Warhammer 40,000: Darktide

Warhammer 40,000: Darktide

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Curios - How to prioritize your Blessings and Perks
By Symbul
(Nov '24 update) Curios have confounded players since the game came out and still do to this day. Here I’m going to explain how to prioritize their blessings (main stat) and perks (secondaries), how they work, and how to acquire and most efficiently upgrade them. Want help deciding on Health or Toughness, Team Blue or Team Red? There’s a lot on that.
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TLDR: What should I get?
Blessings

The stats are explained further below, and there’s a discussion on each, but we have to start somewhere and not everyone wants to read an essay.

  • #1 Go-to: +(16-17) Toughness
  • Fine: +(20-21) Health,
  • If you need it: +3 Stamina
  • Only to a MAX of 3 total Wounds: +1 Wound

Boiling that down: Get as much Stamina as you think you need for your build and play pattern (usually 0-1 +3 Stamina curio), as much Health as you think you need to survive Toughness-ignoring damage (0-3, but really more like 0-1, +Health curios), fill the rest with Toughness, and ignore extra Wounds*.

As the game's been updated more and more mechanics that used to ignore or zero Toughness (mostly or entirely) have been mitigated directly (flames no longer zero Toughness), or indirectly (overcapped Toughness blocks Poxburster damage and both bombs and bursters can be avoided more consistently). The tools we have for maintaining Toughness have also been expanded. Health hasn't gotten any better.

Absolute basics: Start with full Toughness curios and see how you feel about it.

*:Unless you're trying to max out Martyrdom on Zealot but that has nothing to do with the Wound mechanic itself. I'll also mention that the +2 Wounds Talent on Zealot is quite good when combined with Bleed for the Emperor and no extra Wound Curios.

WARNING: At least as of Nov '24 there is an issue with +3 Stamina Curios that will display as +3 but will actually give +2 Stamina in live games (as opposed to local hosted Psykanium). The word on the street is that 410 total rating (with maxed Perks) is the current minimum safe rating.

To check yours, first verify that it's giving +3 Stamina in Psykanium (count the bars), then join a real game and block to bring up your bar and verify that it's the expected size. It is possible that the fake +3 is practically giving you something like 2.9 Stamina and the display rounding down isn't that significant but that is just guesswork on my part.

Perks

Perk weighting can be very build specific but this is an estimate of how reliably effective these Perks are in a sort of general, all-round build.

If you're not sure what you want try to stick with the top 4 lines, but I think there's a place for everything above Bad in a realistic build. More details below.

  • Too useful not to take: +20% Damage Resistance (Gunners)

  • Great: +5% Health/Toughness (T > H)

  • Great for newer players, but gets worse as you get more experience and go up in difficulty: +(30%) Toughness Regeneration Speed

  • Good, but still subjective: +15% Sprint Efficiency, +12% Stamina Regeneration, +20% Damage Resistance (Snipers), +10% Revive Speed (Ally), +4% Combat Ability Regeneration, +15% Corruption Resistance

  • Bad: +12% Block Efficiency, +20% Damage Resistance (Bombers / Pox Hounds / (Tox) Flamers* / Mutants), +20% Corruption Resistance (Grimoire)

  • Not recommended, but there’s a case for it: +10% Ordo Dockets, +20% chance of Curio as Mission Reward (Instead of Weapon)

  • Useless at 30 but BIS for leveling: +10% Experience

*: Since Flamers started blowing up constantly and that explosion, and Scab Flamer post-explosion fire patch, do damage directly to Health the Flamer perk is actually reasonable. If that gets tuned back down then go back to ignoring this.
The basics (Blessings)
Curios have four main stats you’re no doubt familiar with: +(17-21)% Health, +(14-17)% Toughness, +(2-3) Stamina, and +1 Wound. You may see larger ranges listed in resources but these are what rolls for level 30 characters currently.

+Health and +Toughness both stack additively to scale your base HP/Toughness. If I have three curios all with +17% Toughness blessings and +5% Health perks I’ll add +51% to my Toughness and +15% to my Health. It all stacks the same whether it’s a Blessing or Perk (or Talent).

Each class has distinct base Health and Toughness values, not scaled by character level. These are now supplemented by your Talent tree.

  • Veteran: 150 Health, 100 Toughness
  • Zealot: 200 Health, 70 Toughness
  • Psyker: 150 Health, 60 Toughness
  • Ogryn: 300 Health, 50 Toughness


If you equipped the above example Curio setup on a Zealot that picked up 45 Toughness from Talents you’d end up with 230 Health and 174 Toughness. For more depth on the relative strengths and weaknesses of Health and Toughness see the next chapter.

I’ll also use this opportunity to plug a very helpful mod to keep track of your stats ingame: NumericUI https://www.nexusmods.com/warhammer40kdarktide/mods/14


Wounds

Extra Wounds increase the number of times you can go down and (possibly) be revived before dying. These are represented in the UI with the blocks the health bars are broken down into. On Heresy and above Ogryn start with 3 Wounds and everyone else 2 Wounds. Add one Wound on Malice and below.

This stat seems to be commonly misunderstood and some of the blame for that has to be laid on the UI because without the visible Health and Toughness numbers it’s not necessarily clear what the value of Curio stats really is. Some players (in T5) even seem convinced that extra Wounds are making them tankier and without outside sources that’s not a completely crazy assumption to make.

When you’re downed and revived your last bar (Wound) of health will be replaced by Corruption, reducing your maximum Health by a wound’s percentage of your maximum. With 2 starting Wounds you’ll be on half health and with 3 starting Wounds you’ll be on two-thirds Health the first time you’re revived. Note this is max Health, so adding Health also affects this calculation.

Medicae Stations will completely clear Corruption, while the Zealot Beacon of Purity Aura and Veteran Field Improvisation Talent (w. dropped Medkit) will clear corruption up to the next completely corrupted Wound.

Med Stimms will heal one Wound's worth of Health (so with more Wounds their value goes down) and the same amount of Corruption. Other sources of healing will be blocked at the corruption cap and do not clear it.

Corruption can be gained from other sources, such as taking Health damage from Poxwalkers, Pox Hounds, Poxbursters, Daemonhosts, or Plague Ogryns. Being slimed or eaten by a Beast of Nurgle or Corruptors (those objectives you have to kill pustules to reveal) will apply corruption, as will being near a Daemonhost but this aura will only take you to half corruption on its own. Grimoires will apply 40 Health’s worth of corruption initially, and then apply further Corruption ticks over time as you hold on to it, eventually down to 1 uncorrupted Health.

If your bar is partially corrupted already then being wounded will still only fill up the next partially uncorrupted bar but otherwise it works exactly the same: If you don’t have more than a full uncorrupted bar when downed you will die. Wounds have no effect on your health pool while downed.

More on Corruption Resistance in Perks discussion.

Stamina

+X Stamina increases your Stamina bars by the value listed. You’ll no doubt have noticed this bar popping up on your UI and draining whenever you Sprint, Block, or Push. The number of separate sections corresponds to your max Stamina pool (1:1, not like in Vermintide 2). There are three components to your base Stamina: Your class, your equipped weapon, and your chosen Talents. Class base Stamina is as follows:
  • Veteran: 2
  • Zealot: 3
  • Psyker: 1
  • Ogryn: 4
You can see the bonus Stamina of each weapon in the Inspect UI. A weapon’s stats do not affect this, or I at least can’t think of any that do (but many scale Stamina costs).

When you run out of Stamina you lose Sprint speed (and won't dodge bullets), can no longer Push, and if a blocked attack drained it to zero you’ll be momentarily stunned (often called a guard break).
Stamina pools and Stamina regeneration are explored further down below.
Health vs Toughness
The biggest decision most players will make in Curio selection is whether to focus on Health or Toughness, though there’s no rule against mixing them. There isn’t a simple correct answer to this question but to put it right up front I lean more towards Toughness for the reason that it’s a rapidly replenishable resource through fairly controllable means, while Health mostly is on a spend once and it’s gone basis.

Once you become adept at managing your Toughness recovery tools then Toughness will become the means by which you tank incoming damage, and Health is more like a reserve for mistakes you make.

There is a lot to get into on this subject but I’ll start with a brief explanation of the essential differences, most of which will be fairly obvious to anyone who’s played for a while. Credit to Grimalackt for this post on enemy attacks, which is good reading for further details as I abbreviate some of the explanations: https://www.reddit.com/r/DarkTide/comments/10f40uz/all_enemy_attacks_damage_values_healthtoughness/

Shooting damage goes fully to Toughness before it starts chipping away at your Health. Once Toughness is depleted you’ll receive a short (1 second on Damnation) 50% damage reduction against further shooting, on a cooldown. (Reduction amount was reduced in Path of Redemption)

Melee damage will be absorbed by Toughness, proportional to how full your Toughness bar is. At 100% Toughness it’ll fully absorb an attack, at 75% Toughness you’ll take 25% of the damage to Health and the rest to Toughness, etc..

Many melee and shooting attacks do increased damage to Toughness. Refer to the link above for details.

What I’m going to inaccurately lump together as ‘special damage’ will either ignore Toughness and directly damage Health (e.g. Grimoires, Beast of Nurgle slime, barrel explosions) or automatically zero your Toughness and do full damage to Health (e.g. Poxbursters).


Isn’t Toughness just bad fake Health then? Not so fast!


While Toughness is by design more fragile than Health it has a critical advantage: You can get more of it. Loads more. This analysis will seem obvious to some people but my experience suggests it is not so across the board.

The first most prominent source of regen is what’s called Coherency Toughness Regeneration. Stand close to some team members while not in melee and get Toughness back. This is boosted by the Toughness Regeneration Speed Perk, both in terms of the delay from taking damage before it kicks in and how quickly it’ll regenerate. This is a flat rate, so a larger pool will take longer to refill.

The InventoryStats mod helps illustrate the difference, here between 0% and 75% TRS on Zealot (image is pre-P13).

The other universal source of Toughness regeneration is melee kills. Stab something to death, horde or elite doesn’t matter, and you get 5% Toughness back (it used to be 7.5% base for Veterans but they are now 5% base). The basic rule is that every source besides Coherency Regen is percentage based so increasing your Toughness will give you a larger return from those sources.

Then you have class abilities that boost Toughness regeneration or apply (usually Toughness) damage reduction. For brevity’s sake and to not start making this a class guide I’m not going to list them all but every class has its own significant sources of these and some Toughness generating blessings are quite powerful. How you design your build to manage your survival tools is critical and heavily influences your Curio priorities.

Kuli maintains class/talent guides that can be found here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3088553235

Damage reduction effectively increases the value of your Health/Toughness pool, and corresponding Curios. At low values this is pretty marginal. Zealot’s upgraded aura of 15% Toughness DR increases your (team’s) effective Toughness pool by 17.6%. The effect quickly grows out of proportion to what the apparent numerical increase may suggest. If you have 50% reduction to a given pool its value is effectively doubled. 75% quadruples it. These are currently accessible values with high uptime so they are worth keeping in mind.

Damage reduction however stacks multiplicatively (usually), so a normal Crit DR (50%) Zealot with the improved aura (15%) would have (0.5)*(1.15) = (0.575) = 57.5% Toughness DR rather than 65%. It is worth noting that Ogryn passive currently gives a 20% universal DR and 20% Toughness DR.

With Patch 13 came new Talents with Toughness DR. The ones with simple flat TDR (should) stack with other ones so if you took +5%, +5% and +10% TDR Talents e.g. they'd be treated as one source of +20% TDR. How everything else stacks unfortunately cannot be taken for granted as it seems to be done on the whim of whoever coded that particular ability. Still, "more is more" still holds true so there's no horrible pitfall to avoid there.

What all that adds up to is a rolling economy for Toughness that lets you keep in the fight much longer than the simplistic analysis I’ve seen some people do for how much damage you can tank from 100% to zero would suggest. This is why Toughness is king even on Ogryn where max Blessings would give you +63% = +189 Health versus +51% = +51 Toughness (conservative assumption of 100 base T). Unless your mission’s gone spectacularly badly you’ll be replenishing that Toughness pool multiple times over in the time it takes you to get to 0 Health.

Overcapped/Yellow Toughness has its own rules I can't fully go into here. It effectively raises your cap by the amount listed but you will not bleed through at all while you're in the overcap range, letting you tank e.g. Snipers and Poxbursters.

The case for Health

That last subheading’s premise wasn’t totally false. Some stuff doesn’t care about your Toughness, however much of it you stack or regenerate, and sometimes it’ll hit you. What you mostly have to balance against is not becoming crippled too quickly by one or two sources of special damage, like Snipers*, Poxbursters, or Grimoires.

With no +Health source a single Grimoire can easily take a Psyker or Veteran to below half health on its own in the time between the last Medicae and getting through a finale. Two Grims can take them to 1-shot territory in short order. I don’t seek out or build for Grimoires but the same principle holds for anything else that negates Toughness. You have to decide how much buffer against that you need.

The way you tend to take damage (when not just disabled and overkilled) is a couple of melee hits leaking through at a time and chipping away Health or zeroing Toughness against shooting and taking a few more shots before getting to cover or closing the gap. Your real Health is going to get chipped away at on any appropriate difficulty.

Squeezing everything you can out of Toughness can also require a more active and conscious build and playstyle which may not be everyone’s thing.

One line of argument for Health over Toughness I’ve seen that’s not strictly wrong but I can confidently say is misguided is that because Toughness is so easily broken on T5 and you get a temporary cushion against shooting anyway when it does, you could just as well run default Toughness and ride that temporary reduction to either start regaining Toughness or otherwise altering the situation. My subjective experience is that you can get more out of investing in Toughness than from doing that. This cushion has also been nerfed recently.

*: Snipers do massive but not technically untankable damage to Toughness. If their shots break your Toughness they will do full Health damage.
Wounds. Wounds on top of wounds.
This was a constant point of contention until everyone seemingly got tired of talking about it. Third Wound, waste or wonder? My basic stance is you can take the one extra Wound for non-Ogryns and I’m not gonna get on your case about it but I do think you’re better off building to stay up longer out of the gate.

Getting picked up after a down is far from being a sure thing in T5+. Can I say an extra Wound over Toughness or Health would never have been beneficial in my games? Of course not. On balance though I don’t think it’s as helpful as the alternatives.

First let’s dispense with 4+ Wounds. The scenario of someone going down and actually being revived 3+ times between Medicaes without the group wiping is one where that person may as well just try to build that extra HP/Toughness/Stamina and if this happens and they die then so be it, pick them back up later. This is not likely to be an issue caused or solved by gear choices.

Extra Wounds do keep you out of instant death territory for longer against Corruption from other sources than being downed but in that use case you’re better off with extra Health anyway.

There are a few ways to statistically construct the scenario for the +1 Wound compared to building +Health. You get more total Health between your starting Health and your first time revived Health if you use a +Health Curio instead, but more total Health from an extra Wound if you include the second revival. Comparing Wounds to Toughness on a statistical basis is a pretty dubious proposition unless you start collecting win rate data from loads of runs. Make of it what you will.

Finally, with the addition of Health Boosters, your value gained from those will diminish rather sharply with extra wounds. You could look at that with cold logic and surmise that the difference between 1/3 and 1/2 isn't THAT big (25 health for 150 Health, 33 for 200) but the other way to look at it is... how much do you want to dissuade your teammates from sharing those with you? Just a thought.
How much Stamina is enough?
Enough to do what you (think you) need to do. You should start by playing without them and see if you feel like you need more. Some actual concrete advice to start: The larger your base Stamina pool (class + weapon) the less likely you need the Stamina curio.

Ogryns can basically pass on this one entirely. +3 doesn’t make enough of a difference with their large starting pools regardless of weapon choice.

For everyone else it depends.

Zealot Weapons go from +1 (Knife, Tac Axe) to +4 (Heavy Sword) Stamina. If you find you heavily use Push Attacks in melee and bottom out sooner than you'd like then I'd recommend considering this. Otherwise I find that especially with Sprint Efficiency and Stamina Regeneration Perks, with Zealot’s fast Stamina Regen Delay (from spending to starting to generate again), I have enough..

Psykers are special in that their Stamina Regen Delay is so short that they can spam push attacks just about indefinitely running on empty. From that perspective +Stamina can become devalued even though their starting pool is the smallest. They can also divert block costs to Peril with a Feat to avoid being easily guardbroken whenever they need to block a couple of attacks. With Force Swords (3 total Stamina base) I find I can get by without the Feat or a Stamina Curio but I could see a case for extra Sprint capacity and safer blocks and pushes.

Veteran is the class that benefits the most from boosting their Stamina pool. Their starting pool is generally limited but the main reason is that Veteran’s Stamina Regen Delay is awful. 1 seconds compared to Psyker’s 0.5 secs leaves you very dependent on your starting pool. (You can also reduce it with two of the Talents at the bottom of the tree) Still, unless I'm running a Push Attack heavy melee (e.g. Combat Blade) and/or the Deadshot talent, it's usually not required now that +1 Stamina is easily grabbed after taking Confirmed Kill.


Blocking, and the lack thereof

Despite what I just said about emergency blocking above, you generally don’t have to block much in Darktide. The following applies to +Stamina Blessings, and Block Efficiency and Revive Speed Perks.

Looking at my last ten games of Damnation(+mix of High Intensity and Shock Troop), at least one game on each class, I blocked according to the Scoreboard mod between 0 and 15 times, for an average of 5,4 blocks per game. I suspect the 10 and 15 block games were due to revives under pressure and some of the blocks were incidental during push attacks. These are typical numbers and my stats were not outliers compared to other players.

Still, there’s an element of it not being important… until it is. Maybe you’d get that revive off after the Stun Grenade wore off or not get guard broken by that second Rager that snuck up on you and be able to get out of the situation. It’s not never going to happen. But is blocking on its own worth gearing for? I don’t think so. The opportunity cost of having Block Efficiency on a Curio isn’t huge and +Stamina serves other purposes as well so I won’t entirely dismiss it. Just don’t fixate on blocking too much.

Weapons also have innate differences in block costs (as well as different base Stamina). Credit to Kuli for listing it out:
Chainaxe: -25%
Duelling Sword, Combat Blade, Tactical Axe: -50%
Heavy Sword: Up to -30% (scaling with Defences stat)
Latrine Shovels: Up to -40% (scaling with Defences stat)
Back to the Perks
Let’s get into some details about Perks, then. Welcome back, everyone who skipped past the essay between here and the intro.

Toughness Regeneration Speed: The mechanics are covered in the Toughness section. While this Perk isn’t mandatory I think it’s quite broadly useful and impactful on average, especially if you're newer to the game and not very adept at using all the available tools. The better your independent (non-Coherency) regeneration is the less important it is. This Perk stands out for how much it affects the mechanic, both on the delay and the regeneration rate and for stacking linearly (no diminishing returns).

As enemy density goes up this mechanic (and thus also the perk) gets weaker. It starts to get dubious at modified Damnation and is downright bad in Havoc but before that it's a good shout.

+Health/Toughness: A little unexciting but it’s a solid no-questions-asked boost. Literally can't go wrong, though Toughness offers you more value here. Where I would think about taking some +Health perks (but not necessarily) is on a 150 base Health class (Vet/Psy) when I'm not run

A note on DR(Type and Corruption), and Sprint Efficiency in general: It stacks multiplicatively. If you have 15% and 20% DR to the same type you'll take [100% base dmg] * 0.85 * 0.8 = 68% Damage. That's a mildly diminishing return (kinda) from stacking them but not a prohibitive one.

A useful heuristic for whether you should take a Damage/Corruption Resist Perk is whether or not it's better than just taking +Health* given how much damage from that source you're likely to take in most games. For a 150 base Health class e.g. you'd have to take 37.5 damage from the Resist source with a 20% DR Perk (further DR perks having slightly diminishing returns... kind of) to break even with 5% Health. That Health's always there even if the map never spawns a [enemy/grimoire].
*:Toughness or whatever else is perfectly acceptable as well but most of the Resist types are for attacks that bypass Toughness partially or completely so it's not a clean comparison.

+DR (Gunner): This covers Dreg/Scab Gunners and Reapers. Not ambient non-elite shooters, not Shotgunners (people ask this a lot). Gunner packs have become quite common, to the point that I think most builds should take at least some of this Perk. If you’re prone to getting stunlocked by shooting then rate this very highly. For context I default to 3 of this Perk.

+DR (Sniper): On any kind of average per-run basis this is going to do very little. There aren’t that many Snipers but how easy their shots are to avoid is variable. The perk earns some points from how devastating it can be to get sniped even once, especially on non-Ogryns. No judgments here, how good are you at noticing/dodging Sniper shots? Be real about it and prioritize accordingly.

Stamina Regeneration: As good as this perk is, for many builds it’s not actually going to come up that much. If you’re in the backline most of the time and aren’t utilizing push attacks or sprinting to dive shooters it’s a little whatever. The numbers are not very high in terms of how much you’re boosting the regeneration. Still, it’s a prime resource and when it is applicable it’s very valuable. The case for that is generally that you'll actively expend Stamina fighting like with Push Attacks or Deadshot shooting, and want to recover as much as you can within the same combat.

Sprint Efficiency: Moving faster is pretty good – great, even – and that’s what this gives you. Even if you’re not diving on Zealot you still need to get places and this gets you there faster and/or with more Stamina when you do. You won’t notice so much having one of these equipped but stack it and you’ll start feeling it (admittedly that is true of every Perk). You can see your Sprint costs through the Inspection UI, it depends on your class and equipped weapon. I value this highly on melee focused builds and less so on ranged focused ones.

Combat Ability Regeneration: Like I said up top, this is medium to great depending on how spammable your ult is. What it does is good, even if I wished I could get more excited about how much it does. If you live and die by having ults up all the time then this is something to consider but for situational ults or if you feel you have enough uptime already then probably prioritize something else first.

Revive Speed, Block Efficiency: See discussion in the Stamina section for more on blocking but I’m grouping these together because reviving is almost the only time you do a lot of blocking in Darktide.

Revive Speed is the better of these for the purpose. It’s kind of clutch once you stack it and it becomes noticeable, and I've kinda come around to start recommending it, at least for classes/builds that struggle to Revive. Ogryns generally need this the least and if your build has abilities like grenades or stealth to assist you then that discounts it a bit as well.

+DR (Bombers / Pox Hounds / Tox Flamers / Mutants): What these Specials all have in common is not actually dealing much direct damage to you in almost any relevant case. Mutants hit a wall and throw you half the time and don’t hit for that much if there’s no other enemy to help them while you’re disabled. Pox Hounds do some corruption damage if they pounce you (initially and over time) but you’re either doomed or freed before that really adds up.

(Tox) Flamers and Bombers now do ramping damage and do not instantly strip your Toughness as they did before. The net result of the changes is pretty much that randomly stepping in one flaming pixel for a split second won't zero your Toughness anymore and otherwise the damage they do is noticeable but not severe if you can move at all. It's mostly area denial. I don't recommend using these Resists based on that but they're not totally useless.

Corruption Resist: The thing about general Corruption Resistance is that non-Grimoire Corruption is mostly dealt out through Wounds (not affected at all) or through attacks that also do Health damage that’s more than the corruption amount. Resisting part of the corruption will then only be relevant if you’re getting healed past that threshold by something that’s not a Medicae Station or it takes you past your last wound threshold and you get downed. That’s starting to become a very specific scenario.

Corruption Resistance will slightly reduce the (actual health) damage from corrupting enemies as well as the corruption effect. At 3x15% CR a full Poxburster explosion will do 80 damage rather than 100 (so 20% vs 39% CR). I don't know why it does this but the stat may be worth having just based on that.

For combating Grimoire damage, because they do a flat amount of damage initially and per tick, and not a percentage of your Health (like they did in Vermintide), the best avenue for gearing to resist Grims is through simply building Health (or playing Ogryn). If you want a Grim hunting build then these will help a little but consider me unenthused.

Curio Reward is covered below in the Curio acquisition section.

+Ordo Dockets: I would be lying if I said I believed you will earn fewer dockets by sacrificing your third best combat stat for this. If dockets are your goal then this will help. If you’re trying to gear for combat then this will obviously do nothing.
How to collect Curios
If you’re a newish player or just don’t have a lot of hours played at max level I would recommend you start collecting Curios with good stats from the Armory right away and keep picking up promising pieces whenever you see them.

This means checking the Armory hourly (for as many refreshes as you can be bothered with) and the best way to do that is with the Armory Exchange browser extension, info here: https://www.reddit.com/r/DarkTide/comments/1000s5t/formally_announcing_the_armoury_exchange/

There’s a lot you can do with filters there if you want to fish for good weapons so you don't have to skim a bunch of garbage but as far as I can tell they’re not robust for filtering only good Curios. That’s fine since there are only two listed at once and it has a simple dropdown to see just them.

A second step to make that annoying process a little less annoying is the Psych Ward mod: https://www.nexusmods.com/warhammer40kdarktide/mods/89?tab=files It lets you access inventory and the store screens without loading into the Mourningstar. It saves you a lot of time, especially with multiple characters.

This sucks to have to do but it’s what we’ve got.

The other main way to acquire them is from Emperor’s Gifts. You'll inevitably get some Curios from those.

If you see a Curio on Melk’s daily selection I advise only buying it if it’s near enough perfect. Every test I’ve ever seen of Melk’s mystery selection has strongly indicated it being a waste of resources but if you're missing some Curios you could splurge on this for a shot at some now that the weapon selection there is so devalued after the crafting change.

There's a nice mod out that lets you browse your Curios (and Weapons) in Inventory much more easily, Quick Look Card: https://www.nexusmods.com/warhammer40kdarktide/mods/142
16 Comments
Questionable 21 Apr @ 9:42am 
Nothing like the random bullshit mauler/crusher materializing out of thin air or rounding a corner on auric 2 to instantly down you or a chain of 4 bursters conga-leaping into you to make me seriously consider that +1 wound.
Thorfar 26 Mar, 2024 @ 9:55am 
Great guide thanks. The only thing I would add is that running a two wound as opposed to a three wound build is that this has an effect on the team as well as the player. Obviously some people are determined to die and run off to achieve full martyrdom (not suggesting it's only zealots who do this and in the search for shinies or a good read I've caught myself doing it too). Otherwise the two wound player who regularly loses one causes all sorts of psychological effects .. other players body guarding them, medicae & health stimm application and when med packs are deployed. I suspect there are even more. All I'd suggest is that if players often find themselves at instant death's door they might consider taking the extra wound
The First Milf Enjoyer 21 Feb, 2024 @ 10:57am 
Okay, i learned that having more Wounds is what keeps me multiple steps away from deaths door...
Symbul  [author] 19 Dec, 2023 @ 1:23pm 
No, it has nothing to do with Ragers. Dreg Ragers are Maniac armor type like Mutants which may be what you're thinking of.
m1garandownsyou 18 Dec, 2023 @ 10:25pm 
so mutant resistance doesn't contribute to ragers? they're considered mutants
bel 2 Nov, 2023 @ 9:44pm 
very useful ty
Symbul  [author] 22 Oct, 2023 @ 7:11am 
Yeah that's a valid build for Martyrdom Zealot now. It relies a lot on Bleed for the Emperor to reduce chunks of Health damage, but you can also get very good mileage from that talent just by taking the +2 Wounds from Faith's Fortitude and not changing your Curios or using Martyrdom. (As of P13)
Homuya 22 Oct, 2023 @ 1:23am 
A build with lots of wounds for Zealot looks like alot of fun now since for each wound lost he gets really tough
Symbul  [author] 8 Oct, 2023 @ 5:57am 
These are the base values (I haven't double checked but I'll assume you're right) but you can stack a LOT more from the talent trees. Ogryn can get more than before and is Tougher than ever, Zealot has an improved T economy as well as alternate Health buffers and Veteran is actually doing much worse (not least because their Toughness DR is in the toilet), so I would not co-sign that conclusion.
Mmaster116 7 Oct, 2023 @ 10:01pm 
With the new update, toughness values have changed:

Zealot: 70
Veteran: 100
Ogryn: 50
Psyker: 60

It's better to get wounds or health now because of what enemies can do now, the only one that can toughness stack is Veteran, the rest? Health, wounds, and one thing of stamina, wounds are far more important for the impotent bullshit that the AI can pull off.