they're alphabetical. You can clearly see that the sniper and Infiltrator have different perks in the last line.

Sniper:
https://steamcommunity.com/sharedfiles/filedetails/?id=1409334069

Infiltrator:
https://steamcommunity.com/sharedfiles/filedetails/?id=1409333946

I agree, it might be a bug as I do see identical perks on the Tactical and Assault crusaders.
Morkath  [author] Jun 11, 2018 @ 2:32am 
@Valin

That sounds like either a bug or your sniper isn't high enough level.

I know Art of Crippling needs rank 50 for the Sniper. Terror tactics is in their perk list, so it should be usable.
Drake Jun 10, 2018 @ 8:58pm 
i found psycher to be frustrating due to the lack of planing could do to aim my efforts towards specific spells.
If you get a pair of the same 1 handed force rods it is nice to use witchfire as a nice battle opener
Valin Jun 10, 2018 @ 8:46pm 
Apparently the starter perks are NOT the only unique perks per sub class.

Some of the unlockable ones are also locked based on background.

Example - Infiltrator Assassin can get Terror Tactics (execution bonus damage) and The Art of Crippling (debuff duration)
Sniper assassin can't use either of them.

I think it would be helpful to note this in your Overview. It's probably enough to just say that multiple perks are sub-class specific. Compiling a full list would be fairly annoying.
freestranger80 Jun 9, 2018 @ 4:33pm 
As far as I get on my lvl 2handed weapons with charge are far more effective than any others. Crusader with thunder hammer is dealing damage much better than heavy plasma or epic bolter.
Assasin with 2h sword *with 2 charge skills turns game into teleport bloodbath while sniper rifle forces you to die slowly of boredom
Danger-Close Jun 5, 2018 @ 7:09pm 
Recommendation for heavy gunner talent purchases?