Warhammer 40,000: Inquisitor - Martyr

Warhammer 40,000: Inquisitor - Martyr

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Warhammer 40,000: Inquisitor - Martyr: Knowledge for new players
Por uniquefreak
This is not an in-depth guide to the mechanics or character builds nor a walkthrough. It's a list of useful information, tips and tricks for new players - stuff I wish I knew when I started playing.
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So what is Inquisitor Martyr?
Take a dash of the grim dark mixed with Grim Dawn, throw in a little Path of Exile and some Dawn of War II.

Grim Dawn? Classes and weapons (or feel thereof). Path of Exile? Skill trees and 'seasons'. Dawn of War II? Travelling the galaxy doing different missions with various rewards in the grim dark. I'm sure there are other mechanics that relate to other games...if I think of relevant ones I'll add them. Oh and 'grim dark', WTF? A quote associated with the Warhammer 40,000 universe is "In the grim darkness of the far future, there is only war".

So, granted I'm still new to Inquisitor - Martyr by this point I have around 300 hours, but I'm sure that's still a drop in the ocean compared to some players, but much of this is things I wish I knew when I started playing. But I'm definitely not new to the Warhammer 40,000 universe...been into it since the early/mid-90s.
Tips for new players - Off-mission (Part 1)
In-game help - as far as I can tell there's no manual for the game, but there is a list of help topics in the pause menu, just look for the Tutorial option. Help in tutorial and no tutorial. Oh, and there's a Compendium by the developer online - see the Useful resources section of this guide for details. The Tutorial is easily accessed from the pause menu in-game and from the Journal screen on the Bridge.

Using a controller - using a controller with the game is not automatic. You need to enable it in Options under the Controls tab from the Start Menu. You can't enable the controller from the in-game Options menu. Oh, and you can't have the controller and the mouse/keyboard active - one or the other folks.

Passive skills - These will either already be unlocked or earned/unlocked usually killing enemies (certain methods or total numbers), by completing missions certain ways (like not dying or getting damaged), or gaining certain levels...or making certain decisions which I am not giving away here. You'll typically earn Passive skill points each time you level up. Passive skills are found on the Passives tab.

Perks - skills you add to your character on the Character screen. Each perk is earned/unlocked usually by killing stuff (certain methods or total numbers), by completing missions certain ways (like not dying or getting damaged), or gaining certain levels. These are different and separate from your passive skills (bonuses to health, damage, movement and resistance for example) and attributes.

Heroic Deeds - these act as in-game 'achievements' and typically reward you with unlocked Perks. Some of these are generic, some of these are class based. Would it surprise you if I said they were earned/unlocked usually by killing stuff (certain methods or total numbers) and by completing missions certain ways (like not dying or getting damaged)...as well as opening different types of chests, collecting credits, getting injured, among others? Just like Passives, Heroic Deeds have their own tab.

Attributes - these are similar to the stats you'd be familiar with from other (A)RPGs, providing increased modifiers as they increase. You can allocate (and reallocate) Attribute points on the Character screen. There are three attributes, differing for each class.

Crusaders receive Warfare (+1% Base Damage per Point); Toughness (+40 HP and Suppression per Point); Virtue (+2 Focus and +1% Suppression Damage Bonus per Point).

Assassins receive Accuracy (+1% Base Damage per Point); Survival (+20 HP and Suppression per Point and +0.5% Dodge per Point); Bloodlust (+2 Adrenaline and 0.25% Critical Hit Chance per Point).

Psykers receive Force (+1% Base Damage per Point); Resilience (+30 HP and Suppression and +1 Warp Resist per Point) ; Psy Force (+2 Warp Heat and 0.5% Critical Strength per Point).

Tech Adepts receive Logic (+1% Base Damage per Point); Bionics (+40 HP and Suppression per Point); Mindlink (+2 Data-Flux and +1% HP to all Constructs per Point).
Details of exactly what each level of Attribute grants each class can be found in the Class section of this guide.

Psalm-Code Doctrines - these are not crafted as much as the effect is granted once the psalm-codes are socketed into equipment. Have a look at Psalm-Code Doctrine HelperSheet and there's a section on it in the Compendium. Important to note that you can't use Psalm-Code Doctrines until your character reaches level 50.

Enchantments and weapon loadouts - you'll often notice that some non-weapon equipment will have an enchantment that seems weapon-like...good news these enchantments do indeed apply to your weapons. The exception is signums. Now these apply only to the weapon they are associated with. If you carefully look at your weapon(s) as held by you character in the inventory screen, the signums are attached to the weapon(s). So when you swap weapons you can no longer get the effects of the previous signums as there are different ones attached to these weapons.
Tips for new players - Off-mission (Part 2)
Excess equipment - have equipment you're not of sufficient level to use? Or maybe for another build? Put it in storage. Yes, you can carry a lot 'on your person' but why? Just makes sorting loot end of mission so much harder.

And be clever about what to keep - your storage can fill up really quickly. Really quickly. One thing to consider if you've not previously played ARPGs where storage is shared amongst characters is (i) the level of your other character(s) and (ii) the likelihood your other character finding something just as good (or better) by the time the reach sufficient level to use the item.

Moving items to storage - moving consumables (for example, Void shards, Intel and Psalm-Codes) to storage will add them to an existing stack no matter which tab you are on (assuming you have a non-full stack), but moving non-consumables will add them to the tab you're on.

Moving within storage/splitting stacks - sometimes you may want to split stacks of consumables into smaller stacks. When using controller you'll be given the choice of how many to move once by attempting to move the whole stack, with mouse/keyboard hold control while dragging and you'll be given the choice to split when you release the mouse button. You cannot split stacks across your inventory and storage - you'll need to split a stack and then move it. Be aware of the above point if moving consumables to a location with a non-full stack.

Sorting loot - this is a tricky topic, especially when you come back from a mission with one or two (maybe even three) pages of loot. Early on, be considered in your decisions - there's less to sort through and finding the right equipment and enchantments, as well as learning what equipment and enchantments are available to you, is important.

As you find your rhythm you'll know what you're looking for, also as you get onto Artificer (purple) and Relic (brown, red and orange) rarity equipment, you'll realise that although lower rarity equipment may have a number of good enchantments they're lacking to the total number you have on higher rarity item.

If you decide to sell or salvage loot, just remember that you can sell and salvage loot based on rarity alone. But also remember that buy-back is gone once you close the store window, and salvage is final - gone is gone and all deals are final.

Selling VS salvage - you can sell excess equipment to the captain and deconstruct/disassemble (salvage) equipment with the tech priest once you rescue him. As per advice from Dexadrinne - sell, sell, sell. The financial cost of crafting your own weapons, armour and equipment is greater than the material costs - so you'll need all the credits you can get. I'm sure Dex (and others) probably has a different opinion, but I find selling artificer and below and salvaging relic and above as a good rule of thumb.

Difference between Inquisitor Martyr and Prophecy - short version: Martyr multiple character classes; Prophecy tech-character class different story line. There are plenty of discussions on Steam and Reddit that explain it better.

I have both Inquisitor Martyr and Prophecy which do I load - according to Neocore stick with the Martyr client. Unless you want the Steam Achievements from Prophecy, because Prophecy is technically a standalone game and not a DLC achievements unlocked in Martyr will not transfer to Prophecy.

DLC - So some of the DLC is just cosmetic. It looks pretty but don't do nuffin'. Nuffin': that's gooderer English isn't it? This includes DLC such as the footprints, servo-skulls, cherubim and emotes. Usually 'complete' collections are cheaper than buying the game and individual DLC so this info is not really helpful...but if you can get the proper add-on DLC such as Charybdis Outpost or Forgotten Arsenal and the game cheaper than the complete collection, it's useful knowledge. Oh and of course, the Warhammer 40,000: Inquisitor - Martyr Complete Collection includes Prophecy, so, you know.

Below is what is added by the non-cosmetic DLC:
Charybdis Outpost - Priority Assignment
City of Suffering - Starmap Special Location (Myrkon)
Discordant Choir - Priority Assignment
Faith Undone - Priority Assignment
Forgotten Arsenal - Starmap Special Location (Sacred Vault HS-1011)
Grim Penance - Priority Assignment
Maelstrom of Carnage - Starmap Special Location (Void Station Fortress of the Valorous Heart)
Mind Plague - Priority Assignment
Occult Siege - Priority Assignment
Poisoned Souls - Priority Assignment

Seasonal characters and storage - the season ends...what happens to your character and all your goodies you've collected along the way? Your seasonal character will become a non-seasonal (standard) character and there'll be a grace period where your storage will have a tab for your seasonal and non-seasonal (standard) equipment. Make sure you move your seasonal stuff across before the start of the new season...not sure what happens if you don't...not sure I wanna risk waiting and finding out.
Tips for new players - On-mission (Part 1)
Weapon damage types - in your inventory select 'View Item Skills' for each individual item. It lists the attacks each weapon has. Just gotta remember which is which when on mission. Also have to remember there are four attacks, though I've been told if you play with keyboard and mouse you'll likely end up 'spamming' just the two linked to left and right mouse buttons.

Ammo - you can't run out! Blast away, all day, hip hip hooray. At least this is the case for your primary or secondary weapons. Grenades and mines (if you've equipped them) you can refill from supply chests...as long as there are unclaimed supply drops, then out is out.

Destructible environment - yes, the environment responds to damage, some inconsequential, some dangerous. There's no hidden items or secrets to be found by blowing stuff up - but, there is an Heroic Deed for killing enemies with exploding barrels and falling buildings. Watch out for what cover you choose to use - if you choose to use cover - some cover is more easily destroyed than others. Yellow, red and blue barrels are very easily destroyed. Other cover may be extremely hardy...but it will eventually be destroyed by enough damage.

Now at the request of one commenter, I should point out that this is NOT DOOM OR WOLFENSTEIN 3D. There are no secret areas you can access by clicking on walls. Furthermore. this is NOT PATH OF EXILE you will not find loot by blowing up the environment. This is INQUISITOR - MARTYR (OR PROPHECY) and you will enjoy watching stuff go boom...

Exploding 'barrels'


Note the the two different types - different appearance, same boom. Be careful standing near these - enemy fire can set them off and on the odd occasion there are skull traps that when triggered detonate them. On the other hand, luring enemies near them and shooting the barrels is a clever trick!


Weak-cover barrels


They come in three different colours for the discerning consumer, Ultramarine blue, Flesh Tearer red and Imperial Fist yellow.


Tough cover - barrels and barrier


These however are 'tougher' barrels which can withstand a pounding as can barriers such as the one on the right.



Skull traps/mines - these blighters can be destroyed before you trigger them - just shoot 'em. There's even an Heroic Deed for destroying traps. With skull traps make sure you don't cross the laser between the two skulls - that activates the trap.



Skull trap





Mines


(No my assassin is not wearing a hat there, just my Servo Commissar-skull getting in the way!)



Chests - not supply or medical chests - the ones the on mission just say chest: always reload your weapon(s) before opening. A lot of the time Often you get the trick not the treat and it summons turrets.



Standard 'loot' chest





Non-standard 'loot' chest





Non standard non-standard 'loot' chest





Nurgle 'loot' chest


These aren't guarded or anything...just 'grossified' (is that a word?) by Nurgle's followers...probably like the rest of the map. They contain loot just like any other loot chest.


Stolen Relic 'loot' chest


While trapped chests are indistinguishable from regular chests, Stolen Relic chests are always guarded by a demon. Beware though, once you trigger the guardian you have limited time to kill it - fail to kill it in time and the chest can't be opened. Stolen Relic chests are also sometimes known as Spoils of War chests.



And not all chests are marked on the map! So keep your eyes open, good loot can be got from them.


Non-marked chest


(Though the white light above them is often a giveaway.)


Supply/medical supply chests - when you open these you pick-up only as many resupplies as you need to 'fill up'. So, you can always come back later if you need to restock.

Supply (L) and medical supply (R) chests





Poisoned-trap rooms - this one got me first time I came across one. You enter an area, the doors at both ends lock and gas starts flooding in. Oh my! Just shoot out one or other of the doors and presto, fresh air.

Tech-shrine - these apply a buff, either a damage, defence or movement bonus for 60 seconds. You can have more than one tech-shrine of a different type active at a time, but the effects of the same type of tech-shrine will not stack - if I remember correctly the 60 second counter will just reset.

Damage and defence tech-shrines are best used for big (and medium) bads, but can also be good for quickly clearing out lower level enemies. They are usually found near the spawn point for big bads - clear the lower level trash between you and them, go back activate the shrine and head after them. Oh and if you have followers? They get the buff too!

Damage shrines have a red glow, defence a blue glow and movement a white glow. Shrines grant their bonus for 60 seconds: 50% damage, 20% resistance, 25% movement. Check the eye's of the skulls to more easily distinguish between defence and movement shrines.

The last season had rather rare Inferno shrine (I think I saw only two...maybe there were more and I missed them - dunno) and according to Neocore's announcement for the season starting December 2020 [neocoregames.com] (Season of the Warp Surge) "Shrines across all missions will have a chance to transform into Warp Shrines, granting players a huge damage and movement speed bonus."


Damage bonus tech-shrine





Defence bonus tech-shrine





Movement bonus tech-shrine





Teleport beacons - some teleports merely return you to a more central location, particularly on larger maps, but others take you to secret areas! So be lazy, take a teleport rather than walking back...you never know where you might end up. Oh and of course there's loot in theses secret areas...sometimes guarded by a medium bad, of course.

Tips for new players - On-mission (Part 2)
Enemy health bar - like a regular bar but with healthy drinks and food some higher level enemies have two 'health' bars. The top one is their actual health, the bottom is either their armour or shield (enemy type dependant) I'm still confused by this. Scrolling down that bit further in the in-game help under Suppression it says that Medium and Elite enemies also have a suppression bar. So this makes me think that suppression is what is displayed in the second bar...but then I was inflicting status effects that should only happen under Suppressed or Overwhelmed state but this was not reflected on the bar. Colour me confused. Plus sometimes the top bar will have two bars in one... Essentially my original following sentence still applies: The second will reduce as they take damage, but doesn't need to be/won't necessarily be depleted before you kill them.

Update from the knowledgeable Borogrove:

"This is actually a Suppression bar, just like the one that your character has wrapped around their HP bar, and it behaves similarly---varying crowd control effects can be applied to enemies in green/yellow/red suppression states. Low-level enemies simply won't have one, which translates to them permanently being in the "exposed" (red) state, where all CC effects can be applied. Boss enemies are usually the only ones that have all three levels and cannot be CC'd until the suppression bar is depleted somewhat."


Big-bads of a level - sometimes the big bads of a level will try and make it hard for you and you'll need you to change your tactics, or more specifically weapon. If you are having trouble killing the big bad (like they regenerate quicker than you can damage them) you may need to change the way you are trying to kill it. So think about your secondary weapon, particularly making sure you have one that deals with armour effectively. This is more so when you have lower-end weapons, as you get better weapons and a better understanding of the game's mechanics this may become less of an issue.

End of mission - when the mission ends, DON'T end the mission straight away. Frequently the end area includes a chest of loot, and maybe there's a part of the map you didn't explore where there's a chest hidden. And of course more things to kill - which means more XP and more loot.

Non-core missions - it seems you can do these ad nauseam to your heart's content without worrying about it directly affecting the core/story mission(s). At worst, the story missions will level up with you.
Character Classes - Overview
There are four character classes in the game, three in Inquisitor Martyr (Crusader, Assassin and Psyker) and one added by Prophecy (Tech-Adept). Within each class there are there are three subclasses for a total of 12. Each subclass has different starting perks and initial equipment. Some perks are unqiue, others (or their upgraded versions) are available within the class or across the class.

Fraggoth, who had set out the basics of the following sections has the following to say:

"It should be noted that there is some minor overlap with some General/Universal Perks in terms of what certain perks do - Empyrianist's "Mind Rift" overlaps with the unlockable "Mind Rift II" Perk (and stacks with it too, if memory serves) for instance.

Eradicator's "Tactical Mastery" Perk is, as far as I know, the only one that you can obtain for anyone regardless of starting class - thereby rendering that Sub Class pretty much moot unless you REALLY want to min-max the Bloodlust attribute."

And of course, just because one subclass has certain starting equipment doesn't mean you can't adapt from other subclasses and use that. For example, my Assassin/Sniper makes wonderful use of the Stealth Body suit armour. Some weapons are not class specific, though many are as are all armours.

The Crusader class includes the Assault, Tactical and Heavy Gunner subclasses. The Assassin class includes the Sniper, Infiltrator and Eradicator. The Psyker class includes the Empyreanist, Aetherwalker and Scryer. The Tech-Adept class includes Adept Secutor, Adept Dominus and Adept Skitarius.

The class description as well as the 'expertise' details are taken directly from the game...so Neocore's work, not mine - but can't do better than straight from the Dev's mouth!
Character Classes - Crusader
Before rising to the rank of Inquisitor, you served as a Crusader, the holy warrior of the Adeptus Ministorum. Crusaders display their devotion to the Emperor as honour guards or executioners, and such is the zeal of the Crusaders that it makes them ideal recruits for the Inquisition.

Inquisitors with the Crusader background are fearsome warriors using heavy armour and weaponry. On the battlefield they relentlessly march through fire, like the legendary Juggernauts of the old Terran myths. They are the slowest of the three agent archetypes, trading mobility for protection and firepower.


Focus Resource
Crusaders must spend Focus points to operate Power Armour and Heavy Weapons skills. Focus is a Crusader-exclusive resource, recharging with time at a fixed rate.

Heavy Weapons Specialist
Only Crusaders are capable of wielding Heavy Melee and Ranged weapons, making them the most efficient agents to deal out mass destruction while doing the Emperor's work.

Power Armour
Crusaders are permitted to wear Power Armour, so they can soak up a tremendous amount of damage that would slay a mere mortal in seconds.

Assault Crusader Expertise
Power Sword, Greatsword and Suppression Shield
The Assault Crusader is the master of hand-to-hand combat, wielding Power Sword and Suppression Shield or the two-handed, energy-infused Greatsword, cutting through several enemies at the same time or mitigating incoming damage with shocking efficiency.

Assault Armour
A Power Armour equipped with a light but effective Jump Pack. The wearer is capable of making long jumps across the battlefield and deal impact damage at arrival. This powerful ability can be used for offensive or defensive purposes alike. Also equipped with a Refractor field generator.


Initial Perk: Rabble Slayer - +20% Melee Damage/+60% Melee Damage Bonus when Surrounded
Initial Weapon(s) - Power Sword and Suppression Shield


HP: 4414
Suppression: 4395
Focus: 113
Base Damage: 22

Warfare: 2
Toughness: 3
Virtue: 1



Tactical Crusader Expertise
Laspistol and Autogun
The Tactical Crusader takes the fight to the enemy wielding the common, but versatile ranged weapons of the Imperium. They can be used for devastating burst fire and precise aimed shots alike, depending on the situation.

Sentinel Armour
An ancient Power Armour variant equipped with sophisticated Tactical Cogitator and a Teleport Beacon System. The wielder can summon automated Tarantula Turrets from the dropship in orbit and wreak terrible havoc upon the enemy. Also equipped with a Stun Mine dispenser belt.


Initial Perk: Run and Gun - +35% Ranged Damage Bonus for 2 seconds after moving
Initial Weapon(s) - Laspistols (Dual wielded)


HP: 4374
Suppression: 4355
Focus: 115
Base Damage: 22

Warfare: 2
Toughness: 2
Virtue: 2



Heavy Gunner Crusader Expertise
Shotgun and Lasgun
The Heavy Gunner Crusader starts out with common Imperial armament, unlocking more potent weapons of mass destruction later down the path. The Shotgun is an ancient tool for close-quarters butchery, while the Lasgun is a versatile rifle for medium range encounters.

Demolition Armour
A heavy armour equipped with an auxiliary missile launcher system. This rare Power Armour variant was tailored specifically to the need of Inquisitorial retinues in need of fire support in desolate, isolated environments. Also equipped with a Frag Grenade dispenser belt.


Initial Perk: Exalted by Murder - +5% Damage Bonus on Kill for 5 seconds (Stacks 10 times)
Initial Weapon(s) - Shotgun


HP: 4364
Suppression: 4355
Focus: 113
Base Damage: 22

Warfare: 3
Toughness: 2
Virtue: 1


Crusader Attributes
Attribute (Warfare)

Level I (5 Points)
Demolition +25% Damage Bonus against Cover

Level II (10 Points)
Deflection +5% Deflect

Level III (15 Points)
Mobility +5% Movement Speed

Level IV (20 Points)
Precision +5% Critical Hit Chance

Level V (25 Points)
Beast Lore +15% Bonus Damage against Elite and Boss Enemies



Attribute (Toughness)

Level I (5 Points)
Haemophagia +10% Inoculator effectiveness

Level II (10 Points)
Rejuvenation +30 HP Regeneration per second

Level III (15 Points)
Salamandra +10 Heat Resist

Level IV (20 Points)
Fortitude +10 Physical Resist

Level V (25 Points)
Absorption 5% Damage Reduction



Attribute (Virtue)

Level I (5 Points)
Purity +10 Warp Resist

Level II (10 Points)
Unbending +250 Suppression

Level III (15 Points)
Vigor +0.5% HP and Suppression gained per Focus point spent

Level IV (20 Points)
Devotion +1 Focus per second

Level V (25 Points)
Juggernaut +10% Damage Bonus if Suppression Status is Green
Character Classes - Assassin
Before becoming an Inquisitor, you served the Imperium as a Death Cult Assassin, a specialist of deceit who expresses her worship through death. Death Cults can be found on many Imperial worlds, paying their tithe to the Emperor with the culling of Heretics, Traitors and other enemies of Mankind.

Inquisitors with a Death Cult background are deadly assassins, experts in hit-and-run tactics and exotic weapons. In combat they rely on their acrobatic skills and speed, thus preferring lighter armour and weapons.

Adrenaline Resource
Assassin Inquisitors must spend Adrenaline points to Dodge, use Exotic Weapons and Armour skills. Adrenaline is regained by wounding or killing enemies.


Exotic Equipment
Due to their status and training, Inquisitors with a Death Cult background can use even the most exotic wargear from the Imperial arsenals.

Dodge
Assassin Inquisitors can always use their Dodge ability to evade incoming attacks, regardless of the armour they wear.


Sniper Assassin Expertise
Sniper Rifle and Autopistol
The Sniper is the master of killing from afar with the extremely powerful Sniper Rifle. The Assassin Inquisitor can aim for weak spots, crippling or disarming the target. The Autopistol is a capable backup for close range work.

Hololithic Armour
Another ancient and extremely rare armour, somewhat similar to the infamous Eldar Holo-fields. The wearer can create holographic projections about herself to confuse enemies and evade fire. Also equipped with a Stun Mine dispenser belt.


Initial Perk: Run and Gun - +35% Ranged Damage Bonus for 2 seconds after moving
Initial Weapon(s) - Sniper Rifle


HP: 3262
Suppression: 4375
Focus: 121
Base Damage: 23

Accuracy: 6
Survival: 5
Bloodlust: 5


Infiltrator Assassin Expertise
Death Cult Blades and Assassin Power Sword
The Infiltrator has perfected the art of carving flesh with her two Death Cult Blades and the two-handed Power Sword. These deadly close combat weapons can launch a flurry of swift attacks and deal powerful killing blows.

Stealth Bodysuit Armour
The Stealth Bodysuit grants chameleon-like abilities. Combined with the speed and agility of an Assassin Inquisitor that means virtual invisibility for a limited time. Also equipped with a Remote Mine dispenser belt for ambush attacks.


Initial Perk: Evasive Ambush - +3 Dodge for every Surprise kill for 10 seconds (Stacks indefinitely)
Initial Weapon(s) - Death Cult Blades (Dual wielded)


HP: 3282
Suppression: 4395
Focus: 121
Base Damage: 23

Accuracy: 5
Survival: 6
Bloodlust: 5


Eradicator Assassin Expertise
Shotgun and Sniper Rifle
Eradicators revel in butchery at point blank range, turning multiple targets into flechette-ridden meat, or they punch gaping holes into their enemies with solid slugs. For targets that are out of the reach of the Shotgun, they can revert to the Sniper Rifle.

Fabricatus Distortion Armour
This relic armour is of an extreme rarity, almost unheard of outside the Caligari Sector. It uses ancient xeno-technology to give its wearer incredible speed for a short time by distorting the flow of time. Also equipped with a Refractor field generator.


Initial Perk: Deadshot - +20% Damage Bonus with Ranged Weapons when attacking from Surprise state
Initial Weapon(s) - Shotgun


HP: 3262
Suppression: 4375
Focus: 125
Base Damage: 22

Accuracy: 4
Survival: 5
Bloodlust: 7


Assassin Attributes
Attribute (Accuracy)

Level I (5 Points)
Dismantle +10% Suppression Damage Bonus

Level II (10 Points)
Counter-blow +5 Suppression gained on hit

Level III (15 Points)
Exploitation +20% Damage Bonus in Surprise state

Level IV (20 Points)
Euphoria +5 HP gained on hit

Level V (25 Points)
Overdrive +10% Damage Bonus for 5 seconds on kill


Attribute (Survival)

Level I (5 Points)
Momentum +5% Dodge in Surprise state

Level II (10 Points)
Immuno-flux +2 seconds to Inoculator effect's duration

Level III (15 Points)
Quickening +5% Movement Speed

Level IV (20 Points)
Carnophagia + 40 HP gained on kill

Level V (25 Points)
Fluidity +10% Dodge for 5 seconds on kill


Attribute (Bloodlust)

Level I (5 Points)
Hidden Reserve +0.5% HP and Suppression gained per Adrenaline point spent

Level II (10 Points)
Wounding +5 Critical Strength

Level III (15 Points)
Carnal Squeeze 1% Damage Bonus per Adrenaline point spent for 5 seconds

Level IV (20 Points)
Bodysurge + 200% Adrenaline regeneration in Surprise state

Level V (25 Points)
Blessed Murder +5% Critical Hit Chance and Critical Strength for 5 seconds on kill
Character Classes - Psyker
Before rising to the rank of Inquisitor, you served as a Primaris Psyker, drawing power from the Warp, shaping reality with your mind. Psykers are sanctioned mutants, disdained, yet essential to the Imperium. They channel otherworldly energies to banish Daemons, but they always risk damnation and deadly backlash from the Immaterium.

Inquisitors with a Primaris Psyker background are experts in harnessing the boundless power of the Warp. In combat they rely on their psychic powers, preferring light armour and psychically attuned weapons.

Perils of the Warp
Psykers gain Warp Heat points as penalty for using psychic powers. Accumulating these points may spawn Warp anomalies or even Daemons. Warp Heat can be reduced by using Force Weapons.

Psychic Powers
Due to their unique talents, only Inquisitors with the Psyker background are permitted to use psychic powers.

Force Weapons
Amplifying their wielder's Empyrean powers, Force Weapons can only be used by Psykers.


Empyreanist Psyker Expertise
Force Staff
The Force Staff is a psychic weapon, which is very hard to master: an arcane conduit to channel the wielder's amplified will into the target.

Empyrean Armour
Even the existence of this ceremonial armour is fervently denied outside the Caligari Conclave. It uses long-forgotten xenotechnology to create a Warp anomaly that halts the flow of time for a short duration. Also equipped with a Rosarius Force Field.


Initial Perk: Mind Rift - +45% Damage Bonus in Imperiled Warp Heat state
Initial Weapon(s) - Force Staff


HP: 3192
Suppression: 4305
Warp Heat: 117
Base Damage: 22

Force: 2
Resilience: 1
Psy-Force: 3


Aetherwalker Psyker Expertise
Force Sword and Force Rod
The Force Sword can be a formidable psychic weapon in the hands of a trained psyker, capable of banishing Daemons back to the Immaterium with a single strike. Combined with a Force Rod that stores raw psychic energy, only a few can weather the wrath and insanity of the Aetherwalker.

Aetherwalker Armour
This ancient, psychically reactive armour phases its wearer between the Immaterium and Realspace, permitting to travel short distances in the blink of an eye. Also equipped with a Personal Void Shield generator.


Initial Perk: Anointment - +10% Damage Bonus for every active Psychic Power buff.
Initial Weapon(s) - Force Sword and Force Rod (Dual wielded)


HP: 3252
Suppression: 4365
Warp Heat: 113
Base Damage: 22

Force: 2
Resilience: 3
Psy-Force: 1


Scryer Psyker Expertise
Bolt Pistol and Force Rod
The Bolt Pistol is a sturdy, cumbersome weapon, firing mass-reactive bolts that detonate on impact or inside the target. Combined with a Force Rod that stores and channels raw psychic energy, the Scryer wields the perfect combination of physical and otherworldly threat.

Warpbound Armour
This lightly armoured, psychic-attuned suit permits the Psyker to project its disembodied presence over the physical world, to gaze beyond the veil, making the Scryer the master of virtually undetectable reconnaisance. Also equipped with a Frag-grenade dispenser.


Initial Perk: Blood Driven - +20 Movement speed for on kill for 5 seconds (refreshes on kill).
Initial Weapon(s) - Bolt Pistoland Force Rod (Dual wielded)


HP: 3192
Suppression: 4305
Warp Heat: 113
Base Damage: 22

Force: 4
Resilience: 1
Psy-Force: 1


Psyker Attributes

Attribute (Force)

Level I (5 Points)
Dismantle +10% Suppression Damage Bonus

Level II (10 Points)
Ethereal Drain +10 Damage Bonus when above 75% Warp Heat

Level III (15 Points)
Astral Bleed +5% Warp Damage Bonus

Level IV (20 Points)
Precision +5% Critical Hit Chance

Level V (25 Points)
Pain Channeling 1% Damage Bonus for Psychic Powers for every 2% missing of HP


Attribute (Resilience)

Level I (5 Points)
Immuno-flux +1 seconds to Inoculator effects duration

Level II (10 Points)
Counter-blow +5 Suppression gained on hit

Level III (15 Points)
Quickening +5% Movement Speed

Level IV (20 Points)
Bio-resist +3 to all Resists

Level V (25 Points)
Undying No self damage from Psychic Powers when above 75% Warp Heat



Attribute (Psy Force)

Level I (5 Points)
Daemonbane +5% Damage Bonus against Daemons

Level II (10 Points)
Concordia 10% Warp Heat cost of Psychic Powers

Level III (15 Points)
Attunement -3 Warp Heat on Force Weapon skill use

Level IV (20 Points)
Time Warp -10% Cooldown for Psychic Powers

Level V (25 Points)
Sanctic Aura +20% chance for Beneficial Warp Anomalies
Character Classes - Tech-Adept
Before rising to the rank of Inquisitor, you served as a Tech-Adept of the Adeptus Mechanicus, the cult of the Machine God. They are the safekeepers of advanced Imperial technologies, performing maintenance litanies to command machine spirits, but slowly losing all humanity by replacing their bodies with cybernetical implants.

Inquisitors with the Tech-Adept background are experts of the Machine. In combat they wield arcane and forbidden weaponry and can rely on the never ending supply of Psiloi Constructs of the Legio Cybernetica.

Data-Flux Resource
Tech-Adept Inquisitors spend Data-Flux points to create battle constructs, gun turrets, combat servitors and robots. Data-Flux is recharging with time at a fixed rate.

Psiloi Constructs
Only Tech-Adepts can command the assorted Constructs of the Legio Cybernetica.

Arcane Tech Equipment
Due to their technological indoctrination, Inquisitors with the Tech-Adept background have access to arcane equipment that only can be operated by the Adeptus Mechanicus.

Adept Secutor Expertise
Omnissian Axe
A formidable two-handed power weapon wielded by the Skitarii Legions of the Adeptus Mechanicus.

Electroid Shielding Armour
A parasitic, mecha-sapient armour that diverts physical harm from its wearer and channels it into the Psiloi Constructs controlled. Altough it is an Adeptus Mechanicus design, the Tech-Adept decided to keep his previous battle vestments even as an Inquisitor, based on his accumulated combat statistics.


Initial Perk: Mind impulse Sync - 30% of melee damage is applied to the construct.
Initial Weapon(s) - Omnissian Axe Beta


HP: 3438
Suppression: 4395
Data-Flux: 113
Base Damage: 56

Logic: 2
Bionics: 3
Mindlink: 1


Adept Dominus Expertise
Arc Rifle
A perma-capacitor powered rifle that rapid-fires electric arc blasts with a loud crack, frying organic flesh and machine circuitry alike.

Technomartyr Vestment Armour
Even after becoming an Inquisitor, the Tech-Adept insisted on wearing his previous ceremonial tech-armour used by the acolytes of the Adeptus Mechanicus, as it significantly boosts the Tech-Adept's control over the Psiloi Battle-Automata, therefore resulting in more optimal outcome in battles.


Initial Perk: Parasitic bio-Link - When a Construct takes damage, you heal for 1% of Maximum Health.
Initial Weapon(s) - Plasma Caliver Beta


HP: 3398
Suppression: 4355
Data-Flux: 117
Base Damage: 55

Logic: 1
Bionics: 2
Mindlink: 3



Adept Skitarius Expertise
Radium Carbine
A highly dangerous, baroque tech-carbine that fires hyper-irradiated projectiles that kill not only through kinetic impact but also by radiation sickness. Without rad-leeching protective equipment, Radium weapons eventually kill their wielders.

Necromechanic Raiment Armour
An arcane tech-armour that drains on the wearer's chemical and psychic energy to recharge and repair all Psiloi Constructs under the Tech-Adept's control. The affected construct's fighting capabilities are temporarily boosted.


Initial Perk: Noospheric Targeting - +20% Ranged Damage Bonus to the Tech Adept and/or the Constructs when there are no enemies within 5 meters of them. The bonus is calculated individually.
Initial Weapon(s) - Radium Carbine Beta


HP: 3398
Suppression: 4355
Data-Flux: 115
Base Damage: 56

Logic: 2
Bionics: 2
Mindlink: 2


Tech-Adept Attributes


Attribute (Logic)

Level I (5 Points)
Omnispex +5 Critical Hit Strength

Level II (10 Points)
Scryerskull +5% Critical Hit Chance

Level III (15 Points)
Machine Might +5% Damage Bonus

Level IV (20 Points)
Conquest Protocol +10% Movement Speed

Level V (25 Points)
Gloria Mechanicus +10% Damage Bonus to you and your existing Constructs for 10 Seconds after teleporting in a new Construct.


Attribute (Bionics)

Level I (5 Points)
Shroudpsalm +5 Suppression gained on hit

Level II (10 Points)
Self Repair +5% HP for the Constructs

Level III (15 Points)
Repulsor Grid +5 to all Resists

Level IV (20 Points)
Aegis Protocol +10% Damage Reduction for the Constructs

Level V (25 Points)
Emnatus Field 10% HP gained when teleporting in a Construct


Attribute (Mindlink)

Level I (5 Points)
Psalmcode -5% cooldown

Level II (10 Points)
Data-tether +0.5% HP and Suppression gained per Data-Flux point spent

Level III (15 Points)
Infoslave-Skull 5 Data-Flux gained on Construct death

Level IV (20 Points)
Elimination Protocol +10% Damage Bonus for the Constructs

Level V (25 Points)
Binaric Clarity +1% from all remaining Cooldown per Data-flux point spent
Mission Types
Mission type
Mission overview
Notes
Assassination
Eliminate marked enemies
Technically you only need to eliminate the marked enemies, but nothing says you can't slaughter them all (or need to so as to be able to actually get near the marked enemies)
Bunker Busting
Disable 3 AA turrets and the command bunker
Need to kill enemies near turrets before you can disable them.
Callous Hunt
Eliminate marked enemies
Technically you only need to eliminate the marked enemies, but nothing says you can't slaughter them all (or need to so as to be able to actually get near the marked enemies).
Datahunt
Access the 3 marked cogitator terminals
This takes time and enemies come after you until each access is complete
Defence
Defend the objective from several waves of enemies
Look for the Shield icon on your map/minimap - if you don't see it, you're in the wrong place!
Demonic Incursion
Destroy 3 warp gates
Destroying warp pillars (if there are any) helps slow down enemy incursion through the warp gate. Not a lot of XP per kill, but you can farm XP by not destroying the gate and camping.
Hot Pursuit
Hunt down marked enemy
DO NOT KILL THEM. DO NOT, DO NOT, DO NOT. You need to capture them. Not kill. Capture.
Hunt
Eliminate marked enemies
Technically you only need to eliminate the marked enemies, but nothing says you can't slaughter them all (or need to so as to be able to actually get near the marked enemies)

Infested Halls
Destroy the 3 marked Nurgle nests
Nurgle nests need nuking...well destroying. How you do it is up to you.
Intel Pursuit
Find and interrogate 'VIP'
You need to get to their locating before they are overwhelmed - dead 'VIP' = failed mission. Once rescued the 'VIP' will mark out the location of the intel on your map
Nurgle Infestation
Destroy the 3 marked Nurgle nests
Nurgle nests need nuking...well destroying. How you do it is up to you.
Panic room
VIP is locked in a panic room which is under attack
You need to get to their locating before they are overwhelmed - dead 'VIP' = failed mission. You'll then need to escort them to the exit location all the while still keeping them alive
Purge
Kill 'em all
As it says in the description. Things to take note of though: once you get down to 20 enemies left, Caius Thorn gives you a message and the remaining enemies show on you map; trap-triggered and non-triggered turrets count towards total enemies; death and trap-spawned enemies count towards total enemies; enemies in secret areas count towards total enemies.
Rescue
Rescue and escort Astra Militarum Imperial Guardsmen to the exit
You'll need to rescue three (3) lots of guardsmen and then escort the lot to their exit location. They don't start taking damage until you get near their position, but can die if you take too long to kill their attackers, or get them killed on the way to the exit. I think some losses are acceptable for a successful mission - not sure how many before you fail.
Secure the artifact
Locate, access, and activate to secure the artifact
Much like Datahunt missions - just as slow. While you only need to unlock and activate one artifact the maps are often large so take as long as the Datahunt maps. Once you enter the area to unlock access to the artifact, the return path will fill with turrets, so consider using the teleporter instead of walking.
Sabotage
Destroy 3 marked pieces of machinery
The easiest of the mission types - they blow up in one-shot. Much like Callous Hunt, technically the 3 (three) marked machines are your only targets...but in practicality, you may need to bust a few dozen hundred heads
Siege
Free strongpoints by killing all enemies
You get free Astra Militarum support - squads of 4, maximum 3 squads at time - to help you in your goal. If they die, just wait at the latest conquered strongpoint for them to respawn
Silence the Guns
Destroy 3 Mortar turrets
Just like Bunker Busting - sans the bunker...but with a timer of sorts: the target(s) of the turrets take continuous damage, if you take too long and they're destroyed - mission failed.
Mission Types - Help/hints/almost-cheats
I've marked these as spoilers in-case you want to complete missions assistance free and with true-grit and lots of blood...hopefully more of the enemy's blood than your own...

Assassins have access to armour with Stealth Field - this can be used effectively on Assassination/Callous Hunt/Hunt, Demonic Incurstion, Infested Halls/Nurgle Hunt, Datahunt and Secure the Artifact missions. On 'hunt and destroy' missions, go stealthy, kill your victim, rinse repeat (it's never that easy in reality, but that's the idea). For the other two mission types, go stealthy when activating cogitators/artifacts - enemies can't attack what they can't see! Well until they get too close or you run out of Adrenaline. Just watch out if you've dropped mines - if they are tripped this counts as an attack and you'll drop out of stealth.

Panic Room can be cheesed by rescuing the VIP and then essentially running to the end-zone as quickly as you can (or so I've read - not tried this myself yet). VIPs/Guardsmen will teleport to your position if you get too far away from them. Equipment that grants a movement bonus is useful for these missions, as is the Assassin's special dodge move to move through mobs of enemies. The fast move/dodge (and if possible stealth) is also useful for getting to the VIP quickly - this is risky as enemies will chase you to the rescue point, meaning more enemies attacking you and potentially going for the VIP. On the flip side stopping to kill every enemy between you and the VIP may result in the VIP dying prematurely because you dawdled. And of course, dead VIP = failed mission.

Callous Hunt, Demonic Incursion and Sabotage can be cheesed by killing/destroying only the marked targets and moving on. Not easy, but doable with a little killing on the side.
Game Types
Game Type
Game Type Overview
Notes
Void Crusade
Set of interconnected missions that once completed give you access to mega-loot
Void Crusades are more of an Intermediate level Game Type. I'll leave Void Crusades for another guide* and to other existing guides - in particular see Grim-Reaver's Void Crusade guides and Vrakos Anthrakir's Void Crusade guides.
Priority Assignments
A small set of missions interconnected by a story/plot
These short series of missions are affected by decisions you make at various points along the way, the better and more effective your decisions, the better the outcome and reward.
Warzone
Set of interconnected missions that once completed give you access to another series of harder interconnected missions
Warzones are scaled sets of missions that increase in difficulty as you complete each mission and each block of 10 missions. If you fail a mission you have to restart at the beginning of each block.


*Yes I have an idea about Void Crusades for a guide...we'll see.
Further information and Useful resources
If you can't find the answer in-game or here, try the Steam discussion boards. Do a key word search - there's a good chance your question has already been asked and probably answered before. If you can't find your answer there you can always make a post to the Steam Discussion boards or to Neocore's Martyr Discord chat...or leave a comment/question at the end of this guide.

Player evil#Darktide2021 posted the following links as a good resource. Have a look at the Warhammer 40,000 Inquisitor - Martyr Compendium[neocoregames.com] from the developer Neocore and the Enchantment viewer[mome-borogove.github.io] created by Mome Borogove. Borogrove also has other Inquisitor resources on GitHub[mome-borogove.github.io] that you may find useful as you progress with the game.

Another resource is the Warhammer 40,000: Inquisitor - Martyr Wiki[inquisitormartyr.gamepedia.com] which has some older and some current information. The better wiki option is which is actively being updated with up-to-date information.If you are completely baffled by some the WH40k lore, have a look at Lead Paintchip's [url]Beginners guide to the Lore[inquisitor-martyr.fandom.com] Steam guide. (Guide twice there, is that like ATM machine?)

If you want more in depth understanding of the WH40k universe try the Lexicanum[wh40k.lexicanum.com], the Warhammer 40,000 wiki[warhammer40k.fandom.com] and believe it or not 1d4chan Warhammer 40,000 page[1d4chan.org] though this probably only for the brave with some understanding of the WH40k universe. It has some good information and good observations, but 4chan is not for the faint of heart.
Updates and comments
Leave comments if I've made grievous errors in my information or there's a tip you wish you knew when you started playing. If I include your tip I'll make sure to credit you.

As I play with a controller (though I try and check what I can with mouse/keyboard) if I have any errors or things are different with mouse/keyboard, please let me know.

I'll update the guide if/when I have more to add, I find typos/grammatical errors or want to change the formatting/ordering to make it easier to read.

Update 1: Initial version
Update 1.5: Minor revision
Update 2: Major revision - additional info, additional sections, re-organisation
Update 2.5: Typos/spelling errors corrected...hopefully the only ones left are those that reflect in-game spelling; more details of character classes; removed links to an out-dated resource; added a little info here and there; adjusted some formatting.
Update 3.0 Will probably add some information on what is co-opable and what isn't...no void crusades aren't co-op compatible at this time...

Thanks for reading and hopefully this was of some use to a new player out there! (And if it was maybe leave a short comment. The same if it wasn't helpful!)

-=<UniqueFreak>=-
27 comentário(s)
news 15/nov./2024 às 23:55 
Thanks for the e info very useful
kschang77 10/out./2024 às 8:55 
Looks like Vrakos Anthrakir's Void Crusade guides are no longer available.
Voidseeker 4/fev./2024 às 10:22 
Will you add the Battle Sisters?
Fixieheart 22/mai./2023 às 14:25 
Thanks for the awesome guide, it was really helpful. As a newbie i am wondering how i am able to switch the Psychic Power for my different weapons setups. Some are blocked from the weapon skills and i didnt find a way to switch them. Or how am i able to use 5 Psychic Powers in one Weapon setup? (Srry for my German english )
Valak 27/nov./2022 às 13:42 
Just thought I'd add a note here, Any destructable now has a chance for credits AND items, yes even the skull piles and poles. I say a chance because it isn't guaranteed, though I do not personally know the percentage rate. Best tip for this little bit... Blow EVERYTHING up.
Joe Joe 9/jun./2022 às 6:18 
"Nuffin': that's gooderer English isn't it?"
Awesome. :)
You are German, aren't you?
Thanatos... 9/abr./2022 às 10:28 
Wow ! Excellent guide and very well done/written. Taught me alot of stuff i didnt know so it was sucessful as well. Thank you for producing such a helpful tome.
Dorque 18/out./2021 às 16:06 
Beg pardon, but barrels can definitely have credits in them. You should blow everything up that you can.
Oldstench 3/jul./2021 às 8:30 
@Sam Snowman - it tells you how many times you can modify a piece of gear.
Sam Snowman 12/jun./2021 às 18:17 
What is the little hammer symbol on item to the right of the item name?