Warhammer 40,000: Darktide

Warhammer 40,000: Darktide

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[1.7.x] Ranged Weapon Blessings & Mechanics
By kuli
This guide explains all ranged weapon blessings and related mechanics.

Details on talents and their mechanics, especially buff interactions between Blitz abilities and blessings, are explained elsewhere:

For curio stats and their mechanics, and more:
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– –  A  – –
Adhesive Charge
Icon            
Mechanics
Your Grenades stick to Ogryns and Monstrosities. +X% Damage vs Ogryns and Monstrosities

stat buff: damage_vs_ogryn_and_monsters

Allows Rumbler grenades to stick to enemies who have the ogryn or the monster tag. Also against these enemies, increases the damage (see values below) of ranged attacks (including explosions) and DoTs while the weapon is wielded; stacks additively with other damage buffs, and multiplicatively with power level buffs.

Breeds with ogryn tag: Bulwark, Crusher, Reaper
Breeds with monster tag: Beast of Nurgle, Chaos Spawn, Daemonhosts, Plague Ogryn
Weapon
Rumbler
Damage vs Ogryns & Monstrosities (per tier)
6% | 9% | 12% | 15%


Armourbane
Icon            
Mechanics
Adds X stacks of 2.5% Brittleness to hit enemies, based on charge level.

stat buff: rending_multiplier

Scaling with charge level, ranged attacks apply a rending debuff ('brittleness') to enemies boosting damage against armor types Carapace, Flak, Maniac, Unyielding (including damage of explosions and DoTs). Each stack applies 2.5% rending (up to 40% max at 16 stacks), lasts 5s, and can be refreshed during active duration; can apply stacks through shields.

Stacks additively with other rending debuffs ('brittleness'), and with rending buffs that only boost a character's own damage ('rending').

For example, with Tier 4 Armourbane:
Stacks Applied
8
9
10
11
12
Brittleness%
20
22.5
25
27.5
30
Charge Level
Required
> 0%
37.5%
50%
62.5%
75%
Weapons
Helbore Lasguns
Brittleness Stacks (per tier)
2 to 6 | 4 to 8 | 6 to 10 | 8 to 12
– –  B¹  – –
Between the Eyes
Icon            
Mechanics
Gain Suppression Immunity for Xs on Weak Spot Hit.

buff keyword: suppression_immune

When hitting a weakspot, grants suppression immunity for a duration (see values below); can be refreshed during active duration. Also procs on Vigilant Autogun's melee special action (bash).
Weapons
Infantry Lasguns
Laspistols
Vigilant Autoguns
Duration (per tier)
2.4s | 2.8s | 3.2s | 3.6s
2.4s | 2.8s | 3.2s | 3.6s
2.4s | 2.8s | 3.2s | 3.6s


Blast Zone
Icon            
Mechanics
+X% Explosion Radius for every shot fired during continuous fire. Stacks 5 times.

stat buff: explosion_radius_modifier

Continuous shots grant stacks (up to 5); generates first stack on the first shot (alt fire) or on the second shot (left-clicks). Per stack, increases the explosion radius (see values below) of Rumbler grenades; stacks additively with Ogryn's Big Boom talent.

'Continuous fire' refers to chaining shooting actions immediately after each other before weapon sway and spread reset fully. Removes all stacks when this shooting state is ended; in this blessing's case, keeps stacks on chained reloads.

For example, the grenade explosion radii of a Rumbler with an 80% Blast Radius stat:
Base
 
 
w/ Big Boom
 
 
w/ Tier 4 Blessing
(5 stacks)
 
w/ Big Boom
w/ Tier 4 Blessing
(5 stacks)
Max Radius
9m 
~11.48m
11.7 m
~14.18m
Epicenter Radius
2.8m 
3.57m
3.64m
4.41m
Weapon
Rumbler
Explosion Radius Increase per stack (per tier)
3% | 4% | 5% | 6% (up to +30%)


Blaze Away (1)
Icon            
Mechanics
+X% Strength for every 10% of magazine spent during continuous fire. Stacks 5 times.

stat buff: power_level_modifier

While continuously firing shots, for every 10% of max ammo in clip spent, grants stacks (up to 5); stack calculation rounds down so if the clip size is 116, generates stacks for every 11 rounds fired (116x0.1=11.6, rounded down to 11). Per stack, increases the power level (see values below) of ranged attacks and DoTs while the weapon is wielded; stacks additively with other power level buffs, and multiplicatively with damage buffs.

'Continuous fire' refers to chaining shooting actions immediately after each other before weapon sway and spread reset fully. Removes all stacks when this shooting state is ended or on reload.

'Power level buffs' increase the base power of attacks which benefits damage, stagger, and cleave (where applicable).
Weapons
Autopistol
Flamer
Heavy Stubbers
Twin-Linked Stubbers
Ripper Guns
Power per stack (per tier)
5% | 6% | 7% | 8% (up to +40%)
5% | 6% | 7% | 8% (up to +40%)
5% | 6% | 7% | 8% (up to +40%)
5% | 6% | 7% | 8% (up to +40%)
5% | 6% | 7% | 8% (up to +40%)


Blaze Away (2)
Icon            
Mechanics
+X% Strength for every shot fired during continuous fire. Stacks 5 times.

stat buff: power_level_modifier

Continuous shots grant stacks (up to 5); generates first stack on the first shot (Inferno Staff, Kickback, Plasma Gun, Rumbler alt fire), or on the second shot (Grenadier Gauntlet, Rumbler left-clicks). Per stack, increases the power level (see values below) of ranged attacks, melee attacks (Grenadier Gauntlet), melee special actions (Kickback, Rumbler), explosions created by weapons (Grenadier Gauntlet, Rumbler) and DoTs while the weapon is wielded; stacks additively with other power level buffs, and multiplicatively with damage buffs.

'Continuous fire' refers to chaining shooting actions immediately after each other before weapon sway and spread reset fully. Removes all stacks when this shooting state is ended; in this blessing's case, keeps stacks on chained reloads (Grenadier Gauntlet, Kickback, Rumbler).

Chained melee attacks (Grenadier Gauntlet) and chained melee special actions (Inferno Staff, Kickback, Rumbler) can generate stacks and benefit from the buff but drop all current stacks when shooting or entering alt fire mode.

For Plasma Gun, holding down right-click after firing a shot, thereby continuing to charge, holds all current stacks until vent or reload.

'Power level buffs' increase the base power of attacks which benefits damage, stagger, and cleave (where applicable).
Weapons
Grenadier Gauntlet
Inferno Staff
Kickback
Plasma Gun
Rumbler
Power per stack (per tier)
5% | 6% | 7% | 8% (up to +40%)
5% | 6% | 7% | 8% (up to +40%)
6% | 7% | 8% | 9% (up to +45%)
5% | 6% | 7% | 8% (up to +40%)
6% | 7% | 8% | 9% (up to +45%)


Blazing Spirit
Icon            
Mechanics
Enemy gains +X Stacks of Soulblaze on Critical Hit.

Ranged critical hits apply stacks of Soulblaze (see values below). Can apply Soulblaze through shields. Can apply up to 6 max Soulblaze stacks on a target.

Interaction with explosions
The alt fire of Voidblast and Voidstrike creates explosions: Voidblast Staff creates an explosion where the AoE is placed; Voidstrike creates an explosion on projectile impact. When this blessing is procced by the alt fire explosions, Soulblaze is applied to all enemies within range. Note that enemies who are hit directly by the Voidstrike projectile receive 6 stacks (Tier 3+) immediately because they are hit twice, by the projectile and by the explosion that the projectile creates.

Explosion radii with an 80% Blast Radius stat:
 • Voidblast Staff: up to 8.4m (max), up to 2.3m (epicenter)
 • Voidstrike Staff: up to 3.6m (max), up to ~1.33m (epicenter)

Soulblaze: same as other sources of Soulblaze; lasts 8s; ticks every 0.75s; refreshes duration on stack application; very high armor damage modifiers across the board, very low armor damage modifier against Carapace.
Weapons
Voidblast Staff
Voidstrike Staff
Soulblaze Stacks (per tier)
1 | 2 | 3 | 4
1 | 2 | 3 | 4
– –  B²  – –
Born in Blood
Icon            
Mechanics
+X% Toughness on Close Range Kill.

function: recover_percentage_toughness

When killing enemies who are within 12.5m with ranged attacks, replenishes a fixed percentage of maximum toughness (see values below); can proc multiple times per shot. Procs additionally to toughness replenishments from Ogryn's Bullet Bravado and does not proc on Ripper Gun's melee special action (bayonette).

The amount of toughness replenished is neither affected by the buff from Too Stubborn to Die nor by the toughness replenishment debuff while in toxic gas.
Weapons
Ripper Guns
Max Toughness Percentage (per tier)
4.5% | 5% | 5.5% | 6%


Both Barrels
Icon            
Mechanics
Killing an enemy by firing both barrels makes your next Reload X% faster.

stat buff: reload_speed

When killing an enemy with a ranged attack while in alt fire mode and with 2 shells in clip, increases reload animation speed (see values below); does not proc with only 1 shell in clip; stacks additively with reload speed buffs from talents, weapon perks, and Celerity Stimm.
Weapon
Double-Barrel Shotgun
Reload Animation Speed (per tier)
40% | 50% | 60% | 70%
– –  C  – –
Can Opener
Icon            
Mechanics
Hitting an enemy with the special attack gives them X stacks of 2.5% Brittleness. Debuff lasts for 5 seconds and can have a maximum of 16 stacks.

stat buff: rending_multiplier

Melee attacks with Ripper Gun's melee special action (bayonette) apply a rending debuff ('brittleness') to enemies boosting damage against armor types Carapace, Flak, Maniac, Unyielding (including damage of explosions and DoTs). Each stack applies 2.5% rending (up to 40% max at 16 stacks), lasts 5s, and can be refreshed during active duration; can apply stacks through shields.

Stacks additively with other rending debuffs ('brittleness'), and with rending buffs that only boost a character's own damage ('rending').
Weapons
Ripper Guns
Brittleness Stacks (per tier)
10 | 12 | 14 | 16


Cavalcade
Icon            
Mechanics
+X% Critical Chance for every 10% of magazine spent during continuous fire. Stacks 5 times.

stat buff: critical_strike_chance

While continuously firing shots, for every 10% of max ammo in clip spent, grants stacks (up to 5); stack calculation rounds down so if the clip size is 18, generates stacks for every single shot fired (18x0.1=1.8 rounded down to 1). Per stack, grants additional crit chance (see values below) to ranged attacks.

'Continuous fire' refers to chaining shooting actions immediately after each other before weapon sway and spread reset fully. Removes all stacks when this shooting state is ended or on reload.
Weapons
Autopistol
Boltgun
Heavy Stubbers
Ripper Guns
Crit Chance per stack (per tier)
3.5% | 4% | 4.5% | 5% (up to +25%)
3.5% | 4% | 4.5% | 5% (up to +25%)
3.5% | 4% | 4.5% | 5% (up to +25%)
3.5% | 4% | 4.5% | 5% (up to +25%)


Ceaseless Barrage
Icon            
Mechanics
+20% Suppression and +6% Damage against Suppressed Enemies for every 2.5% of magazine spent during continuous fire. Stacks 5 times.

stat buffs:
suppression_dealt
damage_vs_suppressed


While continuously firing shots, for every 2.5% of max ammo in clip spent, grants stacks (up to 5); stack calculation rounds down so if the clip size is 85, generates stacks for every 2 rounds fired (85x0.025=2.05, rounded down to 2). Per stack, increases suppression dealt to enemies (see values below) and, against enemies who are suppressed, increases the damage (see values below) of ranged attacks and DoTs while the weapon is wielded. The suppression buff stacks additively with Ogryn's aura Coward Culling; the damage buff stacks additively with Ogryn's aura Coward Culling and other damage buffs, and multiplicatively with power level buffs.

Breeds that can be suppressed: Armored Groaner, Groaner, Dreg Gunner, Dreg Stalker, Radio Operator, Reaper, Scab Gunner, Scab Shooter, Scab Stalker

'Continuous fire' refers to chaining shooting actions immediately after each other before weapon sway and spread reset fully. Removes all stacks when this shooting state is ended or on reload.

Note that this blessing does not scale per tier, it always provides the same buffs.
Weapons
Braced Autoguns
Twin-Linked Stubbers
Increased Suppression & Damage vs Suppressed (per tier)
20% & 6% | 20% & 6% | 20% & 6% | 20% & 6% (up to +100% & +30%)
20% & 6% | 20% & 6% | 20% & 6% | 20% & 6% (up to +100% & +30%)


Charmed Reload
Icon            
Mechanics
+X bullets loaded from Reserve on Critical Hit.

On crit, transfers a fixed amount of ammo (see values below) from ammo in reserve to ammo in clip. Procs once per crit, the critical shot does not need to connect with an enemy. Follow-up crit hits during the guaranteed crit sequence do not proc the blessing.
Weapons
Twin-Linked Stubbers
Bullets Transferred (per tier)
2 | 3 | 4 | 5


Concentrated Fire
Icon            
Mechanics
Up to +X% Critical Chance on Chained Ranged Weak Spot Hit (Any Target).

stat buff: critical_strike_chance

Chained ranged weakspot hits grant stacks (up to 5); stacks persist through weapon/item swaps and are held until a shot is missed. Per stack, grants additional crit chance (see values below) to ranged attacks. Despite the buff icon staying after weapon swap, the buff does not benefit melee attacks.

'Chained weakspot hit' refers to repeatedly hitting an enemy's weakspot. Can be against any target, does not need to be the same target. Hitting any other hit zone or shooting air removes all stacks.
Weapons
Laspistols
Crit Chance per stack (per tier)
2% | 3% | 4% | 5% (up to +25%)


Crucian Roulette
Icon            
Mechanics
+X% Critical Chance for each expended round in your weapon (resets on reload).

stat buff: critical_strike_chance

For every round missing in clip, grants additional crit chance to ranged attacks and melee special actions (see values below); holds all current stacks until reload.
Weapons
Stub Revolvers
Vigilant Autoguns
Crit Chance per Missing Round (per tier)
4.5% | 5% | 5.5% | 6%
0.45% | 0.5% | 0.55% | 0.6%
– –  D  – –
Deadly Accurate
Icon            
Mechanics
+X% Critical Weak Spot Damage.

stat buff: critical_strike_weakspot_damage

Increases the damage of ranged critical weakspot hits (see values below); stacks additively with related finesse damage buffs, and multiplicatively with power level buffs. Also applies to melee special actions (Bolt Pistol, Vigilant Autoguns).
Weapons
Bolt Pistol
Heavy Stubbers
Infantry Lasguns
Vigilant Autoguns
Crit Weakspot Damage (per tier)
70% | 80% | 90% | 100%
70% | 80% | 90% | 100%
70% | 80% | 90% | 100%
70% | 80% | 90% | 100%


Deathspitter
Icon            
Mechanics
+X% Strength for Xs on Close Range Kill.

stat buff: power_level_modifier

When killing enemies who are within 12.5m with ranged attacks, grants stacks (up to 5); stacks last for a duration (see values below) and can be refreshed during active duration. Per stack, increases the power level (see values below) of ranged attacks, melee special actions (bashes), and DoTs while the weapon is wielded; stacks additively with other power level buffs, and multiplicatively with damage buffs.

'Power level buffs' increase the base power of attacks which benefits damage, stagger, and cleave (where applicable).
Weapons
Braced Autoguns
Combat Shotguns
Double-Barrel Shotgun
Twin-Linked Stubbers
Infantry Autoguns
Recon Lasguns
Power per stack (per tier) & Stack Duration
5% | 5.5% | 6% | 6.5% (up to +32.5%) | 3.5s
5% | 5.5% | 6% | 6.5% (up to +32.5%) | 3.5s
5% | 5.5% | 6% | 6.5% (up to +32.5%) | 5s
5% | 5.5% | 6% | 6.5% (up to +32.5%) | 3.5s
5% | 5.5% | 6% | 6.5% (up to +32.5%) | 3.5s
5% | 5.5% | 6% | 6.5% (up to +32.5%) | 3.5s


Desperado
Icon            
Mechanics
+X% Critical Chance for 6s on successful Dodge.

stat buff: critical_strike_chance

Grants additional crit chance (see values below) to ranged attacks for 6s; can be refreshed during active duration. Despite the buff icon staying after weapon swap, the buff does not benefit melee attacks.

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.
Weapons
Laspistols
Crit Chance (per tier)
12.5% | 15% | 17.5% | 20%


Disruptive
Icon            
Mechanics
Hitting at least 3 enemies with your secondary attack grants X% bonus to Strength on melee attacks for 3.5s.

stat buff: melee_power_level_modifier

Hitting at least three enemies with explosions created by Grenadier Gauntlet's grenades increases the power level (see values below) of melee attacks for 3.5s; can be refreshed during active duration. Does not proc on explosions created by the special action (explosive punch). This buffs Grenadier Gauntlet's melee attacks as well as regular melee attacks after weapon swap.

For example, grenade explosion radii with an 80% Blast Radius stat:
Base
w/ Big Boom
Max Radius
5.4m 
~6.89m
Epicenter Radius
1.5m 
~1.91m

'Power level buffs' increase the base power of attacks which benefits damage, stagger, and cleave (where applicable).
Weapon
Grenadier Gauntlet
Melee Power (per tier)
15% | 20% | 25% | 30%


Dumdum
Icon            
Mechanics
BILD
+X% Close Range damage on Repeated Hit. Stacks 5 times.

stat buff: damage_near

Consecutive ranged attacks and pushes (Laspistol melee special action) against enemies grant stacks (up to 5); generates first stack on second hit or push; stacks last 2s and can be refreshed during active duration. Per stack, increases the damage (see values below) of ranged attacks and DoTs while the weapon is wielded against targets who are within 30m (see table); stacks additively with other damage buffs, and multiplicatively with power level buffs.

Against enemies within 12.5m, the damage buff increases damage with full effect. Beyond 12.5m, the damage buff decreases linearly until it loses its effect at 30m. For example, Tier 4 Dumdum at max stacks:

Distance
to Target
1m
12.5m
13m
15m
20m
25m
30m
Damage
Increase
30%
30%
~29.1%
~25.7%
~17.1%
~8.6%
0%
Weapons
Infantry Autoguns
Laspistols
Recon Lasguns
Close Damage per stack (per tier)
4.5% | 5% | 5.5% | 6% (up to +30%)
4.5% | 5% | 5.5% | 6% (up to +30%)
4.5% | 5% | 5.5% | 6% (up to +30%)
– –  E  – –
Efficiency
Icon            
Mechanics
+33% Reduced Ammo use after not shooting for Xs.

buff keyword: reduced_ammo_consumption

If not on cooldown (see values below), reduces the ammo consumption of the next shot by 66%.

Infantry
Lasgun
Ammo per shot
w/o Blessing
Ammo per shot
w/ Blessing
Mk IIb
2
1
Mk VII
3
1
Mk IX
3
1
Weapons
Infantry Lasguns
Cooldown (per tier)
5.5s | 5s | 4.5s | 4s


Everlasting Flame
Icon            
Mechanics
Critical Hits spend Ammo from your Reserve instead of you current fuel tank.

On crit, transfers a fixed amount of ammo (see values below) from ammo in reserve to ammo in clip. Procs once per crit, the critical shot does not need to connect with an enemy.
Weapon
Flamer
Ammo Transferred (per tier)
2 | 3 | 4 | 5


Execution
Icon            
Mechanics
X% Damage Bonus vs Staggered enemies.

stat buff: damage_vs_staggered

Against enemies who are staggered, increases damage (see values below) of ranged attacks, melee special action (bash), and DoTs while the weapon is wielded; stacks additively with other damage buffs, and multiplicatively with power level buffs.
Weapon
Bolt Pistol
Damage vs Staggered (per tier)
5% | 10% | 15% | 20%


Expansive
Icon            
Mechanics
+X%Melee Strength for 3.5s on Hitting 3+ Enemies with a Ranged Attack.

stat buff: melee_power_level_modifier

When hitting at least three enemies with one shot, increases the power level of melee attacks (see values below) for 3.5s; can be refreshed during active duration. Stacks additively with related power level buffs, and multiplicatively with damage buffs. This buffs regular melee attacks as well as Kickback's melee special action.

'Power level buffs' increase the base power of attacks which benefits damage, stagger, and cleave (where applicable).
Weapon
Kickback
Melee Power (per tier)
30% | 34% | 38% | 42%


Explosive Offensive
Icon            
Mechanics
X% Strength bonus for 6 seconds after hitting multiple enemies with your weapon special explosion.

stat buff: power_level_modifier

Hitting at least three enemies with the explosion created by the special action (explosive punch) increases the power level (see values below) of Grenadier Gauntlet's melee attacks, explosions created by Grenadier Gauntlet, and DoTs while the weapon is wielded for 6s; can be refreshed during active duration. Stacks additively with other power level buffs, and multiplicatively with damage buffs.

The special action explosion radii with an 80% Blast Radius stat:
Base
w/ Big Boom
Max Radius
4.5m 
~5.74m
Epicenter Radius
1.9m 
~2.42m

'Power level buffs' increase the base power of attacks which benefits damage, stagger, and cleave (where applicable).
Weapon
Grenadier Gauntlet
Power (per tier)
6% | 9% | 12% | 15%
– –  F¹  – –
Falter
Icon            
Mechanics
Increased stagger on enemies by X%, on Weakspot hit. Additionally, increases ranged stagger strength by 30%.

stat buffs:
stagger_weakspot_reduction_modifier
ranged_impact_modifier


Grants a modifier that further reduces enemy stagger_reduction on weakspot hits (including Helbore Lasguns' melee weapon special) which, overall, increases the stagger potential of ranged attacks on headshots. Additionally, increases ranged stagger strength by 30%.

How Stagger Works
This video is by far the best resource on this topic.

For an example, let's consider the following scenario: Staggering a firing Dreg Gunner who is within 7m distance to the player with the Infantry Lasgun Mk IX (with an 80% Stopping Power stat) on headshot. While the Gunner is actively firing, he has a stagger_reduction of 60. The Lasgun has a stagger strength of 7.3 against Unarmoured (within 7m) which is not enough to stagger the Gunner on headshot. He only flinches briefly, which is technically not a stagger, and resumes firing immediately. By default, an enemy's stagger_reduction is halved against weakspot hits. Yet, the Lasgun, even on weakspot hit, can stil not beat 30. With this blessing (Tier 4), on a weakspot hit, the Lasgun's stagger strength against Unarmoured within 7m is increased to 9.5 and the Gunner's stagger_reduction is now 60x0.5x0.1=3 which is low enough so that the Lasgun shot can beat it and then also put the Gunner, as per his stagger_resistance (of 2) and his stagger_thresholds, into a light stagger (for this, 1 is required; (9.5-3)/2=3.25). This is enough to cancel his ongoing attack.
Weapons
Helbore Lasguns
Infantry Lasguns
Vigilant Autoguns
Weakspot Stagger Reduction Modifier (per tier)
60% | 70% | 80% | 90%
60% | 70% | 80% | 90%
60% | 70% | 80% | 90%


Fan the Flames
Icon            
Mechanics
Primary Attack ignores X% Stagger Resistance on Burning Enemies, as well as dealing +X% Impact.

stat buffs:
stagger_burning_reduction_modifier
ranged_impact_modifier


Only for the primary attack (left-click burst), grants a modifier that reduces the stagger_reduction of enemies who are burning and increases ranged stagger strength (see values below); the ranged stagger buff stacks additively with related stagger buffs, and multiplicatively with power level buffs. Overall, this is meant to increase the stagger potential of Flamer's left-click bursts against burning enemies.

How Stagger Works
This video is by far the best resource on this topic.

This blessing is mechanically very similar to the Falter weapon blessing. But in practice, it has very limited effect for the Flamer because the Flamer's left-click burst already ignores enemy stagger_reduction by default (as per damage profile). And the additional ranged stagger strength is by far not enough to reach additional meaningful breakpoints (e.g. against Crushers) even if stacked with Zealot's talents Hammer of Faith and Punishment.
Weapon
Flamer
Stagger Reduction Modifier & Ranged Stagger Strength (per tier)
40% & 30% | 50% & 35% | 60% & 40% | 70% & 45%


Fire Frenzy
Icon            
Mechanics
Gain +X% Close Damage for 3.5 seconds after killing an enemy at close range, stacking 5 times.

stat buff: damage_near

When killing enemies who are within 12.5m with ranged attacks, grants stacks (up to 5); stacks last 3.5s and can be refreshed during active duration. Per stack, increases the damage (see values below) of ranged attacks, melee special actions (bashes) and DoTs while the weapon is wielded against targets who are within 30m (see table); stacks additively with other damage buffs, and multiplicatively with power level buffs.

Against enemies within 12.5m, the damage buff increases damage with full effect. Beyond 12.5m, the damage buff decreases linearly until it loses its effect at 30m. For example, Tier 4 Fire Frenzy at max stacks:

Distance
to Target
1m
12.5m
13m
15m
20m
25m
30m
Damage
Increase
50%
50%
~48.6%
~42.9%
~28.6%
~14.3%
0%
Weapons
Boltgun
Braced Autoguns
Combat Shotguns
Twin-Linked Stubbers
Infantry Autoguns
Ripper Guns
Close Damage per stack (per tier)
7% | 8% | 9% | 10% (up to +50%)
7% | 8% | 9% | 10% (up to +50%)
7% | 8% | 9% | 10% (up to +50%)
7% | 8% | 9% | 10% (up to +50%)
7% | 8% | 9% | 10% (up to +50%)
7% | 8% | 9% | 10% (up to +50%)
– –  F²  – –
Flechette
Icon            
Mechanics
+X Bleed Stacks on Critical Hit.

Damaging ranged critical hits apply stacks of bleed (see values below). Can't apply bleed through shields. Can apply up to 16 max bleed stacks on a target.

With Ripper Guns, all critical hits during the guaranteed crit squence apply bleed stacks.

Bleed: same as other sources of bleed; lasts 1.5s; ticks every 0.5s; refreshes duration on stack application; above average armor damage modifiers across the board, low armor damage modifier against Carapace.
Weapons
Combat Shotguns
Double-Barrel Shotgun
Ripper Guns
Bleed Stacks (per tier)
3 | 4 | 5 | 6
3 | 4 | 5 | 6
3 | 4 | 5 | 6


Focused Channelling
Icon            
Mechanics
Your Secondary Attack cannot be interrupted and loses X% of Secondary Attack Movement Speed penalties.

buff keywords:
uninterruptible
stun_immune


stat buff: charge_movement_reduction_multiplier


While charging alt fire attacks, grants immunity to stuns from melee and ranged attacks and makes the charge action itself uninterruptible. Also reduces the movement speed penalty while in alt fire mode (see values below); does not stack with movement speed buffs.

Note that the charging actions of all staves are uninterruptible even without this blessing.
Weapons
Electrokinetic Staff
Inferno Staff
Voidblast Staff
Voidstrike Staff
Charge Move Speed Penalty Reduction (per tier)
20% | 30% | 40% | 50%
20% | 30% | 40% | 50%
20% | 30% | 40% | 50%
20% | 30% | 40% | 50%


Focused Cooling
Icon            
Mechanics
-X% Heat generation on Critical Hit.

stat buff: overheat_immediate_amount_critical_strike

Critical shots generate less overheat (see values below); stacks multiplicatively with the Optimised Cooling blessing.

For example, a Plasma Gun with an 80% Thermal Resistance stat generates 24% immediate overheat on fully charged alt fire shots (not accounting for the overheat cost per second while charging). With Tier 4 Focused Cooling, this immediate overheat cost is reduced to 9.6% if the attack crits.
Weapon
Plasma Gun
Overheat Cost Reduction (per tier)
30% | 40% | 50% | 60%


Full Bore
Icon            
Mechanics
+X% Strength for 5s when every bullet in a shot hits the same enemy.

stat buff: power_level_modifier

When all pellets of a shot hit the same enemy, increases the power level (see values below) of ranged attacks and DoTs while the weapon is wielded for 5s; stacks additively with other power level buffs, and multiplicatively with damage buffs.

'Power level buffs' increase the base power of attacks which benefits damage, stagger, and cleave (where applicable).
Weapons
Combat Shotguns
Double-Barrel Shotgun
Kickback
Power (per tier)
14% | 16% | 18% | 20%
14% | 16% | 18% | 20%
18% | 22% | 26% | 30%
– –  G  – –
Gauntlet Momentum
Icon            
Mechanics
Each chained melee hit with the gauntlet adds a stack which increases Melee Strength by X%. Stacks 10 times and each stack lasts for 1.5 seconds.

stat buff: melee_power_level_modifier

Hitting enemies with Grenadier Gauntlet's melee attacks grants stacks (up to 10); generates 1 stack per melee attack regardless of how many enemies have been hit. Stacks last 1.5s, can be refreshed during active duration and are dropped one by one. Per stack, increases the power level (see values below) of Grenadier Gauntlet's melee attacks; stacks additively with other power level buffs, and multiplicatively with damage buffs.

'Power level buffs' increase the base power of attacks which benefits damage, stagger, and cleave (where applicable).

Note that this blessing is currently bugged: Per stack, it increases melee power level by 5% regardless of tier.
Weapon
Grenadier Gauntlet
Melee Power per stack (per tier)
5% | 5% | 5% | 5% (up to +50%) (bugged, see above)


Gets Hot!
Icon            
Mechanics
Critical hit chance scales by your current heat level up to X%. Also increases critical ranged attacks damage by X%.

stat buffs:
critical_strike_chance
ranged_critical_strike_damage


Scaling with overheat, grants stacks (up to 5). Per stack, grants additional crit chance to ranged attacks and increases damage of critical ranged attacks (see values below); stacks additively with related damage buffs, and multiplicatively with power level buffs.

Stacks
1   
2
3
4  
5
Overheat
Required
19%
37%
55%
73%
91%
Weapon
Plasma Gun
Crit Chance & Ranged Crit Damage per stack (per tier)
5.5% & 4% | 7% & 6% | 8.5 & 8% | 10% & 10% (up to +50% & +50%)


Ghost
Icon            
Mechanics
Immune to Ranged Attacks for Xs on Weak Spot Hit.

buff keyword: count_as_dodge_vs_ranged

Ranged weakspot hits put the character into is_dodging state against ranged attacks for a duration (see values below); can be refreshed during active duration. During this duration, ranged hit scan attacks are automatically dodged and therefore able to trigger talents and blessings that proc on_successful_dodge (not against Gunners, Reaper, Sniper) like Zealot's Dance of Death, Duellist, Good Balance, Inebriate's Poise and Second Wind, or Veteran's Duck and Dive and Reciprocity, or the Desperado (Laspistol) weapon blessing.
Weapons
Infantry Lasguns
Laspistols
Vigilant Autoguns
Duration (per tier)
0.6s | 0.8s | 1s | 1.2s
0.6s | 0.8s | 1s | 1.2s
0.6s | 0.8s | 1s | 1.2s


Gloryhunter
Icon            
Mechanics
+X% Toughness on Elite Kill.

function: recover_percentage_toughness

When killing an elite enemy, replenishes a fixed percentage of maximum toughness (see values below); can proc multiple times per shot and also on elite kills with melee special actions of ranged weapons. Procs additionally to toughness replenishments from talents like Ogryn's Bullet Bravado, or Psyker's Disrupt Destiny, Mettle, Soulstealer, or Veteran's Confirmed Kill, Exhilarating Takedown, Out for Blood, or Zealot's The Voice of Terra; does not interact with coherency toughness.

The toughness amount replenished is neither affected by the toughness replenishment debuff while in toxic gas or from Psyker's Empyric Resolve nor by the toughness replenishment buff from Ogryn's Too Stubborn to Die or Veteran's Tunnel Vision.
Weapons
Boltgun
Bolt Pistol
Grenadier Gauntlet
Heavy Stubbers
Plasma Gun
Rumbler
Stub Revolvers
Max Toughness Percentage (per tier)
10% | 12% | 14% | 16%
18% | 22% | 26% | 30%
20% | 25% | 30% | 35%
10% | 12% | 14% | 16%
17.5% | 20% | 22.5% | 25%
20% | 25% | 30% | 35%
18% | 22% | 26% | 30%
– –  H  – –
Hand-Cannon
Icon            
Mechanics
+X% Rending on Critical Hit.

stat buff: critical_strike_rending_multiplier

Grants rending (see values below) to critical ranged attacks boosting damage against armor types Carapace, Flak, Maniac, Unyielding. Only affects a character's own damage. Stacks additively with other rending buffs ('rending') and with rending debuffs that are applied to enemies ('brittleness').

Rending and Armor Damage Modifiers
Every enemy has a specific base armor type and specific armor hit zones on their body. Every attack has specific armor damage modifiers that define how much damage an attack deals against the respective base armor types or the armor hit zones. The values of armor damage modifiers range between no_damage (which does not always mean 0 damage is dealt), below 1 (which means reduced damage), 1 (which means unchanged damage), and above 1 (which means increased damage). A rending_multiplier provided by 'rending' (buffing a character's own damage) or by 'brittleness' (debuffing a target for all attackers) increases an attack's armor damage modifier against armor types Carapace, Flak, Maniac and Unyielding.

For example, let's assume an attack deals 450 base damage and has an armor damage modifier of 0.4 against Carapace. This attack would deal 450x0.4=180 damage against a Carapace-armored hit zone. If the attack is buffed by a talent that grants 10% 'rending' (i.e. a rending_multiplier of 0.1) and if the target is also debuffed by 40% 'brittleness' (i.e. a rending_multiplier of 0.4), then the attack's armor damage modifier against Carapace is now increased to 0.4+0.1+0.4=0.9 and it therefore deals 450x0.9=405 damage against the Carapace-armored hit zone. If the attack is critical and thereby further buffed by Hand-Cannon (Tier 4), another rending_multiplier of 0.6 is added which, in total, increases the attack's armor damage modifier against Carapace to 0.4+0.1+0.4+0.6=1.5. The rending surplus of 1.5-1=0.5 is converted into a generic damage buff at a quarter of its value. So the attack now deals 450+450x(0.5x0.25)=506.25 damage total to the Carapace-armored hit zone.
Weapons
Stub Revolvers
Rending (per tier)
30% | 40% | 50% | 60%


Headhunter
Icon            
Mechanics
+X Critical Chance on Weak Spot Hit until your next Critical Hit. Stacks 5 times.

stat buff: critical_strike_chance

Ranged weakspot hits grant stacks (up to 5); holds all current stacks until consumed by the next crit shot (even when shooting air). Melee special actions (bashes) can also generate and consume stacks. Per stack, grants additional crit chance to ranged attacks and melee special actions (see values below).
Weapons
Heavy Stubbers
Infantry Lasguns
Recon Lasguns
Vigilant Autoguns
Crit Chance per stack (per tier)
14% | 16% | 18% | 20% (up to +100%)
14% | 16% | 18% | 20% (up to +100%)
3.5% | 4% | 4.5% | 5% (up to +20%)
14% | 16% | 18% | 20% (up to +100%)


Hit & Run
Icon            
Mechanics
Immune to Ranged Attacks for Xs on Close Range Kill.

buff keyword: count_as_dodge_vs_ranged

When killing enemies who are within 12.5m with ranged attacks, puts the character into is_dodging state against ranged attacks for a duration (see values below); can be refreshed during active duration. During this duration, ranged hit scan attacks are automatically dodged and therefore able to trigger talents that proc on_successful_dodge (not against Gunners, Reaper, Sniper) like Zealot's Dance of Death, Duellist, Good Balance, Inebriate's Poise or Second Wind, or Veteran's Duck and Dive and Reciprocity.
Weapons
Braced Autoguns
Combat Shotguns
Double-Barrel Shotgun
Infantry Autoguns
Recon Lasguns
Duration (per tier)
0.7s | 0.8s | 0.9s | 1s
0.7s | 0.8s | 0.9s | 1s
0.7s | 0.8s | 0.9s | 1s
0.7s | 0.8s | 0.9s | 1s
0.7s | 0.8s | 0.9s | 1s


Hot-Shot
Icon            
Mechanics
Weak Spot Hits gain X Cleave.

stat buff: consumed_hit_mass_modifier_on_weakspot_hit

Enemy hit mass is reduced for attacks against enemy weakspots (see values below); this applies to ranged attacks, melee special actions (bayonette attacks), and regular melee attacks after weapon swap.

Hit mass & cleave:
Every enemy has a specific hit mass, and every attack has a specific hit mass budget. In order to successfully cleave an enemy, an attack's (remaining) hit mass budget is required to be greater than the hit mass of the enemy that is to be cleaved.

For example, a fully charged shot of the Helbore Lasgun Mk IV has a max hit mass limit of 3. It can cleave one Dreg Bruiser (2.5 hit mass) and hit a second one. With Tier 4 Hot-Shot, on headshot only, a Dreg Bruiser's hit mass is reduced to 2.5x0.5=1.25 which means that the fully charged shot can now cleave up to two Dreg Bruisers (2x2.5x0.5=2.5 total hit mass required) and hit a third one if the first two Dreg Bruisers are both hit in the head. In any case, the shot cannot cleave the third Dreg Bruiser since this would require a max hit mass limit greater than 3x2.5x0.5=3.75.

There is currently a bug: The buff template table is inverted so the blessing grants weaker versions of the buff with increasing tier; grants 80% hit mass reduction at Tier 1, and 50% at Tier 4.
Weapons
Helbore Lasguns
Enemy Hit Mass Reduction (per tier)
80% | 70% | 60% | 50% (bugged, see above)
– –  I  – –
Infernus
Icon            
Mechanics
+X Burn Stack(s) on Critical Hit to a maximum of X Stack(s).

Damaging ranged critical hits apply stacks of burn. Can't apply burn through shields. Can apply up to a specific max amount of burn stacks on a target (see values below).

Burn: same as other sources of burn; lasts 4s; ticks every 0.5s; refreshes duration on stack application; high armor damage modifiers across the board, very low armor damage modifier against Carapace.
Weapons
Helbore Lasguns
Infantry Lasguns
Laspistols
Recon Lasguns
Burn Stacks & Max Stacks (per tier)
1 (3 max) | 2 (6 max) | 3 (9 max) | 4 (12 max)
1 (3 max) | 2 (6 max) | 3 (9 max) | 4 (12 max)
1 (3 max) | 2 (6 max) | 3 (9 max) | 4 (12 max)
1 (3 max) | 2 (6 max) | 3 (9 max) | 4 (12 max)


Inspiring Barrage (1)
Icon            
Mechanics
+X% Toughness for every 10% of magazine spent during continuous fire. Stacks 5 times.

function: recover_percentage_toughness

While continuously firing shots, for every 10% of max ammo in clip spent, grants stacks (up to 5); stack calculation rounds down so if the clip size is 29, generates stacks for every 2 rounds fired (29x0.1=2.9, rounded down to 2). Per stack, replenishes a fixed percentage of maximum toughness (see values below) and while at max stacks, keeps on proccing until out of ammo. Procs additionally to toughness replenishments from talents like Ogryn's Bullet Bravado, or Psyker's Disrupt Destiny, Mettle, Soulstealer, or Veteran's Confirmed Kill, Exhilarating Takedown, Out for Blood, or Zealot's The Voice of Terra; does not interact with coherency toughness.

The toughness amount replenished is neither affected by the toughness replenishment debuff while in toxic gas and from Psyker's Empyric Resolve nor by the toughness replenishment buff from Ogryn's Too Stubborn to Die or Veteran's Tunnel Vision.

'Continuous fire' refers to chaining shooting actions immediately after each other before weapon sway or spread reset fully. Removes all stacks when this shooting state is ended or on reload.

For example, continuously firing a weapon with a clip size of 109 rounds on a character with 105 maximum toughness and Tier 4 Inspiring Barrage:

Shots
fired
Stacks
Toughness
Replenished
Total Toughness
Replenished
10
1
4.2
4.2 (HUD rounds: 5)
20
2
8.4
12.6 (HUD rounds: 13)
30
3
12.6
25.2 (HUD rounds: 26)
40
4
16.8
42
50
5
21
63
60
5
21
84
70
5
21
105
Weapons
Autopistol
Boltgun
Braced Autoguns
Flamer
Heavy Stubbers
Twin-Linked Stubbers
Ripper Guns
Max Toughness Percentage per stack (per tier)
1% | 2% | 3% | 4% (up to 20%)
1% | 2% | 3% | 4% (up to 20%)
1% | 2% | 3% | 4% (up to 20%)
1% | 2% | 3% | 4% (up to 20%)
1% | 2% | 3% | 4% (up to 20%)
1% | 2% | 3% | 4% (up to 20%)
1% | 2% | 3% | 4% (up to 20%)


Inspiring Barrage (2)
Icon            
Mechanics
+X% Toughness for every shot fired during continuous fire. Stacks 5 times.

function: recover_percentage_toughness

Continuous shots grant stacks (up to 5); generates first stack on the first shot but first proc is on second shot (twice). Per stack, replenishes a fixed percentage of maximum toughness (see values below) and while at max stacks, keeps on proccing until out of ammo. Procs additionally to toughness replenishments from Ogryn's Bullet Bravado; does not interact with coherency toughness.

The amount of toughness replenished is neither affected by the buff from Too Stubborn to Die nor by the toughness replenishment debuff while in toxic gas.

'Continuous fire' refers to chaining shooting actions immediately after each other before weapon sway or spread reset fully. Removes all stacks when this shooting state is ended; in this blessing's case, keeps stacks on chained reloads (Kickback).

For example, continuously firing the Kickback as Ogryn with 121 maximum toughness and Tier 4 Inspiring Barrage:

Shots
fired
Stacks
Toughness
Replenished
Total Toughness
Replenished
1
1
0
0
2
2
9.68
9.68 (HUD rounds: 10)
3
3
14.52
24.2 (HUD rounds: 25)
4
4
19.36
43.56 (HUD rounds: 44)
5
5
24.2
67.76 (HUD rounds: 68)
6
5
24.2
91.96 (HUD rounds: 92)
7
5
24.2
116.16 (HUD rounds: 117)
8
5
24.2
121 (max capped)
Weapon
Kickback
Max Toughness Percentage per stack (per tier)
1% | 2% | 3% | 4% (up to 20%)
– –  L  – –
Lethal Proximity
Icon            
Mechanics
Point blank shots cause an explosion. Explosion Radius increases by +X%.

stat buffs:
explosion_arming_distance_multiplier
explosion_radius_modifier


This blessing does two things: (1) Usually, the Bolt Pistol projectiles have to travel a minimum distance of 5m before they can explode. With this blessing, the projectiles can create explosions at any distance. (2) Increases the radius of explosions (see values below); this buff is active at all times so it also applies to grenade explosions (Krak Grenade, Shredder Frag Grenade, Stunstorm Grenade) as well as to explosions created by melee weapons (e.g. Crusher activated attacks); stacks additively with related buff from Veteran's Grenade Tinkerer (buffing grenade radius, not Bolt Pistol radius).

Bolt Pistol projectile explosion radius w/o blessing: 3m (max)
Bolt Pistol projectile explosion radius w/ blessing (Tier 4): 3.75m (max)

Bolt weapon projectile explosions
Generally, besides the minimum travel distance requirement of 5m, bolt weapon projectiles explode when they hit a surface (ground, wall, etc). They also explode on enemies on whom the shot reaches its hit mass limit. If the shot is able to cleave all targets the projectile will not explode, but if the shot stops on an enemy that it cannot cleave (anymore) then the projectile will explode.

Bolt weapon explosions deal only stagger when they are created as a result of being stopped by surfaces or by enemy hit mass. Bolt weapon explosions deal also damage only if the projectile kills a target and then is stopped by a surface or by enemy hit mass. So if the shot cleaves all targets, killing one of them, but does not reach its hit mass limit in the process, the projectile will not explode; if the shot cleaves targets, kills one of them and spends its entire hit mass budget in the process, then the projectile will explode on the enemy on whom the shot's hit mass limit is eached dealing damage and stagger to other enemies within range.
Weapon
Bolt Pistol
Explosion Radius Increase (per tier)
10% | 15% | 20% | 25%
– –  M  – –
Man-Stopper
Icon            
Mechanics
Increased Cleave on Critical Hit and gain +X% Ranged Attack Stagger.

buff keyword: critical_hit_infinite_cleave

stat buff: ranged_impact_modifier


This blessing buffs critical ranged attacks in two ways: (1) Increases ranged stagger strength (see values below); stacks additively with related stagger buffs, and multiplicatively with power level buffs. (2) It allows critical ranged attacks to ignore the combined hit mass of all enemies hit.

Hit mass & cleave:
Every enemy has a specific hit mass, and every attack has a specific hit mass budget. In order to successfully cleave an enemy, an attack's (remaining) hit mass budget is required to be greater than the hit mass of the enemy that is to be cleaved.

For example, the slug special shot of the Combat Shotgun Mk VII has a max hit mass limit of 3. It can cleave one Dreg Stalker (2 hit mass) and hit a second one but it cannot cleave the second Dreg Stalker (2x2=4 total hit mass required). And naturally, it cannot cleave a single Plague Ogryn (20 hit mass). With this blessing, a critical slug special shot has its max hit mass limit set to infinite which means that it can cleave and damage all enemies that the attack is able to reach within its max range of 100m. Note that the slug special shot's effective damage ranges still apply, so it deals its highest damage against all targets within 20m, decreasing damage against all targets until 40m, and its lowest damage against all targets beyond 40m. If an attack with infinite cleave applies a DoT (e.g. burn from fire special shot of the Combat Shotgun Mk IX or bleed from Flechette), the DoT will be applied to all hit enemies until the shot's hard range cutoff at 75m (Double-Barrel Shotgun) or 100m (Combat Shotguns).

Note that Carapace armor cannot be cleaved by default. This blessing does not allow to bypass Carapace's built-in aborts_attack mechanic: So even with 'infinite' cleave procced, an attack will stop at the next Carapace armor hit zone (e.g. Crushers, or Bulwark shields).
Weapons
Combat Shotguns
Double-Barrel Shotgun
Ranged Stagger Strength (per tier)
10% | 15% | 20% | 25%
10% | 15% | 20% | 25%


Marksman's Reflex
Icon            
Mechanics
+X% Reload Speed for 3 on Projectile Weakspot Hit.

stat buff: reload_speed

Hitting a weakspot increases reload animation speed (see values below) for 3s; cannot be refreshed during active duration. Stacks additively with reload speed buffs from talents, weapon perks, and Celerity Stimm. Procs on Rumbler's melee special action and on regular melee attacks.
Weapon
Rumbler
Reload Speed (per tier)
15% | 20% | 25% | 30%
– –  N  – –
No Respite
Icon            
Mechanics
Up to +X% Damage on Hit (Staggered Enemy), scaling with Stagger.

stat buff: stagger_count_damage

Every instance of stagger applied to an enemy increases the damage (see values below) of ranged attacks and DoTs while the weapon is wielded against the staggered enemy. This stacks up to 7 times. Note that there is nothing in the game that tells players about the active stagger count on a target and therefore about the blessing's current effective damage increase against staggered targets.

Generally, if an enemy is successfully staggered by an action (e.g. melee or ranged attacks, explosions, combat abilities, pushes, etc) this applies one instance of stagger to the enemy; if this enemy is staggered again while still in staggered state, another instance of stagger is added. This stagger count has no effective limit and resets when the enemy recovers fully from being staggered. The blessing considers the first 7 staggers on an enemy for its stack calculation.

So, for example, the Vigilant Autogun Mk VII (with 80% Damage and Stopping Power stats) cannot kill a Scab Bruiser in one shot against the chest. When the Scab Bruiser is pushed 6 times in a row (without recovering from stagger) and then shot in the chest, he dies in one shot.
Weapons
Combat Shotguns
Helbore Lasguns
Infantry Lasguns
Vigilant Autoguns
Stagger Count Damage (per tier)
14% | 16% | 18% | 20% (up to +140%)
14% | 16% | 18% | 20% (up to +140%)
14% | 16% | 18% | 20% (up to +140%)
14% | 16% | 18% | 20% (up to +140%)
– –  O  – –
Opening Salvo
Icon            
Mechanics
+X% Strength on Salvo's First shot.

stat buff: ranged_power_level_modifier

When entering shooting state, increases the power level (see values below) of the first shot fired; stacks additively with related power level buffs, and multiplicatively with damage buffs. Subsequent shots do not receive the buff. The blessing is active again only after leaving the active shooting state (i.e. when weapon sway and spread have reset fully after firing).

'Power level buffs' increase the base power of attacks which benefits damage, stagger, and cleave (where applicable).

Vigilant Autoguns have generally very fast sway and spread reset times, so the blessing's uptime can be high even without adjusting shooting behavior on the player side.

Note that when a weapon's shooting action fires multiple shots (Vigilant Autogun Mk III and Mk IX), only the first shot of the burst receives the damage increase.
Weapons
Heavy Stubbers
Infantry Lasguns
Vigilant Autoguns
Ranged Power (per tier)
14% | 16% | 18% | 20%
14% | 16% | 18% | 20%
14% | 16% | 18% | 20%


Optimised Cooling
Icon            
Mechanics
Increased Charge Speed scaling inversely with Heat Level.

stat buff: overheat_amount

Continuous shots grant stacks (up to 5). Per stack, reduces the amount of overheat generated (see values below) per shot or while charging shots; stacks multiplicatively with itself and the Focused Cooling blessing (critical shots).

'Continuous fire' refers to chaining shooting actions immediately after each other before weapon sway and spread reset fully. Removes all stacks when this shooting state is ended, on vent, or on reload.

Holding down right-click after firing a shot, thereby continuing to charge, holds all current stacks until vent or reload.
Weapon
Plasma Gun
Overheat Cost Reduction per stack (per tier)
4% | 6% | 8% | 10% (up to ~41%)


Overpressure
Icon            
Mechanics
Up to +X% Strength, scaling with remaining Ammunition. Stacks 5 times.

stat buff: power_level_modifier

Scaling with the percentage of remaining ammo in clip, grants stacks (up to 5); holds all current stacks until reload. Per stack, increases the power level of attacks (see values below) and DoTs while the weapon is wielded; stacks additively with related power level buffs, and multiplicatively with damage buffs.

'Power level buffs' increase the base power of attacks which benefits damage, stagger, and cleave (where applicable).

For example, a Flamer with 33 max ammo in clip (80% Ammo stat):
Stacks
0
1
2
3
4 
5 
Ammo
Remaining
33
27
21
15
9
3
Weapon
Flamer
Power per stack (per tier)
2% | 3% | 4% | 5% (up to +25%)


Overwhelming Fire
Icon            
Mechanics
+X% Strength for every 4 Single Target Hits. Lasts 2s and Stacks 5 times.

stat buff: ranged_power_level_modifier

When hitting the same enemy four times with ranged attacks, grants stacks (up to 5); stacks last 2s and can be refreshed during active duration (against the same target); the stack count resets when the target is switched. Per stack, increases the power level of ranged attacks (see values below); stacks additively with related power level buffs, and multiplicatively with damage buffs.

'Power level buffs' increase the base power of attacks which benefits damage, stagger, and cleave (where applicable).
Weapons
Heavy Stubbers
Twin-Linked Stubbers
Ranged Power per stack (per tier)
7% | 8% | 9% | 10% (up to +50%)
7% | 8% | 9% | 10% (up to +50%)
– –  P¹  – –
Penetrating Flame
Icon            
Mechanics
Direct hits apply X Stacks of 1% Brittleness for 5s. Stacks 20 times

stat buff: rending_multiplier

Direct fire hits apply a specific amount (see values below) of rending debuff stacks ('brittleness') to enemies boosting damage against armor types Carapace, Flak, Maniac, Unyielding (including damage of explosions and DoTs); lasts 5s, can be refreshed during active duration, and stacks additively with rending buffs that boost a character's own damage ('rending').

This blessing's rending debuff is unique: rending_burn_debuff. It stacks up to 20 times and applies a rending_multiplier of 1% per stack (whereas the regular rending_debuff stacks up to 16 times and applies 2.5% rending per stack). This debuff being unique also means that it is, in regard to the rending debuff cap on an enemy, in fact a separate debuff which stacks additively with the regular rending debuff ('brittleness') from weapon blessings Armourbane, Can Opener, Rending Shockwave, Shattering Impact, Supercharge, Thunderous, Ogryn's Brutish Strength, and from Veteran's Onslaught talent. It also stacks additively with the other unique rending_debuff_medium from Veteran's Exploit Weakness talent.

As a result, the total rending ('brittleness') that can effectively be applied to an enemy when this blessing is involved is:
 • 20% (only rending_burn_debuff)
 • 40% (rending_burn_debuff + rending_debuff_medium)
 • 60% (rending_burn_debuff + regular rending_debuff)
 • 80% (rending_burn_debuff + regular rending_debuff + rending_debuff_medium)
Weapons
Flamer
Inferno Staff
Brittleness Stacks (per tier)
1 | 2 | 3 | 4
1 | 2 | 3 | 4


Pierce
Icon            
Mechanics
Special Attacks gain +X% Stagger and ignore Hit Mass Bonus from Armour.

buff keywords:
ignore_armor_aborts_attack
use_reduced_hit_mass


stat buff: melee_impact_modifier


This blessing buffs attacks with the melee special action in three ways: (1) Increases melee stagger strength (see values below); stacks additively with other related stagger buffs. (2) By default, Carapace armor cannot be cleaved. This blessing allows melee attacks with the melee special action to bypass Carapace's built-in aborts_attack mechanic so that Carapace armor can be cleaved. (3) Reduces enemy hit mass by 75% against melee attacks with the melee special action.

Hit mass & cleave:
Every enemy has a specific hit mass, and every attack has a specific hit mass budget. In order to successfully cleave an enemy, an attack's (remaining) hit mass budget is required to be greater than the hit mass of the enemy that is to be cleaved.

For example, the melee special action of the Kickback has a max hit mass limit of 10. It cannot cleave a single Scab Mauler (10 hit mass) on headshot mainly because of Carapace's aborts_attack property, it will always stop on the first Scab Mauler head. With this blessing, the melee special action can now cleave Carapace just like any other armor type and it can cleave three Scab Maulers on headshot (3x10x0.25=7.5 total hit mass required) to hit a fourth one. It cannot cleave the fourth Scab Mauler, however, since this would require a max hit mass limit greater than 4x10x0.25=10.

Note that both Kickback and Rumbler have very weird damage profiles for their melee special actions in regard to armor damage modifiers, damage cleave distribution, and stagger cleave distribution: The melee special actions deal damage to only the first two targets (no matter what) but can deal stagger to as many targets as the hit mass limit allows. The attacks also have an armor damage modifier that specifies no_damage against Carapace which results in the attacks dealing no damage (1 on headshots) against, for example, Crushers or Scab Mauler heads despite still being able to stagger and (with this blessing) cleave them.
Weapons
Kickback
Rumbler
Melee Stagger Strength (per tier)
10% | 15% | 20% | 25%
10% | 15% | 20% | 25%


Pinning Fire
Icon            
Mechanics
+X% Strength for every Enemy you Stagger. Stacks 5 times.

stat buff: power_level_modifier

Hits with ranged attacks and melee special actions (Boltgun bash) that successfully stagger the target grant stacks (up to 5); stacks last 2.5s and can be refreshed during active duration. Per stack, increases the power level (see values below) of ranged attacks and DoTs while the weapon is wielded; stacks additively with other power level buffs, and multiplicatively with damage buffs.

'Power level buffs' increase the base power of attacks which benefits damage, stagger, and cleave (where applicable).
Weapons
Autopistol
Boltgun
Heavy Stubbers
Power per stack (per tier)
4.25% | 4.5% | 4.75% | 5% (up to +25%)
4.25% | 4.5% | 4.75% | 5% (up to +25%)
4.25% | 4.5% | 4.75% | 5% (up to +25%)


Pinpointing Target
Icon            
Mechanics
+X% Strength every 0.4 seconds while aiming, stacking 5 times. Discharges all stacks upon firing.

stat buff: power_level_modifier

Every 0.4s while in alt fire mode, generates stacks (up to 5); removes all stacks on shot or when leaving alt fire mode. Per stack, increases the power level (see values below) of explosions created by the weapon and DoTs while the weapon is wielded; stacks additively with other power level buffs, and multiplicatively with damage buffs.

'Power level buffs' increase the base power of attacks which benefits damage, stagger, and cleave (where applicable).
Weapon
Grenadier Gauntlet
Power per stack (per tier)
5% | 6% | 7% | 8% (up to +40%)
– –  P²  – –
Point Blank
Icon            
Mechanics
+X% Ranged Critical Chance after Melee Kill for X seconds.

stat buff: ranged_critical_strike_chance

Killing an enemy with a regular melee attack or the melee special action (bash) grants additional crit chance to ranged attacks for a duration (see values below); can be refreshed during active duration.
Weapons
Bolt Pistol
Stub Revolvers
Ranged Crit Chance (per tier) & Duration
14% | 16% | 18% | 20% | 3.5s
14% | 16% | 18% | 20% | 2.5s


Powderburn
Icon            
Mechanics
+X% Damage against Suppressed Enemies, +X% Suppression and -X% Recoil on Close Range Kill.

stat buffs:
damage_vs_suppressed
suppression_dealt
recoil_modifier


When killing enemies who are within 12.5m with ranged attacks, increases damage against enemies who are suppressed, increases suppression dealt to enemies, and reduces weapon recoil (see values below) for 2s; can be refreshed during active duration. The damage buff stacks additively with other damage buffs, and multiplicatively with power level buffs; the suppression buff stacks additively with related buffs from Ogryn's aura Coward Culling, Veteran's Competitive Urge, Keep Their Heads Down!, and the small suppression node, or Zealot's small suppression node; the recoil reduction stacks additively with related buffs from Veteran's Executioner's Stance and Deadshot, or Zealot's Dance of Death.

Breeds that can be suppressed: Armored Groaner, Groaner, Dreg Gunner, Dreg Stalker, Radio Operator, Reaper, Scab Gunner, Scab Shooter, Scab Stalker
Weapon
Autopistol
Damage vs Suppressed & Suppression & Reduced Recoil (per tier)
14% & 28% & -28% | 16% & 32% & -32% | 18% & 36% & -36% | 20% & 40% & -40%


Power Blast
Icon            
Mechanics
Gain between X% and X% Crit Chance based on charge level when firing.

stat buff: critical_strike_chance

Every 20% charge level while charging shots grants 1 stack (up to 5); stack calculation rounds down so the first stack is granted when above 20% charge level, the second when above 40% charge level, etc; max stacks when the shot is fully charged. Per stack, grants additional crit chance (see values below) to the next shot.

The auto charge action of left-clicks always generates 2 stacks before the shot is fired; max stacks can only be reached by the alt fire charging action.
Weapon
Plasma Gun
Crit Chance per stack (per tier)
2% | 3% | 4% | 5% (up to +25%)
– –  P³  – –
Pulverise
Icon            
Mechanics
+X% Critical Chance for 3s on Melee Kill.

stat buff: critical_strike_chance

Killing enemies with Grenadier Gauntlet's melee attacks grants additional crit chance (see values below) for 3s to Grenadier Gauntlet's ranged attacks (grenade projectile direct impact damage and grenade explosion damage) and melee attacks.
Weapon
Grenadier Gauntlet
Crit Chance (per tier)
10% | 15% | 20% | 25%


Puncture
Icon            
Mechanics
Ranged hits add X stacks of bleed to enemies.

Damaging ranged hits apply stacks of bleed (see values below). Can't apply bleed through shields. Can apply up to 16 max bleed stacks on a target.

Bleed: same as other sources of bleed; lasts 1.5s; ticks every 0.5s; refreshes duration on stack application; above average armor damage modifiers across the board, low armor damage modifier against Carapace.

This blessing is also procced by Zealot's Blades of Faith (while the weapon is wielded), by Psyker's Assail (if the weapon is wielded when the projectile hits), and by direct impact hits of thrown grenades (if the weapon is wielded when the grenade hits).
Weapons
Boltgun
Bolt Pistol
Bleed Stacks (per tier)
1 | 2 | 3 | 4
1 | 2 | 3 | 4


Punishing Fire
Icon            
Mechanics
X% Strength on your ranged attack for 3 seconds after cleaving through several enemies with your weapon's special attack.

stat buff: ranged_power_level_modifier

When hitting three or more enemies with the melee special action, increases the power level of ranged attacks (see values below) for 3s; can be refreshed during active duration. Stacks additively with related power level buffs, and multiplicatively with damage buffs.

'Power level buffs' increase the base power of attacks which benefits damage, stagger, and cleave (where applicable).
Weapon
Kickback
Ranged Power (per tier)
6% | 9% | 12% | 15%


Punishing Salvo
Icon            
Mechanics
+X% Weakspot Damage on Second, Third and Fourth shots in a Salvo.

stat buff: ranged_weakspot_damage

When entering shooting state, increases the weakspot damage (see values below) of the second, third and fourth shot fired; stacks additively with related damage buffs, and multiplicatively with power level buffs. The first shot and subsequent shots after the fourth do not receive the buff. The blessing is active again only after leaving the active shooting state (i.e. when weapon sway and spread have reset fully after firing).
Weapons
Infantry Autoguns
Recon Lasguns
Ranged Weakspot Damage (per tier)
35% | 40% | 45% | 50%
35% | 40% | 45% | 50%
– –  Q  – –
Quickflame
Icon            
Mechanics
+X% Reload Speed if empty.

stat buff: reload_speed

When the current ammo in clip is 0, increases the reload animation speed of the next reload; stacks additively with related buffs from Zealot's Sainted Gunslinger, weapon perk, and Celerity Stimm.
Weapon
Flamer
Reload Speed (per tier)
24% | 28% | 32% | 36%
– –  R¹  – –
Raking Fire
Icon            
Mechanics
+X% Damage when shooting Enemies in the back.

buff keyword: allow_flanking

stat buff: flanking_damage


Enables flanking. When flanking, increases damage of ranged attacks (see values below); stacks additively with Zealot's Ambuscade, and multiplicatively during calculation with other damage buffs and power level buffs.

'Flanking' refers to ranged attacks executed from within a specific angle[i.imgur.com] behind an enemy's back.
Weapons
Autopistol
Infantry Autoguns
Laspistols
Flanking Damage (per tier)
32.5% | 35% | 37.5% | 40%
32.5% | 35% | 37.5% | 40%
32.5% | 35% | 37.5% | 40%


Reassuringly Accurate
Icon            
Mechanics
+X% Toughness on Critical Hit Kill.

function: recover_percentage_toughness

When killing an enemy with a critical attack, replenishes a fixed percentage of maximum toughness (see values below); can proc multiple times per shot and also on crit kills with melee attacks or special melee actions (Grenadier Gauntlet). Procs additionally to toughness replenishments from talents like Ogryn's Bullet Bravado, or Psyker's Disrupt Destiny, Mettle, Soulstealer, or Veteran's Confirmed Kill, Exhilarating Takedown, Out for Blood, or Zealot's The Voice of Terra; does not interact with coherency toughness.

The toughness amount replenished is neither affected by the toughness replenishment debuff while in toxic gas or from Psyker's Empyric Resolve nor by the toughness replenishment buff from Ogryn's Too Stubborn to Die or Veteran's Tunnel Vision.
Weapons
Grenadier Gauntlet
Laspistols
Max Toughness Percentage (per tier)
24% | 28% | 32% | 36%
10% | 12% | 14% | 16%


Rending Shockwave
Icon            
Mechanics
Target receives up to X Stacks of 2.5% Brittleness, scaling with charge time of Secondary Attack. Debuff lasts for 5 seconds and can have a maximum of 16 stacks.

stat buff: rending_multiplier

Scaling with charge level, alt fire explosions apply a rending debuff ('brittleness') to enemies within range boosting damage against armor types Carapace, Flak, Maniac, Unyielding (including damage of explosions and DoTs). Each stack applies 2.5% rending (up to 40% max at 16 stacks), lasts 5s, and can be refreshed during active duration; can apply stacks through shields.

Stacks additively with other rending debuffs ('brittleness'), and with rending buffs that only boost a character's own damage ('rending').

For example, with Tier 4 Rending Shockwave, 1 stack of the rending debuff is generated for every 12.5% of max charge level while charging the alt fire explosion. With an 80% Charge Rate stat, the explosion is fully charged after ~1.33s (or 80 frames); so every ~0.16s (or 10 frames) 1 rending debuff stack is generated while charging. Overall charge time can be reduced further by Celerity Stimm; charge time is unaffected by attack speed buffs.
Weapon
Voidblast Staff
Brittleness Stacks (per tier)
2 | 4 | 6 | 8


Rising Heat
Icon            
Mechanics
Up to +X% Strength scaling with Heat Level.

stat buff: power_level_modifier

Scaling with overheat, grants stacks (up to 5). Per stack, increases the power level (see values below) of ranged attacks and DoTs while the weapon is wielded; stacks additively with other power level buffs, and multiplicatively with damage buffs.

Stacks
1   
2
3
4  
5
Overheat
Required
19%
37%
55%
73%
91%

'Power level buffs' increase the base power of attacks which benefits damage, stagger, and cleave (where applicable).
Weapon
Plasma Gun
Power per stack (per tier)
1.5% | 2% | 3% | 4% (up to +20%)
– –  R²  – –
Roaring Advance
Icon            
Mechanics
-X% Movement Speed Reduction for every 5% of magazine spent during continuous fire. Stacks 5 times.

stat buffs:
alternate_fire_movement_speed_reduction_modifier
weapon_action_movespeed_reduction_multiplier


While continuously firing shots, for every 5% of max ammo in clip spent, grants stacks (up to 5); stack calculation rounds down so if the clip size is 119, generates stacks for every 11 rounds fired (119x0.1=11.9, rounded down to 11). Per stack, reduces movement speed penalty while being in alt fire mode. Stacks multiplicatively with itself and related buffs from Ogryn's Point-Blank Barrage; stacks multiplicatively with movement speed buffs.
Weapons
Braced Autoguns
Twin-Linked Stubbers
Alt Fire Move Speed Penalty Reduction per stack (per tier)
10% | 15% | 20% | 25% (up to ~76%)
7% | 8% | 9% | 10% (up to ~41%)


Run 'n' Gun
Icon            
Mechanics
You can Hipfire with this weapon while Sprinting. +X% Close Damage while Sprinting. Also reduces weapon spread at all times by X%.

buff keyword: allow_hipfire_during_sprint

stat buffs:
spread_modifier
damage_near


This blessing does three things: (1) It allows weapons' primary attacks (left-clicks) to be fired while sprinting so that sprint does not get interrupted by the shooting action. (2) It reduces weapon spread at all times by 30% or 10% (Double-Barrel Shotgun); stacks additively with related buffs from Veteran's Executioner's Stance, or Zealot's Dance of Death. (3) Only while sprinting, it increases the damage (see values below) of ranged attacks, melee special actions (bashes), and DoTs while the weapon is wielded against targets who are within 30m (see table); stacks additively with other damage buffs, and multiplicatively with power level buffs.

Against enemies within 12.5m, the damage buff increases damage with full effect. Beyond 12.5m, the damage buff decreases linearly until it loses its effect at 30m:

Distance
to Target
1m
12.5m
13m
15m
20m
25m
30m
Damage
Increase
12%
12%
~11.7%
~10.3%
~6.9%
~3.4%
0%
Weapons
Bolt Pistol
Double-Barrel Shotgun
Electrokinetic Staff
Inferno Staff
Kickback
Stub Revolvers
Voidblast Staff
Voidstrike Staff
Close Damage (per tier) & Spread Reduction
6% | 9% | 12% | 15% | -30%
6% | 9% | 12% | 15% | -10%
6% | 9% | 12% | 15% | -30%
6% | 9% | 12% | 15% | -30%
6% | 9% | 12% | 15% | -30%
6% | 9% | 12% | 15% | -30%
6% | 9% | 12% | 15% | -30%
6% | 9% | 12% | 15% | -30%
– –  S¹  – –
Scattershot
Icon            
Mechanics
+X% Critical Chance for each Enemy Hit by your previous attack. Stacks 5 times.

stat buff: ranged_critical_strike_chance

For every enemy hit by a single shot, grants stacks (up to 5); removes all stacks on the next shot (even when shooting air). Per stack, grants additional crit chance to ranged attacks (see values below).
Weapons
Combat Shotguns
Double-Barrel Shotgun
Ranged Crit Chance per stack (per tier)
6% | 8% | 10% | 12% (up to +60%)
6% | 8% | 10% | 12% (up to +60%)


Shattering Impact
Icon            
Mechanics
Target receives X Stacks of 2.5% Brittleness on direct projectile hit. Debuff lasts for 5 seconds and can have a maximum of 16 stacks.

stat buff: rending_multiplier

Ranged hits apply a rending debuff ('brittleness') to enemies boosting damage against armor types Carapace, Flak, Maniac, Unyielding (including damage of explosions and DoTs). Each stack applies 2.5% rending (up to 40% max at 16 stacks), lasts 5s, and can be refreshed during active duration; can apply stacks through shields.

Stacks additively with other rending debuffs ('brittleness'), and with rending buffs that only boost a character's own damage ('rending').

Note that the grenade explosions of Rumbler and Grenadier Gauntlet (including explosive punch weapon special) count as ranged attacks and therefore apply the rending debuff to all targets within explosion radius.

Rending and Armor Damage Modifiers
Every enemy has a specific base armor type and specific armor hit zones on their body. Every attack has specific armor damage modifiers that define how much damage an attack deals against the respective base armor types or the armor hit zones. The values of armor damage modifiers range between no_damage (which does not always mean 0 damage is dealt), below 1 (which means reduced damage), 1 (which means unchanged damage), and above 1 (which means increased damage). A rending_multiplier provided by 'rending' (buffing a character's own damage) or by 'brittleness' (debuffing a target for all attackers) increases an attack's armor damage modifier against armor types Carapace, Flak, Maniac and Unyielding.

For example, let's assume an attack deals 380 base damage and has an armor damage modifier of 0.75 against Flak. This attack would deal 380x0.75=285 damage against a Flak-armored hit zone. If the attack is buffed by a talent that grants 10% 'rending' (i.e. a rending_multiplier of 0.1), then the attack's armor damage modifier against Flak is now increased to 0.75+0.1=0.85 and it therefore deals 380x0.85=323 damage against the Flak-armored hit zone. If the target is also debuffed by 40% 'brittleness', another rending_multiplier of 0.4 is added which, in total, increases the attack's armor damage modifier against Flak to 0.75+0.1+0.4=1.25. The rending surplus of 1.25-1=0.25 is converted into a generic damage buff at a quarter of its value. So the attack now deals 380+380x(0.25x0.25)=403.75 damage total to the Flak-armored hit zone.
Weapons
Boltgun
Grenadier Gauntlet
Plasma Gun
Rumbler
Brittleness Stacks (per tier)
1 | 2 | 3| 4
1 | 2 | 3| 4
1 | 2 | 3| 4
1 | 2 | 3| 4


Showstopper
Icon            
Mechanics
X% chance Elite and Special enemies Explode on kill.

Grants a fixed chance (see values below) to create an explosion when an elite or special enemy dies to burn (Flamer) or Soulblaze (Inferno Staff) damage ticks.

The explosion spawns on the center mass hitzone of the killed enemy, has a radius of 3m (Flamer) or 4m (Inferno Staff), below average armor damage modifiers, deals decent stagger and 400 base damage (Flamer) or 240 base damage (Inferno Staff) which decreases from center to max range. Explosion damage can be increased by 'rending' / 'brittleness', by damage buffs (talents, blessings, weapon perks, debuffs) and power level buffs (e.g. Blaze Away).
Weapons
Flamer
Inferno Staff
Chance to Explode (per tier)
14% | 16% | 18% | 20%
14% | 16% | 18% | 20%


Shrapnel
Icon            
Mechanics
+X Bleed Stacks from close range explosions.

Applies stacks of bleed (see values below) to enemies who are within the epicenter of the Rumbler grenade explosion. Can apply bleed through shields, can apply up to 16 max bleed stacks on a target.

The base epicenter radius of Rumbler grenades can be increased by Ogryn's Big Boom talent and by the Blast Zone (BZ) weapon blessing. For example, the explosion epicenter radius of a Rumbler grenade with an 80% Blast Radius stat:

Base
 
w/ Big Boom
 
w/ Tier 4 BZ (5 stacks)
w/ Big Boom
w/ Tier 4 BZ (5 stacks)
Epicenter
Radius
2.8m 
3.57m
3.64m
4.41m

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.
Weapon
Rumbler
Bleed Stacks (per tier)
1 | 2 | 3 | 4


Speedload
Icon            
Mechanics
+X% Reload Speed for X seconds after Close Kill. Stacks 5 times.

stat buff: reload_speed

When killing enemies who are within 12.5m with ranged attacks, grants stacks (up to 5); stacks last for a duration (see values below) and can be refreshed during active duration. Per stack, increases reload animation speed (see values below); stacks additively with reload speed buffs from talents, weapon perks, and Celerity Stimm.
Weapons
Autopistol
Braced Autoguns
Double-Barrel Shotgun
Infantry Autoguns
Laspistols
Recon Lasguns
Stub Revolvers
Reload Speed per stack (per tier) & Duration
7% | 8% | 9% | 10% (up to +50%) | 2s
7% | 8% | 9% | 10% (up to +50%) | 2.5s
7% | 8% | 9% | 10% (up to +50%) | 3s
7% | 8% | 9% | 10% (up to +50%) | 2.5s
7% | 8% | 9% | 10% (up to +50%) | 3s
7% | 8% | 9% | 10% (up to +50%) | 3s
7% | 8% | 9% | 10% (up to +50%) | 4s
– –  S²  – –
Stripped Down
Icon            
Mechanics
Gain Ranged Attack Immunity while sprinting with over X% Stamina.

buff keyword: count_as_dodge_vs_ranged

While sprinting and having stamina above a specific threshold (see values below), puts the character into is_dodging state against enemy ranged attacks. As long as the conditions are met, ranged hit scan attacks are automatically dodged and therefore able to trigger talents that proc on_successful_dodge (not against Gunners, Reaper, Sniper) like Zealot's Dance of Death, Duellist, Good Balance, Inebriate's Poise or Second Wind, or Veteran's Duck and Dive and Reciprocity.

Note that unlike sprint dodging[i.imgur.com]this blessing has no angle requirement, the conditional is_dodging state allows to dodge all enemy hit scan attacks regardless from which direction they are fired at the player.
Weapons
Braced Autoguns
Infantry Autoguns
Recon Lasguns
Max Stamina Percentage Threshold (per tier)
80% | 70% | 60% | 50%
80% | 70% | 60% | 50%
80% | 70% | 60% | 50%


Surgical
Icon            
Mechanics
+10% Critical Chance for every X second while aiming. Stacks 10 times. Discharges all stacks upon firing.

stat buff: critical_strike_chance

While in alt fire mode, generates stacks in specific intervals (see values below); holds stacks until the next shot; removes all stacks when leaving alt fire mode. Per stack, grants 10% additional crit chance to ranged attacks (up to +100%).
Weapons
Boltgun
Bolt Pistol
Heavy Stubbers
Helbore Lasguns
Kickback
Stub Revolvers
Vigilant Autoguns
Stack Interval (per tier)
0.35s | 0.3s | 0.25s | 0.2s
0.45s | 0.4s | 0.35s | 0.3s
0.35s | 0.3s | 0.25s | 0.2s
0.45s | 0.4s | 0.35s | 0.3s
0.35s | 0.3s | 0.25s | 0.2s
0.45s | 0.4s | 0.35s | 0.3s
0.35s | 0.3s | 0.25s | 0.2s


Surge
Icon            
Mechanics
2 Shots on (Primary) Critical Hit. +X% Ranged Crit Chance.

buff keyword: critical_strike_second_projectile

stat buff: ranged_critical_strike_chance


Whenever a projectile attack crits, spawns one additional projectile. For Electrokinetic Staff and Voidblast Staff, additional projectiles can only spawn on primary attacks (left-clicks).

Also grants additional crit chance (see values below) to ranged attacks.
Weapons
Electrokinetic Staff
Voidblast Staff
Voidstrike Staff
Ranged Crit Chance (per tier)
2% | 3% | 4% | 5%
2% | 3% | 4% | 5%
2% | 3% | 4% | 5%


Sustained Fire
Icon            
Mechanics
+X% Damage on Second, Third and Fourth shots in a Salvo.

stat buff: ranged_damage

When entering shooting state, increases the damage (see values below) of the second, third and fourth shot fired; stacks additively with other damage buffs, and multiplicatively with power level buffs. The first shot and subsequent shots after the fourth do not receive the buff. The blessing is active again only after leaving the active shooting state (i.e. when weapon sway and spread have reset fully after firing).

For Electrokinetic Staff and Voidblast Staff, this blessing benefits only primary attacks (left-clicks). For Voidstrike Staff, it benefits both primary and secondary attacks.
Weapons
Autopistol
Electrokinetic Staff
Helbore Lasguns
Infantry Autoguns
Recon Lasguns
Stub Revolvers
Voidblast Staff
Voidstrike Staff
Ranged Damage (per tier)
14% | 16% | 18% | 20%
14% | 16% | 18% | 20%
14% | 16% | 18% | 20%
14% | 16% | 18% | 20%
14% | 16% | 18% | 20%
14% | 16% | 18% | 20%
14% | 16% | 18% | 20%
14% | 16% | 18% | 20%
– –  T  – –
Terrifying Barrage
Icon            
Mechanics
Suppress Enemies within Xm Radius on Close Range Kill.

function: Suppression.apply_area_minion_suppression

When killing enemies who are within 12.5m with ranged attacks, applies an amount of suppression (see values below) to all suppressible enemies around the player in a 12m radius. The amount of suppression dealt can be increased by related buffs from Ogryn's aura Coward Culling, or Veteran's Competitive Urge, Keep Their Heads Down!, and small suppresion node, or Zealot's small suppression node, or weapon blessing Powderburn (Autopistol).

Suppression
Supppression is a mechanic designed against ranged enemies who are not engaged in melee combat. Successfully suppressed enemies stop shooting and, if they are supposed to, seek cover or, alternatively, cower down on the spot. Each enemy has a specific suppression threshold that has to be surpassed to get suppressed and a specific maximum amount of suppression that can be applied to them; both the threshold and the max amount change with enemy combat ranges: melee range (8m), close range (12.5m), far range (30m). When an enemy is suppressed, the suppression amount decays over time (the decay speed also changes with combat range). All ranged attacks (also explosions and abilities like Zealot's Holy Relic with Banishing Light) deal a specific amount of suppression: firing towards suppressible enemies accumulates suppression per shot (within roughly 3m), and killing an enemy deals suppression in a specific area around the killed target.

For example, the Stub Revolver Mk IIa deals 2.5 suppression per shot and 12 suppression in a 4m radius around a killed target. Let's assume the player is surrounded by Dreg Stalkers who are at 11m distance to the player and engaged in ranged combat. While in this combat range, Dreg Stalkers have a suppression threshold of 20 and a suppression max amount of 35. Without the blessing, killing one Dreg Stalker adds suppression to others who are in a 4m radius around the killed target. The suppression amount of 2.5+12=14.5 is not enough to suppress them, they keep firing. With the blessing (Tier 4), 30 suppression is added when killing a Dreg Stalker. So Dreg Stalkers who are within 4m of the killed target now take 2.5+12+30=44.5 suppression total which surpasses their threshold of 20 and caps out their maximum of 35. They get suppressed and cower down. Furthermore, the blessing applies 30 suppression to all Dreg Stalkers who are within 12m around the player which is enough to suppress these, too. The duration of how long the Dreg Stalkers will be suppressed then depends on the surplus above the threshold. Those Dreg Stalkers close to the killed target (35 suppression total) will recover after roughly 2.5s to 3s and those suppressed only by the blessing (30 suppression total) will recover slightly faster (note that there is a randomness factor in the decay calculation to make it feel more natural by avoiding that all units recover at the same time).

Breeds that can be suppressed: Armored Groaner, Groaner, Dreg Gunner, Dreg Stalker, Radio Operator, Reaper, Scab Gunner, Scab Shooter, Scab Stalker

Inferno Staff:
Note that this blessing only procs when killing enemies with direct fire hits for Inferno Staff, enemies dying to Soulblaze ticks do not proc it.
Weapons
Autopistol
Boltgun
Braced Autoguns
Combat Shotguns
Double-Barrel Shotgun
Electrokinetic Staff
Twin-Linked Stubbers
Infantry Autoguns
Inferno Staff
Kickback
Ripper Guns
Stub Revolvers
Voidblast Staff
Voidstrike Staff
Suppression Amount (per tier)
15 | 20 | 25 | 30
15 | 20 | 25 | 30
15 | 20 | 25 | 30
15 | 20 | 25 | 30
15 | 20 | 25 | 30
15 | 20 | 25 | 30
15 | 20 | 25 | 30
15 | 20 | 25 | 30
15 | 20 | 25 | 30
15 | 20 | 25 | 30
15 | 20 | 25 | 30
15 | 20 | 25 | 30
15 | 20 | 25 | 30
15 | 20 | 25 | 30


Transfer Peril
Icon            
Mechanics
Quell X% of your Peril on Weak Spot Hit.

function: WarpCharge.decrease_immediate

Weakspot hits remove a fixed percentage of peril (see values below) from the current peril amount; can proc multiple times per shot when cleaving enemy weakspots. Cannot proc on secondary attacks of Electrokinetic Staff (chain lightning) and Voidblast Staff (explosion) because neither attack targets weakspots. Procs additionally to Psyker's Battle Meditation and Purloin Providence.

Melee special actions of all staves can also proc this blessing.
Weapons
Electrokinetic Staff
Voidblast Staff
Voidstrike Staff
Peril Amount Removed (per tier)
7% | 8% | 9% | 10%
7% | 8% | 9% | 10%
6.5% | 7% | 7.5% | 8%


Trickshooter
Icon            
Mechanics
+X% Strength on Chained Weak Spot Hit (Any Target). Stacks 5 times.

stat buff: ranged_power_level_modifier

Hitting weakspots with ranged attacks generates stacks (up to 5); stacks last 3.5s and can be refreshed during active duration; keeps all stacks when hitting non-weakspot hit zones and when shooting air. Per stack, increases the power level of ranged attacks (see values below); stacks additively with related power level buffs, and multiplicatively with damage buffs.

'Power level buffs' increase the base power of attacks which benefits damage, stagger, and cleave (where applicable).
Weapons
Stub Revolvers
Ranged Power per stack (per tier)
4.5% | 5% | 5.5% | 6% (up to +30%)
– –  V  – –
Volatile
Icon            
Mechanics
+X%Charge Speed on low Overheat. Stacks up to 5 times.

stat buff: charge_up_time

The blessing grants 5 stacks at 0% overheat. When generating overheat, drops stacks at specific thresholds. Per stack, reduces the charge up time of both primary and secondary attacks (see values below).

Stacks
5  
4
3
2  
1
0
Overheat
Generated
0%
20%
38%
56%
74%
92%

For example, a Plasma Gun (with an 80% Charge Rate stat) and Tier 4 Volatile at 5 stacks:

Attack
Charge Time
w/o Blessing
Charge Time
w/ Blessing (5 stacks)
left-click
0.3s
18 frames
0.25s
15 frames
alt fire
(fully charged)
1.2s
72 frames
~0.97s
58 frames

Overall charge time can be further reduced by Celerity Stimm. Charge time is unaffected by attack speed buffs.
Weapon
Plasma Gun
Charge Time Reduction per stack (per tier)
2.5% | 3% | 3.5% | 4% (up to 20%)
– –  W  – –
Warp Flurry
Icon            
Mechanics
-X% Charge Time on Chained Secondary Attack. Stacks 3 times.

stat buff: charge_up_time

Using charged attacks in alt fire mode grants stacks (up to 3); stacks last 5s. Per stack, reduces charge up time (see values below). Can be further reduced with Celerity Stimm; charge time is unaffected by attack speed buffs.
Weapons
Electrokinetic Staff
Inferno Staff
Voidblast Staff
Voidstrike Staff
Charge Time Reduction per stack (per tier)
5.5% | 6.5% | 7.5% | 8.5% (up to 25.5%)
5.5% | 6.5% | 7.5% | 8.5% (up to 25.5%)
5.5% | 6.5% | 7.5% | 8.5% (up to 25.5%)
5.5% | 6.5% | 7.5% | 8.5% (up to 25.5%)


Warp Nexus
Icon            
Mechanics
Gain between X% and X% Critical Chance based on current level of peril.

stat buff: critical_strike_chance

Every 20% of current peril grants 1 stack (up to 4); stack calculation rounds down so the first stack is granted when above 20% peril, the second when above 40% peril, etc; max stacks when above 80% peril. Per stack, grants additional crit chance to ranged attacks and melee special actions (see values below).
Weapons
Electrokinetic Staff
Inferno Staff
Voidblast Staff
Voidstrike Staff
Crit Chance per stack (per tier)
3.5% | 4% | 4.5% | 5% (up to +20%)
3.5% | 4% | 4.5% | 5% (up to +20%)
3.5% | 4% | 4.5% | 5% (up to +20%)
3.5% | 4% | 4.5% | 5% (up to +20%)


Weight of Fire
Icon            
Mechanics
Chaining Charged Attacks reduces their Charge Time by -X%. Stacks 5 times.

stat buff: charge_up_time

While chaining charged attacks (alt fire), grants stacks (up to 5). Per stack, reduces charge up time (see values below). Can be further reduced with Celerity Stimm; charge time is unaffected by attack speed buffs.

Chaining charged attacks refers to continuously executing shooting actions in alt fire mode before the attack's chain timer runs out, drops all stacks otherwise. Leaving alt fire mode removes all stacks as well.
Weapons
Helbore Lasguns
Charge Time Reduction per stack (per tier)
6% | 8% | 10% | 12% (up to 60%)
14 Comments
GideonAI May 2 @ 3:49pm 
I apologize, I coulda swore but upon re-testing it turns out Autopistols just have shooting-while-sprinting built-in to the weapon itself! Nevermind.
kuli  [author] May 2 @ 11:45am 
I'm aware that Run 'n' Gun is listed in the weapon traits file for the Autopistol but the blessing cannot be put on weapons ingame. It isn't listed in the masteries menu either.
GideonAI May 1 @ 5:42pm 
Error: Autopistol also has the "run'n'gun" blessing available. I know because I have one, and it's also listed here: https://darktide.gameslantern.com/weapons/shredder-autopistol/ius-mk-iv-shredder-autopistol
However, the gameslantern "blessings" list does not include the Autopistol in their list of weps with that blessing either, which is erroneous.
kuli  [author] Mar 26 @ 11:53am 
No more than 16 stacks of Brittleness can be applied to an individual target.
Auden Oct 6, 2024 @ 9:28am 
@kuli Thank you! I'm not sure if it's worth bumping dumdum on a laspistol, but stacking desperado, reciprocity, duck and dive, ghost, and deadshot seems interesting.
kuli  [author] Oct 6, 2024 @ 4:08am 
@Auden
Yes, it will.
Auden Oct 5, 2024 @ 7:56pm 
Will Ghost trigger the Desperado blessing for laspistol?
kuli  [author] Sep 30, 2024 @ 5:45pm 
You start with 0 stacks. Any weakspot hit with the ranged weapon (including melee special action) generates 1 stack. All stacks are kept until a crit shot is fired which then also resets the stack count back to 0. Repeat.
Riddle Sep 30, 2024 @ 5:33pm 
If I'm using the Headhunter blessing and score a critical Weakspot hit, does it reset my stacks back to 0, or does it reset them to 0, then grant me 1 stack for the weakspot hit?
DamageInside Sep 29, 2024 @ 10:35am 
Doin the gods' work. Thanks!