Warhammer 40,000: Darktide

Warhammer 40,000: Darktide

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[1.8.x] Melee Weapon Blessings & Mechanics
By kuli
This guide explains all melee 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  – –
Agile
Icon            
Mechanics
Refreshed Dodge Efficiency on Weak Spot Hit. +X% Melee Weakspot Damage.

stat buff: melee_weakspot_damage

Hitting an enemy weakspot with a melee attack sets a character's current effective dodge count to 0. Usually, a character can perform only a specific amount of effective dodges in a row before dodges lose their effect. The amount of effective dodges a character has varies depending on the dodge template of the currently wielded weapon or item. The dodge count resets naturally after 0.85s of not dodging (all characters). The blessing resets the dodge count immediately allowing to easily maintain effective consecutive dodges.

Also increases melee weakspot damage (see values below); stacks additively with related damage buffs, and multiplicatively with power level buffs.
Weapons
Duelling Swords
Tactical Axes
Melee Weakspot Damage (per tier)
2.5% | 5% | 7.5% | 10%
2.5% | 5% | 7.5% | 10%


All or Nothing
Icon            
Mechanics
Up to +X% Strength, as Stamina depletes.

stat buff: melee_power_level_modifier

Every 20% of depleted max stamina grants 1 stack (up to 5); stack calculation rounds down so the first stack is granted when below 80% max stamina, the second when below 60% max stamina, etc. Per stack, increases the power level of melee 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).

Note that this blessing is bugged for Sapper Shovels and Tactical Axes: Instead of increasing melee power, it increases the general power level of attacks, which also affects DoTs, by 10% per stack; it also does not scale this value per tier.
Weapons
Arbites Shock Maul
Combat Axes
Pickaxes
Sapper Shovels
Shock Mauls & Shield
Tactical Axes
Melee 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%)
General power: 10% | 10% | 10% | 10% (up to +50%) (bugged, see above)
5% | 6% | 7% | 8% (up to +40%)
General power: 10% | 10% | 10% | 10% (up to +50%) (bugged, see above)
– –  B  – –
Bash
Icon            
Mechanics
+X% Critical Chance for 3s on Pushing Enemies.

stat buff: melee_critical_strike_chance

When pushing an enemy, grants additional crit chance to melee attacks (see values below) for 3s; can be refreshed during active duration. The push action does not need to stagger the enemy (procs against monstrosities, Bulwark shield, Captains/Twins void shield). Despite the buff icon staying after weapon swap, the buff does not benefit melee special actions of Ripper Guns, Grenadier Gauntlet (melee part), Rumbler, Twin-Linked Stubbers, and Kickback.
Weapons
Cleavers
Crit Chance (per tier)
7.5% | 10% | 12.5% | 15%


Bladed Momentum
Icon            
Mechanics
Hitting multiple enemies in one sweep gives X% Rending for 2.5s. Stacks 5 times.

stat buff: rending_multiplier

When hitting two or more enemies with a melee attack, grants stacks (up to 5); stacks last for 2.5s and can be refreshed during active duration. Per stack, grants rending (see values below) to melee attacks and DoTs while the weapon is wielded 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').
Weapons
Heavy Swords
Rending per stack (per tier)
4% | 6% | 8% | 10% (up to +50%)


Blazing Spirit
Icon            
Mechanics
Enemy gains +X Stack(s) of Soulblaze on Critical Hit, to a maximum of X Stack(s).

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

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
Force Greatswords
Force Swords
Soulblaze 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)


Bloodletter
Icon            
Mechanics
+X Bleed Stacks from Special Attacks.

Activated weapon special attacks apply stacks of bleed (see values below). Procs on initial hit, revving damage instances do not apply bleed. 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.
Weapons
Chainaxes
Chainswords
Eviscerators
Bleed Stacks (per tier)
10 | 12 | 14 | 16
11 | 12 | 13 | 14
3 | 4 | 5 | 6


Bloodthirsty
Icon            
Mechanics
+X% Critical Chance on your next Melee Attack after Special Attack Kill.

stat buff: melee_critical_strike_chance

After killing an enemy with an activated weapon special attack, the next melee attack within 5s receives additional crit chance (see values below).
Weapons
Chainaxes
Chainswords
Eviscerators
Force Swords
Melee Crit Chance (per tier)
40% | 60% | 80% | 100%
40% | 60% | 80% | 100%
40% | 60% | 80% | 100%
40% | 60% | 80% | 100%


Brutal Momentum / Deathblow
Icon            
Mechanics
+X% Weak Spot Damage. Weakspot Kills also ignore Enemy Hit Mass.

buff keyword: melee_infinite_cleave_on_headshot

stat buff: melee_weakspot_damage

Increases melee weakspot damage (see values below); stacks additively with related damage buffs, and multiplicatively with power level buffs. Also lets melee attacks ignore the combined hit mass of up to three non-ogryn enemies upon weakspot kill.

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, against enemies with 1.5 hit mass each: If an attack has a hit mass budget of 3.5, it can cleave two of those enemies (spending 3 of its hit mass budget) and hit a third enemy; this attack, however, could not cleave the third enemy (only 0.5 of its hit mass budget remains) to hit a fourth one.

So, when killing a non-ogryn enemy with a weakspot kill, the blessing allows this attack to ignore the hit mass of the slain enemy and, additionally, the combined hit mass of the next two non-ogryn enemies if they can also be killed on weakspot hit by the same attack. Then, on the fourth hit enemy, the attack starts to consume its natural hit mass budget until it is spent. Note that the attack also carries over its first target damage against the first four hit enemies (instead of only dealing full damage against the first target and then, as per damage cleave distribution, reduced damage against cleaved targets).

Note that Carapace armor cannot be cleaved by default. This blessing allows to bypass Carapace's built-in aborts_attack mechanic: If the non-ogryn target can be killed by the attack in one weakspot hit against the Carapace armor hit zone (e.g. killing multiple Scab Maulers on headshot with the weapon special of Latrine Shovel Mk V or Mk XIX), the blessing is able to continue proccing and granting its benefits throughout the swing.
Weapons
Battle Maul & Shield
Combat Axes
Heavy Swords
Latrine Shovels
Power Maul
Power Swords
Tactical Axes
Melee Weakspot Damage (per tier)
7.5% | 10% | 12.5% | 15%
7.5% | 10% | 12.5% | 15%
7.5% | 10% | 12.5% | 15%
7.5% | 10% | 12.5% | 15%
7.5% | 10% | 12.5% | 15%
7.5% | 10% | 12.5% | 15%
7.5% | 10% | 12.5% | 15%
– –  C  – –
Chained Deathblow
Icon            
Mechanics
+X% Critical Chance for 3s on Weak Spot Kill.

stat buff: melee_critical_strike_chance

When killing an enemy with a melee weakspot hit, grants additional crit chance to melee attacks (see values below) for 3s; can be refreshed during active duration.
Weapons
Heavy Swords
Melee Crit Chance (per tier)
5% | 10% | 15% | 20%


Confident Strike
Icon            
Mechanics
+X% toughness on Chained Hit.

function: recover_percentage_toughness

Chained hits replenish a fixed percentage of maximum toughness (see values below); procs additionally to toughness replenishments from talents or from weapon blessings Momentum and Slow and Steady; does not interact with coherency toughness. If a hit enemy dies, the toughness amount replenished from the blessing is added to the character's base 5% of maximum toughness gained on melee kill.

The amount of toughness replenished is neither affected by the buff from Ogryn's Feel No Pain (including Toughest!), Stay Close!, Too Stubborn to Die nor by toughness replenishment debuffs like being in toxic gas.

'Chained hit' refers to the continuous chaining of, in this blessing's case, at least two attacks against targets. Can be any target, does not need to be the same target. The first proc is on the second hit; also procs on non-damaging hits against Bulwark shield or Captains/Twins void shield. Missing an attack clears the current chain and removes all stacks. Also in this blessing's case, hitting a corpse can be used to start a chain or to maintain an active chain (toughness replenishment procs against alive enemies only).
Weapons
Arbites Shock Maul
Battle Maul & Shield
Bully Clubs
Cleavers
Latrine Shovels
Pickaxes
Power Maul
Shock Mauls & Shield
Max Toughness Percentage (per tier)
5% | 6% | 7% | 8%
5% | 6% | 7% | 8%
5% | 6% | 7% | 8%
5% | 6% | 7% | 8%
5% | 6% | 7% | 8%
5% | 6% | 7% | 8%
5% | 6% | 7% | 8%
5% | 6% | 7% | 8%


Counterattack
Icon            
Mechanics
Gains X% Attack Speed for 5 seconds on a Perfect Block. Can only occur once every 5 seconds.

stat buff: melee_attack_speed

A perfect block increases melee weapon attack animation speed (see values below) for 5s; cannot be refreshed during active duration. Stacks additively with related attack speed buffs from talents and Celerity Stimm.

'Perfect block' refers to perfect blocking. This is a blocking state which requires a successfully executed block action within 0.3s against an incoming melee attack. If the character has been blocking for longer than 0.3s when the to-be-blocked attack hits, it is not a perfect block. By default, a perfect block has no benefit. It is considered as a proc condition.
Weapons
Relic Blades
Shock Mauls & Shield
Melee Attack Speed (per tier)
6% | 8% | 10% | 12%
6% | 8% | 10% | 12%


Cranial Grounding
Icon            
Mechanics
Reduces Heat buildup by X% and increases weakspot damage by X% for 3s on chained weakspot hits. Stacks 5 times.

stat buffs:
overheat_amount
finesse_modifier_bonus


Melee weakspot hits grant stacks (up to 5); generates 1 stack per melee attack regardless of how many enemies have been hit; stacks last 3s and can be refreshed during active duration.

Per stack, (1) reduces the amount of overheat generated (see values below) per attack and while auto-generating overheat; stacks multiplicatively with itself and the related buff from Energy Transfer. (2) Adds a finesse damage bonus (see values below) boosting crit and weakspot damage; stacks additively with other finesse damage buffs, and multiplicatively with power level buffs.
Weapons
Relic Blades
Overheat Cost Reduction & Finesse Bonus per stack (per tier)
3% & 1% | 4% & 2% | 5%& 3% | 6% & 4% (up to ~26.6% & +20%)
– –  D  – –
Deathblow
See Brutal Momentum.


Decapitator
Icon            
Mechanics
+X% Finesse for 8s on Enemy One-Shot. Stacks 5 times.

stat buff: melee_finesse_modifier_bonus

When killing an enemy in one hit, grants stacks (up to 5); stacks last for 8s and can be refreshed during active duration. Per stack, grants a melee finesse damage bonus (see values below) boosting crit and weakspot damage. Stacks additively with other finesse damage buffs, and multiplicatively with power level buffs.

'One hit kill' requires that (1) the targeted enemy is at 100% health, and (2) that the attack in question deals damage equal to or greater than the targeted enemy's maximum health in one hit.
Weapons
Combat Axes
Melee Finesse Bonus per stack (per tier)
18% | 20% | 22% | 24% (up to +120%)


Decimator
Icon            
Mechanics
Continuously chaining more than 2 attacks gives +X% Power. Stacks 10 times.

stat buff: melee_power_level_modifier

Chained hits grant stacks (up to 10); generates one stack per swing; stacks last 2s and can be refreshed during active duration. Per stack, increases the power level of melee 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).

'Chained hit' refers to the continuous chaining of attacks against targets. Can be any target, does not need to be the same target. Procs also on non-damaging hits against Bulwark shield or Captains/Twins void shield. Missing an attack clears the current chain and removes all stacks.
Weapons
Combat Axes
Sapper Shovels
Tactical Axes
Melee Power per stack (per tier)
2% | 3% | 4% | 5% (up to +50%)
2% | 3% | 4% | 5% (up to +50%)
2% | 3% | 4% | 5% (up to +50%)


Deflector
Icon            
Mechanics
This weapon Blocks both Melee and Ranged attacks. Additionally, Block Cost is reduced by X%.

buff keyword: can_block_ranged

stat buff: block_cost_multiplier


Allows the weapon to block hit scan ranged attacks with stamina. Only blocks ranged attacks within the weapon's effective inner block angle. Grants block cost reduction against melee and ranged attacks (see values below); stacks multiplicatively with Kinetic Deflection, with block cost reduction buffs from Block Efficiency from weapon perk and curios, and with the stamina cost reduction buff from Celerity Stimm.

For example, a Scab Shooter deals 0.5 stamina damage per shot against Force Swords. With 3 maximum stamina and just a Tier 4 Deflector blessing (i.e. a block_cost_multiplier of 0.7), this stamina damage is reduced to 0.5x0.7=0.35 per shot (or 12% per HUD). With Tier 4 Deflector, 20% Block Efficiency on the weapon (i.e. another block_cost_multiplier of 0.8) and an active Celerity Stimm (i.e. a stamina_cost_multiplier of 0.75), the incoming stamina damage per shot is further reduced to 0.5x0.7x0.8x0.75=0.21 per shot (or 7% per HUD).

Note that Sniper shots, even when a shot is blocked and does not deplete stamina fully, deal their full spillover damage regardless.

For an in-depth explanation of how this blessing interacts with Kinetic Deflection, see the Psyker talent guide.
Weapons
Force Greatswords
Force Swords
Block Cost Reduction (per tier)
22.5% | 25% | 27.5% | 30%
22.5% | 25% | 27.5% | 30%


Devastating Strike
Icon            
Mechanics
+X% Cleave for 5 seconds on Critical Hit.

stat buff: max_hit_mass_attack_modifier

On critial hit, increases the maximum hit mass limit of attacks (see values below) for 5s, thereby allowing attacks to cleave more enemies per swing. Does not proc on non-damaging crit hits against Bulwark shield or Captains/Twins void shield; can be refreshed during active duration. Stacks additively with related buffs from Savage Sweep and Wrath, and multiplicatively with power level buffs.

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 Heavy1 of the Devil's Claw Sword Mk VII has a max hit mass limit of 9.5 (with an 80% Cleave Targets stat). It can cleave two Scab Bruisers (3.5 hit mass each) and hit a third one. With Tier 4 Devastating Strike procced, the Heavy1 now has a max hit mass limit of 9.5+9.5x0.8=17.1 which means that it can now cleave four Scab Bruisers (4x3.5=14 total hit mass required) and hit a fifth one. It cannot cleave the fifth Bruiser, however, since this would require a max hit mass limit greater than 5x3.5=17.5.

Note that Carapace armor cannot be cleaved by default. This blessing does not allow to bypass Carapace's built-in aborts_attack mechanic.
Weapons
Chainswords
Cleavers
Devil's Claw Swords
Relic Blades
Max Hit Mass Increase (per tier)
65% | 70% | 75% | 80%
65% | 70% | 75% | 80%
65% | 70% | 75% | 80%
65% | 70% | 75% | 80%
– –  E  – –
Energy Leakage
Icon            
Mechanics
Increases Strength up to X%, scaled on Heat.

stat buff: power_level_modifier

Scaling with overheat, grants stacks (up to 5). Per stack, increases the power level (see values below) of melee 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).
Weapons
Relic Blades
Power per stack (per tier)
1.5% | 2% | 3% | 4% (up to +20%)


Energy Transfer
Icon            
Mechanics
Reduces Heat buildup by X% and increases Heat dissipation by X% for 5 seconds on a Perfect Block. Can only occur once every 5 seconds.

stat buffs:
overheat_over_time_amount
overheat_dissipation_multiplier


A perfect block does two things depending on the weapon state:

(1) If the weapon is not in lockout state, reduces the amount of overheat (see values below) that is generated automatically while the weapon special is active; the overheat amount generated per activated melee attack is unaffected; stacks multiplicatively with the related buff from Cranial Grounding.

For example, a Relic Blade with an 80% Heat Management stat auto-generates 3.4% overheat per second while the weapon special is active and therefore reaches the lockout state after 29.4s (without executing melee attacks). With Tier 4 Energy Transfer procced three times, the overheat amount per second is reduced by 22% to ~2.65% per second for 15s which lets the Relic Blade now reach its lockout state after 32.7s. So, in this case, each proc would extent the time until the lockout state is reached by 1.1s.

(2) If the weapon is in lockout state, increases the rate at which overheat dissipates (see values below); Heatsink procs additionally to this effect.

For example, a Relic Blade with an 80% Heat Management stat has its overheat dissipate from 100% (i.e. from lockout state) to 0% in 8.9s total (excluding the 1s delay before overheat dissipation starts). With Tier 4 Energy Transfer procced once, this time is now reduced to 8.6s.

These two buff effects occur over 5s. This duration cannot be refreshed during active duration.

'Perfect block' refers to perfect blocking. This is a blocking state which requires a successfully executed block action within 0.3s against an incoming melee attack. If the character has been blocking for longer than 0.3s when the to-be-blocked attack hits, it is not a perfect block. By default, a perfect block has no benefit. It is considered as a proc condition.
Weapons
Relic Blades
Overheat Cost Reduction & Increased Dissipation (per tier)
16% & 3% | 18% & 4% | 20% & 5% | 22% & 6%


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 melee attacks and DoTs while the weapon is wielded; stacks additively with other damage buffs, and multiplicatively with power level buffs.
Weapon
Arbites Shock Maul
Damage vs Staggered (per tier)
5% | 10% | 15% | 20%


Executor
Icon            
Mechanics
+X% Strength on Repeated Weak Spot Hit. Stacks 5 times.

stat buff: power_level_modifier

Repeated melee weakspot hits grant stacks (up to 5); generates first stack on initial hit; stacks last 2.5s and can be refreshed during active duration. Per stack, increases the power level (see values below) of melee 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).

'Repeated 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 removes the stacks, missing an attack entirely (e.g. hitting air) keeps the stacks.

Note that this blessing is currently not working as intended: Per stack, it increases general power level by 5% (regardless of tier) instead of increasing melee power level only and scaling the amount per tier.
Weapons
Combat Blades
Force Swords
Power per stack (per tier)
5% | 5% | 5% | 5% (up to +25%) (bugged, see above)
5% | 5% | 5% | 5% (up to +25%) (bugged, see above)


Exorcist
Icon            
Mechanics
Quell X% of Peril on Repeated Weak Spot Hit.

function: WarpCharge.decrease_immediate

While chaining attacks, weakspot hits remove a fixed percentage of peril (see values below) from the current peril amount. As long as an attack chain is active (i.e. while using any attack before the chain timer runs out), any weakspot hit will proc the talent; does not need to be back to back weakspot hits. The attack chain remains active when hitting air. Procs only once per swing regardless of how many enemy weakspots are hit. Procs additionally to Psyker's Battle Meditation, By Crack of Bone, and Purloin Providence.
Weapons
Force Swords
Peril Amount Removed (per tier)
2% | 3% | 4% | 5%
– –  F  – –
Falter
Icon            
Mechanics
Increased stagger on enemies by X%, on Weakspot hit. Additionally, increases ranged stagger strength by X%.

stat buff: stagger_weakspot_reduction_modifier

Grants a modifier that further reduces enemy stagger_reduction on weakspot hits which, overall, increases the stagger potential of melee attacks on headshots.

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

For an example, let's consider the following scenario: Staggering an attacking Dreg Rager with Shock Maul Mk III's Heavy1. While the Rager is actively attacking, he has an effective stagger_reduction of 25 against weakspot hits. The Heavy1 has a stagger strength of ~8.73 against Maniac (with an 80% Crowd Control stat) which is not enough to stagger the Rager. With this blessing (Tier 4), on a weakspot hit, the Rager's stagger_reduction is now 25x0.1=2.5 which is low enough so that the Heavy1 can beat it and then also put the Rager, as per his stagger_thresholds, into a light stagger which is enough to cancel his ongoing attack.
Weapons
Arbites Shock Maul
Shock Mauls
Weakspot Stagger Reduction Modifier (per tier)
60% | 70% | 80% | 90%
60% | 70% | 80% | 90%


Flesh Tearer
Icon            
Mechanics
+X Bleed Stacks on Critical Hit.

Damaging melee 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.

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 Blades
Bleed Stacks (per tier)
5 | 6 | 7 | 8
– –  H  – –
Hammerblow
Icon            
Mechanics
+X% Impact for 3.5s on Hit. Stacks 5 times.

stat buff: melee_impact_modifier

Any melee hit and push action grants stacks (up to 5); can generate multiple stacks per swing or push action; stacks last 3.5s and can be refreshed during active duration. Per stack, increases melee stagger strength (see values below); stacks additively with related buffs, and multiplicatively with power level buffs.
Weapons
Arbites Shock Maul
Crusher
Devil's Claw Swords
Sapper Shovels
Shock Mauls
Shock Mauls & Shield
Thunder Hammers
Melee Stagger Strength per stack (per tier)
19% | 21% | 23% | 25% (up to +125%)
19% | 21% | 23% | 25% (up to +125%)
19% | 21% | 23% | 25% (up to +125%)
19% | 21% | 23% | 25% (up to +125%)
19% | 21% | 23% | 25% (up to +125%)
19% | 21% | 23% | 25% (up to +125%)
19% | 21% | 23% | 25% (up to +125%)


Haymaker
Icon            
Mechanics
+X% to Instakill human-sized enemies on Chained Heavy Hit. Stacks 5 times. Note that potential other triggers will not be activated on Instakill.

Hits with heavy melee attacks and push-attacks (Combat Blades) grant stacks (up to 5); can generate multiple stacks per swing; stacks last 5s, can be refreshed during active duration, and are dropped one by one. Per stack, grants a chance (see values below) to instantly kill human-sized targets on any heavy melee attack or push-attack (Combat Blades).

Breeds that cannot die to instakills: Bulwark, Crusher, Reaper, Captains/Twins, and all monstrosities.

Enemies dying to instakills don't pass certain talents' kill based proc conditions, e.g. Psyker's Battle Meditation, Overpowering Souls, Perilous Combustion, Psykinetic's Aura; Ogryn's Bruiser, Dominate, Massacre; Veteran's Confirmed Kill, Out for Blood, Tactical Awareness, Volley Adept; Zealot's Blazing Piety, Pious Cut-Throat, Sainted Gunslinger, Vicious Offering; this list is not complete.
Weapons
Bully Clubs
Combat Blades
Instakill Chance per stack (per tier)
1% | 2% | 3% | 4% (up to +20%)
1% | 2% | 3% | 4% (up to +20%)


Headtaker
Icon            
Mechanics
+X% Strength for 3.5s on Hit. Stacks 5 times.

stat buff: melee_power_level_modifier

Any melee hit grants stacks (up to 5); can generate multiple stacks per swing; stacks last 3.5s and can be refreshed during active duration. Per stack, increases power level of melee 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
Chainaxes
Combat Axes
Heavy Swords
Pickaxes
Tactical Axes
Thunder Hammers
Melee Power per stack (per tier)
3.5% 4% 4.5% 5% (up to +25%)
3.5% 4% 4.5% 5% (up to +25%)
6.5% 7% 7.5% 8% (up to +40%)
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%)


Heatsink
Icon            
Mechanics
Weakspot Kills and Critical Strike Kills reduces Heat by X% over 3s.

function: Overheat.decrease_immediate

Killing an enemy with a weakspot hit or with a critical attack (including Zealot's Blades of Faith) removes a fixed percentage of overheat from the current overheat amount. This effect occurs over 3s and can be refreshed during active duration. The amount of overheat removed per second depends on the weapon state:

Weapon State
Tier 1
Tier 2
Tier 3
Tier 4
Not In Lockout
0.33% overheat
per second
0.5% overheat
per second
0.66% overheat
per second
0.83% overheat
per second
In Lockout
1.33% overheat
per second
2% overheat
per second
2.66% overheat
per second
3.3% overheat
per second

Note that a Relic Blade with an 80% Heat Management stat auto-generates 3.4% overheat per second while the weapon special is active and an additional 3.4% per activated melee attack. On the one hand, this blessings can slow down overheat generation while attacking (mainly by mitigating the automatic overheat generation); on the other hand, it can lower the time the weapon is in lockout state by additionally increasing heat dissipation.

This blessing procs additionally to the related effects of Cranial Grounding and Energy Transfer.
Weapons
Relic Blades
Overheat Amount Removed (per tier)
4% | 6% | 8% | 10%


High Voltage
Icon            
Mechanics
+X% Damage vs Electrocuted.

stat buff: damage_vs_electrocuted

Against enemies who are under the effect of electrocution, increases any damage (see values below) including explosions and DoTs while the weapon is wielded; stacks additively with other damage buffs, and multiplicatively with power level buffs.

Electrocution can be applied by:

Source             
Specifics
Arbites Shock Maul
• regular attacks and weapon special attacks: if the attack staggers the target and has an armor damage modifier against the attacked hit zone greater than 0.6
Exterminator Shotgun Mk III
• weapon special: on shock shell hit
Elektrokinetic Staff
• secondary attack: on hit
Shock Mauls
• regular attacks: if the attack staggers the target and has an armor damage modifier against the attacked hit zone greater than 0.6
• weapon special: on hit
Shock Mauls & Shield
• regular attacks: if the attack staggers the target and has an armor damage modifier against the attacked hit zone greater than 0.6
Enervating Threshold
• Psyker talent: on shield stagger
Lightning Reflexes
• weapon blessing: on perfect block
Overwhelming Force
• weapon blessing: on hit if the attack staggers the target and has an armor damage modifier against the attacked hit zone greater than 0.6
Remote Detonation
• Arbitrator blitz ability
Smite
• Psyker combat ability
Charged Strike: on heavy attack
Stunstorm Grenade
• Zealot blitz ability
Voltaic Mandibles Augment
• Arbitrator talent: on Cyber-Mastiff attack
Voltaic Shock Mine
• Arbitrator blitz ability
Weapons
Arbites Shock Mauls
Shock Mauls
Shock Mauls & Shield
Damage vs Electrocuted (per tier)
10% | 15% | 20% | 25%
10% | 15% | 20% | 25%
10% | 15% | 20% | 25%
– –  L  – –
Lacerate
Icon            
Mechanics
+X Bleed Stacks on non-Weak Spot Hits.

Non-weakspot melee 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.
Weapons
Combat Blades
Bleed Stacks (per tier)
1 | 2 | 3 | 4


Last Guard
Icon            
Mechanics
Block Breaks push Enemies, Xs cooldown. -X% Block Cost.

stat buff: block_cost_multiplier

This blessing does two things:

(1) If not on cooldown (see values below), pushes enemies back within a 5m radius around the character when stamina reaches 0 as a result of blocking an enemy attack (melee or ranged).

The push strength varies depending on the effective push angle:
 • Strong push: inside the inner push angle (198° in front of the character); staggers all enemies except for Mutants, monstrosities, Twins (Captains only without void shield)
 • Weaker push: inside the outer push angle (162° behind the character); staggers all enemies except for Crusher, Mutants, Ragers, monstrosities, Captains/Twins

(2) Grants block cost reduction against melee and ranged attacks (see values below); stacks multiplicatively with block cost reduction buffs from Block Efficiency from weapon perk and curios, and with the stamina cost reduction buff from Celerity Stimm.

Note that Battle Maul & Shield and Shock Mauls & Shield have innate block cost reduction which also stacks multiplicatively with applicable block cost reduction buffs. With just an 80% Defences stat:
 • Melee attacks: 72% reduced block cost (inner block angle), 20% increased block cost (outer block angle)
 • Ranged attacks: 86% reduced block cost (inner block angle); cannot block ranged attacks outside inner block angle
Weapons
Battle Maul & Shield
Shock Mauls & Shield
Cooldown & Block Cost Reduction (per tier)
18s & 15% | 15s & 20% | 12s & 25% | 9s & 30%
18s & 15% | 15s & 20% | 12s & 25% | 9s & 30%


Lightning Reflexes
Icon            
Mechanics
Perfect Block Stuns the attacker, and grant you X% Melee Strength for 3. Cooldown 3.

stat buff: melee_power_level_modifier

This blessing does two things:

(1) A perfect block against a melee attack applies a staggering electrocution effect to enemies. If the blessing has applied its electrocution effect to at least one enemy, it cannot apply another instance of this effect until the duration of the first one has run out.

Electrocution: lasts 3s; stacks once; deals 8 base damage; deals damage and stagger in a tick interval between 0.3s and 0.8s (randomly chosen); staggers all enemies except Mutants, Poxburster, monstrosities and Captains/Twins.

(2) A perfect blocks also increases the power level of melee 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).

'Perfect block' refers to perfect blocking. This is a blocking state which requires a successfully executed block action within 0.3s against an incoming melee attack. If the character has been blocking for longer than 0.3s when the to-be-blocked attack hits, it is not a perfect block. By default, a perfect block has no benefit. It is considered as a proc condition. For example, the Devil's Claw Sword; if its weapon special (a parry_block action) is executed as a perfect block, the stamina cost of blocking an attack is set to a maximum of 2 (if the attack were to deal more stamina damage) and prevents all incoming damage (this also against 'unblockable' melee attacks).

Note that against 'unblockable' attacks (e.g. Crusher or Mauler overheads, Plague Ogryn stomp, etc), the blessing's electrocution effect may still be applied to the target but does not prevent the attack from going through.
Weapons
Arbites Shock Maul
Shock Mauls
Shock Mauls & Shield
Melee Power (per tier)
10% | 15% | 20% | 25%
10% | 15% | 20% | 25%
10% | 15% | 20% | 25%


Limbsplitter
Icon            
Mechanics
+60% Strength on your First Attack every X seconds.

stat buff: melee_power_level_modifier

If not on cooldown (see values below), increases the power level of the next melee attack by 60%. While the blessing is on cooldown, any melee hit resets the active cooldown. Does not proc or reset the cooldown when hitting air. 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
Combat Axes
Pickaxes
Sapper Shovels
Tactical Axes
Cooldown (per tier)
5s | 4.5s | 4s | 3.5s
5s | 4.5s | 4s | 3.5s
5s | 4.5s | 4s | 3.5s
5s | 4.5s | 4s | 3.5s
– –  M  – –
Mercy Killer
Icon            
Mechanics
+X% Weak Spot Damage (Enemies with Bleed Stacks).

stat buff: melee_weakspot_damage_vs_bleeding

Against enemies who are bleeding, increases the weakspot damage of melee attacks (see values below); stacks additively with related damage buffs, and multiplicatively with power level buffs.
Weapons
Combat Blades
Melee Weakspot Damage (per tier)
52.5% | 55% | 57.5% | 60%


Momentum
Icon            
Mechanics
Hitting at least 3 enemies with an attack, restores X% toughness.

function: recover_percentage_toughness

When hitting three or more enemies with a melee attack, replenishes a percentage of maximum toughness (see values below). Procs additionally to toughness replenishments from talents like The Best Defence, Vicious Offering, Stalwart, etc, or from weapon blessings like Confident Strike; does not interact with coherency toughness. If one of the hit enemies dies, the toughness amount replenished from the blessing is added to the character's base 5% of maximum toughness gained on melee kill.

The amount of toughness replenished is affected by the related buff from Ogryn's Feel No Pain (including Toughest!), Stay Close!, Too Stubborn to Die, and by toughness replenishment debuffs like being in toxic gas and Psyker's Empyric Resolve.
Weapons
Bully Clubs
Cleavers
Eviscerators
Force Greatswords
Thunder Hammers
Max Toughness Percentage (per tier)
12% | 13% | 14% | 15%
12% | 13% | 14% | 15%
12% | 13% | 14% | 15%
12% | 13% | 14% | 15%
12% | 13% | 14% | 15%


Murderous Tranquility
Icon            
Mechanics
Hitting at least 3 enemies with an attack, quells X% Peril.

function: WarpCharge.decrease_immediate

When hitting three or more enemies with a melee attack, removes a fixed percentage of peril (see values below) from the current peril amount; procs once per attack.

Note that this blessing cannot be procced by the Force Greatswords' weapon special attack.
Weapons
Force Greatswords
Peril Amount Removed (per tier)
2% | 3% | 4% | 5%
– –  N  – –
No Guts, No Glory
Icon            
Mechanics
+50% Toughness Regeneration per second for Xs on Elite Special Action Hit.

stat buff: toughness_extra_regen_rate

After hitting an elite enemy with the Bully Club's weapon special (slap), adds a flat 50% to the coherency factor that scales the amount of coherency toughness regenerated per ally in coherency. This effect lasts for a duration (see values below) and can be refreshed during active duration. Similarly to Zealot's Loner aura, this enables toughness coherency regeneration even if Ogryn is by himself.

Note that this blessing is currently not working as intended: It is meant to set the coherency regeneration delay to 0 which would allow toughness coherency regen to kick in immediately on proc despite being engaged in melee combat. But it fails to do so and therefore does not proc when at least one enemy engaged in melee combat occupies a slot around the player unit.

The buff stacks multiplicatively with Ogryn's Lynchpin, Toughness Regeneration Speed (TRS) from curios, and Psyker's small talent node Inspiring Presence.

Allies
in
Coherency
Coherency Regen
per second
w/o Blessing
Coherency Regen
per second
w/ Blessing
Coherency Regen
per second
w/ Blessing
w/ Lynchpin
Coherency Regen
per second
w/ Blessing
w/ Lynchpin
w/ 3x30% TRS
 0
0
3.75
5.625
9
 1
3.75
7.5
11.25
18
 2
5.625
9.375
14.0625
22.5
 3
7.5
11.25
16.875
27

For further details on coherency toughness regeneration, see the 'Base Stats' section in any of the talent guides.
Weapons
Bully Clubs
Duration (per tier)
2s | 3s | 4s | 5s
– –  O  – –
Offensive Defence
Icon            
Mechanics
Gain a stack for each stamina spent blocking. Your next melee attack gains +X% strength per stack and consumes one stack. Last 3.5s. Stacks 5 times.

stat buff: melee_power_level_modifier

Every 1 stamina spent blocking enemy melee or ranged attacks (1 spent stamina is equal to one fully depleted segment of the stamina bar) grants stacks (up to 5); stacks last 3.5s. Each melee attack consumes 1 stack and refreshes the active duration. Per stack, increases the power level of melee attacks (see values below). Despite the buff icon staying after weapon swap, the buff does not benefit melee actions of ranged weapons.

'Power level buffs' increase the base power of attacks which benefits damage, stagger, and cleave (where applicable).
Weapons
Battle Maul & Shield
Shock Mauls & Shield
Melee Power per stack (per tier)
4% | 6% | 8% | 10% (up to +50%)
4% | 6% | 8% | 10% (up to +50%)


Opportunist
Icon            
Mechanics
+X% Rending vs Staggered Enemies.

stat buff: rending_vs_staggered_multiplier

Against enemies who are staggered, grants rending (see values below) to melee attacks and DoTs while the weapon is quipped 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').

Chain weapons' revved up attacks that stick to an enemy to deal their sawing damage put the target into staggered state (except for Mutants, monstrosities, and Captains/Twins) and therefore always proc this blessing.
Weapons
Battle Maul & Shield
Chainaxes
Crusher
Eviscerators
Latrine Shovels
Power Maul
Shock Mauls
Shock Mauls & Shield
Rending vs Staggered (per tier)
10% | 15% | 20% | 25%
10% | 15% | 20% | 25%
10% | 15% | 20% | 25%
10% | 15% | 20% | 25%
10% | 15% | 20% | 25%
10% | 15% | 20% | 25%
10% | 15% | 20% | 25%
10% | 15% | 20% | 25%


Overload
Icon            
Mechanics
Upon reaching the Lockout state, you cause an Explosion around you and immediately reduce Heat by X%.

function: Overheat.decrease_immediate

When reaching 100% overheat and entering lockout state, removes a fixed percentage of overheat immediately (see values below) and creates an explosion. The explosion created by the weapon deals 25 base damage against all targets in its epicenter radius; within its outer radius, deals only stagger (and suppression) to targets. The weapon explosion radii scale per blessing tier:

Tier 1
Tier 2
Tier 3
Tier 4
Max Radius
3m
3.5m
4m
4.5m
Epicenter Radius
2m
2.25m
2.5m
2.75m
Weapons
Relic Blades
Overheat Amount Removed (per tier)
10% | 15% | 20% | 25%


Overwhelming Force
Icon            
Mechanics
Staggering an Enemy has a X% Chance to Stun the enemy. Cooldown X.

If not on cooldown (see values below), the next melee attack that staggers the target and has an armor damage modifier against the attacked armor hit zone greater than 0.6 has a fixed chance (see values below) to apply a staggering electrocution effect to the enemy; does not proc on pushes.

Electrocution: lasts 3s; stacks once; deals 8 base damage; deals damage and stagger in a tick interval between 0.3s and 0.8s (randomly chosen); staggers all enemies except Mutants, Poxburster, monstrosities and Captains/Twins.
Weapons
Shock Mauls
Cooldown & Proc Chance (per tier)
5s & 10% | 4.5s & 15% | 4s & 20% | 3.5s & 25%
– –  P¹  – –
Perfect Strike
Icon            
Mechanics
Critical Hits ignore Hit Mass bonus from Armour. +X% Melee Critical Hit Damage.

buff keywords:
ignore_armor_aborts_attack
use_reduced_hit_mass


stat buff: melee_critical_strike_damage


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

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 Heavy1 of the Latrine Shovel Mk V has a max hit mass limit of 11.1 (with an 80% Crowd Control stat). It cannot cleave a Crusher because of, mainly, Carapace's aborts_attack property and because of, secondarily, the Crusher's hit mass of 12.5. With this blessing, a critical attack with the Heavy1 can now cleave Carapace just like any other armor type, and it also can now cleave three Crushers (3x12.5x0.25=9.375 total hit mass required) to hit a fourth one. It cannot cleave the fourth Crusher, however, since this would require a max hit mass limit greater than 4x12.5x0.25=12.5.

Note that Bulwarks do not take damage from hits that cleave their shields.

Interaction with Eviscerators' Activated Special Attacks
Activated special attacks of chain weapons (revved up attacks) follow a specific rule that defines on which kind of enemies they will stop when multiple targets can be cleaved. This is to make sure that they do not get stuck on 'low priority' targets: When cleaving multiple enemies, revved up attacks always stop on the first enemy that has either the elite, special, monster or captain tag.

So for example, if there is one Scab Flamer (special tag) in a group of Dreg Bruisers and if the revved up attack has enough of its hit mass budget remaining to reach the Scab Flamer, it will get stuck on him to deal its sawing damage; if there is no 'high priority' target, the revved up attack will get stuck on and deal its sawing damage to the enemy on whom it reaches its max hit mass limit. This specific rule is not overwritten by Perfect Strike. So if a critical revved up attack happens to hit a Crusher (elite tag) it will always stop cleaving here and deal its sawing damage to the Crusher despite technically being able to cleave Carapace. Critical attacks that are not revved up benefit from Perfect Strike just as expected.
Weapons
Battle Maul & Shield
Bully Clubs
Eviscerators
Heavy Swords
Latrine Shovels
Power Maul
Melee Crit Damage (per tier)
2.5% | 5% | 7.5% | 10%
2.5% | 5% | 7.5% | 10%
2.5% | 5% | 7.5% | 10%
2.5% | 5% | 7.5% | 10%
2.5% | 5% | 7.5% | 10%
2.5% | 5% | 7.5% | 10%


Power Cycler
Icon            
Mechanics
+X Extra Chained Energised Hits and +X% Impact on Energised Hits.

stat buffs:
weapon_special_max_activations
melee_impact_modifier


This blessing buffs energized attacks in two ways:

(1) Increases melee stagger strength (see values below); stacks additively with related stagger buffs.

(2) Grants additional attacks (see values below) while the Power Sword's weapon special is active. Usually, upon activating the weapon special, the next attack is energized which enables a stronger damage profile for the executed attack, and after hitting one enemy (or after waiting out the activation duration of 3s), attacks lose the energized state. With this blessing, additional energized attacks can be executed as long as they are executed as part of an active attack chain (i.e. while using any attack before the chain timer runs out). Block and push actions clear the current attack chain; push-attacks may get energized but the chain always clears afterwards.
Weapons
Power Swords
Melee Stagger Strength & Additional Activated Attacks (per tier)
2.5% & 1 | 5% & 1 | 7.5% & 2 | 10% & 2
– –  P²  – –
Power Surge
Icon            
Mechanics
Special Attacks on Armored Enemies cause an additional Shockwave. Special Attacks have +X% Explosion Radius.

stat buffs:
weapon_special_max_activations
explosion_radius_modifier


This blessing does two things:

(1) Usually, activating the Power Maul's special action enables the next melee attack within 4s to create one stagger-heavy explosion on the first target it hits. The blessing allows an activated attack to create a second explosion if the attack, after creating the first explosion on any first target, is able to also hit a second target that has either Carapace or Flak as base armor type during the same swing. The explosion created by the weapon deals 25 base damage against all targets in its epicenter radius; within its outer radius, deals only stagger (and suppression) to targets.

Breeds with Carapace or Flak base armor type: Armored Groaner, Crusher, Gunners, Radio Operator, Scab Mauler, Scab Bomber, Scab Bruiser, Scab Rager, Scab Shooter, Scab Stalker, Shotgunners, Captains/Twins

Interaction with Skullcrusher and Thunderstrike
The additional explosion allows for a very efficient application of Skullcrusher or Thunderstrike debuff stacks to enemies: These two blessings consider explosions as valid hits to apply debuff stacks. Power Surge, by creating a second explosion, guarantees that the max stack amount of 8 (Tier 4) is immediately applied to all enemies within explosion range. Without Power Surge, only enemies who are hit directly by the weapon and by the explosion receive the max stack amount immediately whereas enemies who are hit by the (single) explosion receive only 4 stacks. Video showcase.

(2) Increases the radius (see values below) of the weapon explosions created by Power Maul's activated attacks; stacks additively with Ogryn's Big Boom talent (buffing Power Maul's weapon explosion).

For example, the weapon explosion radii of a Power Maul with an 80% Power Output stat:
Base
 
w/ Big Boom
 
w/ Tier 4 Blessing
 
w/ Tier 4 Blessing
w/ Big Boom
Max Radius
7.2m 
9.18m
9m
10.98m
Epicenter Radius
2.6m 
~3.32m
3.25m
~3.97m

Note that this blessing's explosion radius increase also applies to Ogryn's Bombs Away! and Frag Bomb blitz abilities if Power Maul's weapon special is successfully activated before the grenade explosion is created.
Weapon
Power Maul
Explosion Radius Increase (per tier)
10% | 15% | 20% | 25%


Precognition
Icon            
Mechanics
+X% Finesse Damage for 2s on successful Dodge.

stat buff: finesse_modifier_bonus

Adds a finesse damage bonus (see values below) for 2s boosting crit and weakspot damage; stacks additively with other finesse damage buffs, and multiplicatively with power level buffs. Procs on successfully dodging enemy melee or ranged attacks (except Gunners, Reaper, Sniper), and disabler attacks (Pox Hound jump, Trapper net, Mutant grab). 'Successful dodge' means dodging an enemy attack that is locked on the player with an accordingly timed dodge or sliding action. Despite the buff icon staying after weapon swap, the buff does not benefit ranged weapons.
Weapons
Combat Blades
Duelling Swords
Force Greatswords
Force Swords
Finesse Bonus (per tier)
45% | 50% | 55% | 60%
45% | 50% | 55% | 60%
45% | 50% | 55% | 60%
45% | 50% | 55% | 60%
– –  R  – –
Rampage
Icon            
Mechanics
Hitting at least 3 enemies with an attack, increases your damage by X% for 3.5 seconds.

stat buff: melee_power_level_modifier

When hitting three or more enemies with a melee attack, 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.

'Power level buffs' increase the base power of attacks which benefits damage, stagger, and cleave (where applicable).
Weapons
Chainswords
Devil's Claw Swords
Duelling Swords
Eviscerators
Heavy Swords
Power Swords
Relic Blades
Melee Power (per tier)
24% | 28% | 32% | 36%
24% | 28% | 32% | 36%
24% | 28% | 32% | 36%
24% | 28% | 32% | 36%
24% | 28% | 32% | 36%
24% | 28% | 32% | 36%
24% | 28% | 32% | 36%


Relentless Strikes
Icon            
Mechanics
+X% Strength for 2s on Hit (Same Enemy). Stacks 5 times.

stat buff: melee_power_level_modifier

Consecutive melee hits and pushes against the same enemy grant stacks (up to 5); generates first stack on second hit or push; stacks last 2s and can be refreshed during active duration; the stack count resets when the target is switched. Per stack, increases the power level of melee 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
Arbites Shock Maul
Duelling Swords
Tactical Axes
Melee Power per stack (per tier)
4% | 6% | 8% | 10% (up to +50%)
4% | 6% | 8% | 10% (up to +50%)
4% | 6% | 8% | 10% (up to +50%)


Rev It Up
Icon            
Mechanics
+X% Movement Speed for 2s on Weapon Special Activation.

stat buff: movement_speed

Upon activating the weapon special, increases movement speed (see values below) for 2s; stacks additively with other movement speed buffs from talents, and multiplicatively with sprint speed buff from Zealot's Swift Certainty.
Weapons
Chainaxes
Chainswords
Eviscerators
Movement Speed (per tier)
17% | 18% | 19% | 20%
17% | 18% | 19% | 20%
17% | 18% | 19% | 20%


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

stat buff: critical_strike_chance

Grants additional crit chance (see values below) for 6s. 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. Can be refreshed during active duration. Despite the buff icon staying after weapon swap, the buff does not benefit ranged weapons (including melee special actions).
Weapons
Combat Blades
Duelling Swords
Force Greatswords
Force Swords
Crit Chance (per tier)
12.5% | 15% | 17.5% | 20%
12.5% | 15% | 17.5% | 20%
12.5% | 15% | 17.5% | 20%
12.5% | 15% | 17.5% | 20%


Ruthless Backstab
Icon            
Mechanics
+X% Rending on Backstab Hit.

buff keyword: allow_backstabbing

stat buff: backstab_rending_multiplier


Enables backstabbing. When backstabbing, grants rending (see values below) to melee 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').

'Backstabbing' refers to melee attacks executed from within a specific angle[i.imgur.com] behind an enemy's back.

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 400 base damage and has an armor damage modifier of 0.15 against Carapace. This attack would deal 400x0.15=60 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 25% 'brittleness' (i.e. a rending_multiplier of 0.25), then the attack's armor damage modifier against Carapace is now increased to 0.15+0.1+0.25=0.5 and it therefore deals 400x0.5=200 damage against the Carapace-armored hit zone. If the attack is executed as a backstab and thereby further buffed by Ruthless Backstab (Tier 4), another rending_multiplier of 1 is to be added but, by default, the sum of rending buffs cannot be greater than 1 and any rending amount that is over this cap is discarded. Therefore, Ruthless Backstab at max stacks (Tier 4) can effectively only add another rending_multiplier of 0.65 (because of the other two rending buffs already adding 0.35 in total) which increases the attack's armor damage modifier against Carapace to 0.15+0.1+0.25+0.65=1.15. The rending surplus of 1.15-1=0.15 is converted into a generic damage buff at a quarter of its value. So the attack now deals 400+400x(0.15x0.25)=415 damage total to the Carapace-armored hit zone.
Weapons
Combat Blades
Backstab Rending (per tier)
70% | 80% | 90% | 100%
– –  S¹  – –
Savage Sweep
Icon            
Mechanics
Hitting at least 3 enemies with an attack, increases your cleave by X% for 3 seconds.

stat buff: max_hit_mass_attack_modifier

When hitting three or more enemies with a melee attack, increases the maximum hit mass limit of attacks (see values below) for 3s, thereby allowing attacks to cleave more enemies per swing. Can be refreshed during active duration. Stacks additively with related buffs from Devastating Strike and Wrath, and multiplicatively with power level buffs.

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 Light1 of the Heavy Sword Mk VII has a max hit mass limit of 8 (with an 80% Cleave Targets stat). It can cleave one Dreg Rager (4 hit mass) and hit a second one. With Tier 4 Savage Sweep procced, the Light1 now has a max hit mass limit of 8+8x2=24 which means that it can now cleave five Dreg Ragers (5x4=20 total hit mass required) and hit a sixth one. It cannot cleave the sixth Rager, however, since this would require a max hit mass limit greater than 6x4=24.

Note that Carapace armor cannot be cleaved by default. This blessing does not allow to bypass Carapace's built-in aborts_attack mechanic.
Weapons
Chainswords
Cleavers
Devil's Claw Swords
Eviscerators
Heavy Swords
Max Hit Mass Increase (per tier)
140% | 160% | 180% | 200%
140% | 160% | 180% | 200%
140% | 160% | 180% | 200%
140% | 160% | 180% | 200%
140% | 160% | 180% | 200%


Shock & Awe
Icon            
Mechanics
-X% Enemy Hit Mass for 2s on Kill.

stat buff: consumed_hit_mass_modifier

On melee kill, reduces the hit mass of enemies (see values below) for 2s; can be refreshed during active duration.

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 Heavy1 of the Thunder Hammer Mk II has a max hit mass limit of 16.5 (with an 80% Crowd Control stat). It can cleave one Scab Rager (10 hit mass) and hit a second one. With Tier 4 Shock & Awe procced, a Scab Rager's hit mass is reduced to 10x0.4=4 which means that the Heavy1 can now cleave four Scab Ragers (4x10x0.4=16 total hit mass required) and hit a fifth one. It cannot cleave the fifth Rager, however, since this would require a max hit mass limit greater than 5x10x0.4=20.
Weapons
Thunder Hammers
Enemy Hit Mass Reduction (per tier)
30% | 40% | 50% | 60%


Shred
Icon            
Mechanics
+X% Bonus Critical Chance on Chained Hit. Stacks 5 times.

stat buff: critical_strike_chance

Chained hits grant stacks (up to 5); generates one stack per swing; stacks last 3.5s and can be refreshed during active duration. Per stack, grants additional crit chance to melee attacks (see values below). Despite the buff icon staying after weapon swap, the buff does not benefit ranged weapons (including melee special actions).

'Chained hit' refers to the continuous chaining of attacks against targets. Can be any target, does not need to be the same target. Procs also on non-damaging hits against Bulwark shield or Captains/Twins void shield. Missing an attack clears the current chain and removes all stacks.
Weapons
Chainswords
Combat Axes
Devil's Claw Swords
Duelling Swords
Eviscerators
Force Greatswords
Force Swords
Tactical Axes
Crit Chance per stack (per tier)
2.5% | 3% | 3.5% | 4% (up to +20%)
2.5% | 3% | 3.5% | 4% (up to +20%)
2.5% | 3% | 3.5% | 4% (up to +20%)
2.5% | 3% | 3.5% | 4% (up to +20%)
2.5% | 3% | 3.5% | 4% (up to +20%)
2.5% | 3% | 3.5% | 4% (up to +20%)
2.5% | 3% | 3.5% | 4% (up to +20%)
2.5% | 3% | 3.5% | 4% (up to +20%)


Skullcrusher
Icon            
Mechanics
Target receives X Stack(s) of +10% Damage if already Staggered. Lasts 5s.

stat buff: damage_vs_staggered

Melee hits and push actions that successfully stagger the target or melee hits and push actions against already staggered targets apply debuff stacks (see values below) to enemies; up to 8 stacks max on a target. The stacks last 5s and can be refreshed during active duration. Only while the debuffed enemy is in a staggered state, the debuff grants 10% increased damage per applied stack against the enemy; increases any damage (including explosions and DoTs); stacks additively with other damage buffs, and multiplicatively with power level buffs. If the debuffed enemy is not in a staggered state, the debuff has no effect.

Interaction with Crusher and Power Maul
Activating the weapon special of these two weapons enables the activated melee attacks to create a stagger-heavy explosion on the first target they hit. These explosions count as hit and apply Skullcrusher stacks to all enemies within range. Enemies who are hit directly by the swing therefore get hit twice, by the weapon and by the explosion, so that the max stack amount of 8 (Tier 4) is immediately applied to them. Enemies who are hit only by the explosion receive 4 Skullcrusher stacks. For Power Maul, the efficiency of this stack application method can be increased with the Power Surge blessing.

Weapon explosion radii (with an 80% Power Output stat):
 • Crusher (activated light attacks): 2.6m (max), 1.8m (epicenter)
 • Crusher (activated heavy attacks): 4.5m (max), 1.8m (epicenter)
 • Power Maul (all activated attacks): 7.2m (max), 2.6m (epicenter)
The Power Maul radii can be increased by Power Surge and Ogryn's Big Boom talent.
Weapons
Battle Maul & Shield
Bully Clubs
Crusher
Devil's Claw Swords
Latrine Shovels
Power Maul
Sapper Shovels
Shock Mauls
Thunder Hammers
Debuff Stacks Applied (per tier)
1 | 2 | 3 | 4
1 | 2 | 3 | 4
1 | 2 | 3 | 4
1 | 2 | 3 | 4
1 | 2 | 3 | 4
1 | 2 | 3 | 4
1 | 2 | 3 | 4
1 | 2 | 3 | 4
1 | 2 | 3 | 4
– –  S²  – –
Slaughter Spree
Icon            
Mechanics
+X% Critical Chance (Next Melee Attack) on Weak Spot Critical Hit Kill.

stat buff: melee_critical_strike_chance

When killing an enemy with a critical melee weakspot hit, grants additional crit chance (see values below) to the next melee attack within 5s.
Weapons
Tactical Axes
Crit Chance (per tier)
40% | 60% | 80% | 100%


Slaughterer
Icon            
Mechanics
+X% Strength for 4.5s on Kill. Stacks 5 times.

stat buff: power_level_modifier

Melee kills grant stacks (up to 5); can generate multiple stacks per swing; stacks last 4.5s and can be refreshed during active duration. Per stack, increases the power level (see values below) of melee 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
Chainaxes
Cleavers
Crusher
Force Swords
Pickaxes
Power Swords
Thunder Hammers
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%)
5% | 6% | 7% | 8% (up to +40%)
5% | 6% | 7% | 8% (up to +40%)


Slow and Steady
Icon            
Mechanics
Recover up to X% Max Toughness based on the charge time of your heavy attacks.

function: recover_percentage_toughness

While charging heavy melee attacks, grants stacks every 0.2s (up to 3). The interval in which stacks are generated is unaffected by attack speed buffs. Per stack, replenishes a fixed percentage of maximum toughness (see values below) when the attack hits an enemy. Procs additionally to toughness replenishments from talents like Ogryn's Smash 'Em!, The Best Defence, etc, or from weapon blessings like Confident Strike; does not interact with coherency toughness. If a hit enemy dies, the toughness amount replenished from the blessing is added to Ogryn's base 5% of maximum toughness gained on melee kill.

The amount of toughness replenished is neither affected by the buff from Ogryn's Feel No Pain (including Toughest!), Stay Close!, Too Stubborn to Die nor by toughness replenishment debuffs like being in toxic gas.
Weapons
Pickaxes
Max Toughness Percentage per stack (per tier)
5% | 6% | 7% | 8% (up to 24%)


Smackdown
Icon            
Mechanics
+X% Critical Chance for 4.5s on Special Action Hit (Staggered Enemy).

stat buff: critical_strike_chance

Hits with the weapon special that successfully stagger the target or weapon special hits against already staggered targets grant additional crit chance (see values below) for 4.5s; can be refreshed during active duration. Despite the buff icon staying after weapon swap, the buff does not benefit ranged weapons (including melee special actions).
Weapons
Bully Clubs
Combat Blades
Crit Chance (per tier)
12.5% | 15% | 17.5% | 20%
12.5% | 15% | 17.5% | 20%
– –  S³  – –
Sucker Punch
Icon            
Mechanics
+X% Critical Chance for 3s on Special Action Hit.

stat buff: melee_critical_strike_chance

Hitting enemies with the Latrine Shovel's weapon special grants additional crit chance (see values below) to melee attacks for 3s; can be refreshed during active duration. Despite the buff icon staying after weapon swap, the buff does not benefit ranged weapons (including melee special actions).
Weapons
Latrine Shovels
Melee Crit Chance (per tier)
7.5% | 10% | 12.5% | 15%


Sunder
Icon            
Mechanics
Increased Cleave and +X% Heavy Melee Attack Damage on Energised Attacks.

buff keywords:
ignore_armor_aborts_attack
use_reduced_hit_mass


stat buff: melee_heavy_damage


This blessing buffs energized attacks in three ways: (1) Increases the damage of energized heavy melee attacks (see values below); stacks additively with other damage buffs, and multiplicatively with power level buffs. (2) By default, Carapace armor cannot be cleaved. This blessing allows all energized attacks to bypass Carapace's built-in aborts_attack mechanic so that Carapace armor can be cleaved. (3) Reduces enemy hit mass by 75% against all energized attacks.

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, unenergized, the Heavy1 of the Power Sword Mk III has a max hit mass limit of 8 (with an 80% Cleave Targets stat). It cannot cleave a Scab Mauler on headshot because of, mainly, Carapace's aborts_attack property and because of, secondarily, the Scab Mauler's hit mass of 10. When the Heavy1 is energized, it has a max hit mass limit of 11.7 but still cannot cleave a Scab Mauler on headshot. With this blessing, an energized Heavy1 can now cleave Carapace just like any other armor type, and it also can now cleave four Scab Maulers (4x10x0.25=10 total hit mass required) on headshots to hit a fifth one. It cannot cleave the fifth Scab Mauler, however, since this would require a max hit mass limit greater than 5x10x0.25=12.5.

Note that Bulwarks do not take damage from hits that cleave their shields.
Weapons
Power Swords
Energized Heavy Melee Attack Damage (per tier)
5% | 10% | 15% | 20%


Supercharge
Icon            
Mechanics
+X stacks of Brittleness on Energised Hit.

stat buff: rending_multiplier

Energized 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.

Stacks additively with other rending debuffs ('brittleness'), and with rending buffs that only boost a character's own damage ('rending').
Weapons
Power Maul
Power Swords
Brittleness Stacks (per tier)
1 | 2 | 3 | 4
1 | 2 | 3 | 4


Superiority
Icon            
Mechanics
+X% Strength for 7 s on Elite Kill. Stacks 3 times, deteriorating one at a time.

stat buff: power_level_modifier

Elite kills grant stacks (up to 3); can generate multiple stacks per swing; stacks last 7s, can be refreshed during active duration, and are dropped one by one. Per stack, increases the power level (see values below) of melee 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
Force Swords
Power per stack (per tier)
5% | 7.5% | 10% | 12.5% (up to +37.5%)


Syphon
Icon            
Mechanics
Hitting at least 3 enemies with an attack while weapon Special is active, regains X% Toughness.

function: recover_percentage_toughness

When hitting three or more enemies with a melee attack while the weapon special is active, replenishes a fixed percentage of maximum toughness (see values below). Procs additionally to toughness replenishments from talents like Vicious Offering and Stalwart; does not interact with coherency toughness. If one of the hit enemies dies, the toughness amount replenished from the blessing is added to the character's base 5% of maximum toughness gained on melee kill.

The amount of toughness replenished is neither affected by the toughness replenishment buff from Ogryn's aura Stay Close! nor by toughness replenishment debuffs like being in toxic gas.
Weapons
Relic Blades
Max Toughness Percentage (per tier)
10% | 12% | 14% | 16%
– –  T¹  – –
Take a Swing
Icon            
Mechanics
BILD
+X% Weak Spot Damage for 3 seconds on Pushing Enemies.

stat buff: weakspot_damage

When pushing an enemy, grants increased weakspot damage (see values below) for 3s; can be refreshed during active duration; stacks additively with related damage buffs, and multiplicatively with power level buffs. The push action does not need to stagger the enemy (procs against monstrosities, Bulwark shield, Captains/Twins void shield). Despite the buff icon staying after weapon swap, the buff does not benefit ranged attacks.
Weapons
Sapper Shovels
Weakspot Damage (per tier)
45% | 50% | 55% | 60%


Tenderiser
Icon            
Mechanics
+X% Strength (next 3 attacks) on Weapon Special attack Hit.

stat buff: power_level_modifier

After hitting an enemy with the Cleaver's weapon special (uppercut punch), increases the power level of the next three melee attacks and DoTs (see values below); stacks additively with other power level buffs, and multiplicatively with damage buffs. Hitting air consumes buffed attacks; DoT ticks do not consume buffed attacks and benefit from the power increase as long as there is at least one buffed attack remaining. Each weapon special hit resets the counter and adds three buffed attacks.

'Power level buffs' increase the base power of attacks which benefits damage, stagger, and cleave (where applicable).
Weapons
Cleavers
Power (per tier)
10% | 15% | 20% | 25%


Thrust
Icon            
Mechanics
Up to +X% Strength based on the charge time of your heavy attacks. Stacks 3 times.

stat buff: melee_power_level_modifier

While charging heavy melee attacks, grants stacks in specific intervals (up to 3). Per stack, increases the power level of melee attacks (see values below); stacks additively with related power level buffs, and multiplicatively with damage buffs. The intervals in which stacks are generated are unaffected by attack speed buffs.

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

For example, besides increasing damage and stagger strength, the power level buff also increases cleave: The Heavy1 of the Thunder Hammer Mk IV (with an 80% Crowd Control stat) has a max hit mass limit of 16.5. It can cleave one Reaper (12.5 hit mass) and hit a second one. With three stacks of Thrust (Tier 4), the Heavy1's max hit mass limit is increased to 16.5x1.6=26.4 which now allows it to cleave two Reapers (2x12.5=25 total hit mass required) and hit a third one. It cannot cleave the third Reaper, however, since this would require a max hit mass limit greater than 3x12.5=37.5.

Stack Intervals:
Every 0.25s
Bully Clubs, Chainaxe Mk XII, Cleavers, Combat Axes, Crusher, Duelling Swords, Heavy Swords, Latrine Shovels, Power Swords, Sapper Shovels, Shock Mauls
Every 0.2s
Chainaxe Mk IV, Pickaxes, Thunder Hammers
Weapons
Bully Clubs
Chainaxes
Cleavers
Combat Axes
Crusher
Duelling Swords
Heavy Swords
Latrine Shovels
Pickaxes
Power Swords
Sapper Shovels
Shock Mauls
Thunder Hammers
Melee Power per stack (per tier)
5% | 10% | 15% | 20% (up to +60%)
5% | 10% | 15% | 20% (up to +60%)
5% | 10% | 15% | 20% (up to +60%)
5% | 10% | 15% | 20% (up to +60%)
5% | 10% | 15% | 20% (up to +60%)
5% | 10% | 15% | 20% (up to +60%)
5% | 10% | 15% | 20% (up to +60%)
5% | 10% | 15% | 20% (up to +60%)
5% | 10% | 15% | 20% (up to +60%)
5% | 10% | 15% | 20% (up to +60%)
5% | 10% | 15% | 20% (up to +60%)
5% | 10% | 15% | 20% (up to +60%)
5% | 10% | 15% | 20% (up to +60%)
– –  T²  – –
Thunderous
Icon            
Mechanics
Hitting an enemy 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 and push actions 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.

Activated Chainaxe attacks apply stacks only on the initial hit.

Stacks additively with other rending debuffs ('brittleness'), and with rending buffs that only boost a character's own damage ('rending').
Weapons
Arbites Shock Maul
Bully Clubs
Chainaxes
Combat Axes
Crusher
Latrine Shovels
Pickaxes
Thunder Hammers
Brittleness Stacks (per tier)
1 | 2 | 3 | 4
1 | 2 | 3 | 4
1 | 2 | 3 | 4
1 | 2 | 3 | 4
1 | 2 | 3 | 4
1 | 2 | 3 | 4
1 | 2 | 3 | 4
1 | 2 | 3 | 4


Thunderstrike
Icon            
Mechanics
Target receives X Stack(s) of +10% Impact if already Staggered. Lasts 5s.

stat buff: impact_modifier

Melee hits and push actions that successfully stagger the target or melee hits and push actions against already staggered targets apply debuff stacks (see values below) to enemies; up to 8 stacks max on a target. The stacks last 5s and can be refreshed during active duration. Per applied stack, the debuff grants 10% increased stagger strength against the enemy; increases the stagger strength of all sources (melee, ranged, explosions, shout abilities); stacks additively with other stagger buffs, and multiplicatively with power level buffs.

Interaction with Crusher and Power Maul
Activating the weapon special of these two weapons enables the activated melee attacks to create a stagger-heavy explosion on the first target they hit. These explosions count as hit and apply Thunderstrike stacks to all enemies within range. Enemies who are hit directly by the swing therefore get hit twice, by the weapon and by the explosion, so that the max stack amount of 8 (Tier 4) is immediately applied to them. Enemies who are hit only by the explosion receive 4 Thunderstrike stacks. For Power Maul, the efficiency of this stack application method can be increased with the Power Surge blessing.

Weapon explosion radii (with an 80% Power Output stat):
 • Crusher (activated light attacks): 2.6m (max), 1.8m (epicenter)
 • Crusher (activated heavy attacks): 4.5m (max), 1.8m (epicenter)
 • Power Maul (all activated attacks): 7.2m (max), 2.6m (epicenter)
The Power Maul radii can be increased by Power Surge and Ogryn's Big Boom talent.
Weapons
Battle Maul & Shield
Crusher
Devil's Claw Swords
Power Maul
Sapper Shovels
Thunder Hammers
Debuff Stacks Applied (per tier)
1 | 2 | 3 | 4
1 | 2 | 3 | 4
1 | 2 | 3 | 4
1 | 2 | 3 | 4
1 | 2 | 3 | 4
1 | 2 | 3 | 4


Torment
Icon            
Mechanics
+X% Strength for 3.5s on Weapon Special Hit.

stat buff: melee_power_level_modifier

Hitting an enemy with Pickaxe's weapon special 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. Procs also on non-damaging hits against Bulwark shield or Captains/Twins void shield.

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

Note that the Pickaxe weapon special, by default, applies a damage taken debuff to enemies which increases all their damage taken by 10%; lasts 5s and can be refreshed during active duration.
Weapons
Pickaxes
Melee Power (per tier)
12% | 16% | 20% | 24%


Trauma
Icon            
Mechanics
+X% Impact for 2 seconds on Repeated Hit. Stacks 5 times.

stat buffs:
melee_impact_modifier
stagger_duration_multiplier


Consecutive melee hits and pushes against the same enemy grant stacks (up to 5); generates first stack on second hit or push; stacks last 2s and can be refreshed during active duration; the stack count resets when the target is switched. Per stack, increases melee stagger strength (see values below) and stagger duration by 10%; the buff to stagger strength stacks additively with related stagger buffs, and multiplicatively with power level buffs; the stagger duration buff stacks multiplicatively with itself.
Weapons
Crusher
Devil's Claw Swords
Sapper Shovels
Thunder Hammers
Melee Stagger Strength & Stagger Duration per stack (per tier)
14% & 10% | 16% & 10% | 18% & 10% | 20% & 10% (up to +100% & +61%)
14% & 10% | 16% & 10% | 18% & 10% | 20% & 10% (up to +100% & +61%)
14% & 10% | 16% & 10% | 18% & 10% | 20% & 10% (up to +100% & +61%)
14% & 10% | 16% & 10% | 18% & 10% | 20% & 10% (up to +100% & +61%)
– –  U  – –
Uncanny Strike
Icon            
Mechanics
+X% Rending on Enemy Weak Spot Hit for 3.5s. Stacks 5 times.

stat buff: rending_multiplier

Melee weakspot hits grant stacks (up to 5); can generate multiple stacks per swing; stacks last 3.5s, can be refreshed during active duration. Per stack, grants rending (see values below) to melee attacks and DoTs while the weapon is quipped 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 320 base damage and has an armor damage modifier of 0.25 against Carapace. This attack would deal 320x0.25=80 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 0.25+0.1+0.4=0.75 and it therefore deals 320x0.75=240 damage against the Carapace-armored hit zone. If the attack is further buffed by Uncanny Strike at max stacks (Tier 4), another rending_multiplier of 1.2 is to be added but, by default, the sum of rending buffs cannot be greater than 1 and any rending amount that is over this cap is discarded. Therefore, Uncanny Strike at max stacks (Tier 4) can effectively only add another rending_multiplier of 0.5 (because of the other two rending buffs already adding 0.5 in total) which increases the attack's armor damage modifier against Carapace to 0.25+0.1+0.4+0.5=1.25. The rending surplus of 1.25-1=0.25 is then converted into a generic damage buff at a quarter of its value. So the attack now deals 320+320x(0.25x0.25)=340 damage total to the Carapace-armored hit zone.
Weapons
Combat Blade
Duelling Swords
Force Swords
Sapper Shovels
Rending per stack (per tier)
12% | 16% | 20% | 24% (up to +120%)
12% | 16% | 20% | 24% (up to +120%)
12% | 16% | 20% | 24% (up to +120%)
12% | 16% | 20% | 24% (up to +120%)


Unstable Power
Icon            
Mechanics
Up to +X% Strength, scaling with Peril.

stat buff: power_level_modifier

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, increases the power level (see values below) of melee 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
Force Greatswords
Force Swords
Power per stack (per tier)
3.5% | 4% | 4.5% | 5% (up to +20%)
3.5% | 4% | 4.5% | 5% (up to +20%)


Unstoppable Force
Icon            
Mechanics
Fully Charged Heavy Attacks ignore Enemy Hit Mass and have +X% Damage.

buff keywords:
ignore_armor_aborts_attack
fully_charged_attacks_infinite_cleave


stat buff: melee_fully_charged_damage


This blessing does three things: (1) Increases the damage of fully charged heavy melee attacks (see values below). (2) It allows partially and fully charged heavy melee attacks to bypass Carapace's built-in aborts_attack mechanic so that Carapace armor can be cleaved. (3) It allows only fully charged heavy melee attacks to ignore the combined hit mass of all enemies hit.

'Fully charged' means that you have to hold the button until the heavy attack is executed automatically.

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 Heavy1 of the Cleaver Mk VI has a max hit mass limit of 28.1 (with an 80% Cleave Damage stat). A Crusher has a hit mass of 12.5. Without the blessing, despite having a sufficient max hit mass limit, the attack cannot cleave a Crusher because of Carapace's aborts_attack property. With this blessing, on a partially charged heavy attack, the Heavy1 can now cleave Carapace just like any other armor type which allows it to cleave two Crushers (2x12.5=25 total hit mass required) and to hit a third one. It cannot cleave the third Crusher, however, because this would require 3x12.5=37.5 total hit mass. With this blessing, on a fully charged heavy attack, the Heavy1 can (still) cleave Carapace and also has its max hit mass limit set to infinite which means that it can cleave, damage and/or stagger any enemy whose hitbox it is able to touch. Note that Heavy1's damage cleave distribution still applies, so it deals its highest damage against the first target, reduced damage against the second and third target, and its lowest damage against the fourth target (and against all infinite targets thereafter).

Note that Bulwarks do not take damage from hits that cleave their shields.
Weapons
Cleavers
Fully Charged Melee Damage (per tier)
2.5% | 5% | 7.5% | 10%
– –  V  – –
Vicious Slice
Icon            
Mechanics
+X% Impact to Target for each Enemy already Hit by the same Attack

stat buff: melee_impact_modifier

Each enemy hit during a melee attack grants stacks (up to 5). Per stack, increases melee stagger strength (see values below); stacks additively with related stagger buffs, and multiplicatively with power level buffs. Against the first hit enemy, the attack receives no stagger strength; against the second hit enemy, the attack receives 1 stack of stagger strength, against the third hit enemy, the attack receives 2 stacks of stagger strength, and so on. This helps to compensate the effect of the weapon's stagger cleave distribution which usuallly specifies that after the first target each additionally cleaved target receives less stagger during a swing.

For example, the Heavy1 of Devil's Claw Sword Mk I with Tier 4 Vicious Slice:
Target
(Infested)
Stagger Strength
w/o Blessing
Stagger Strength
w/ Blessing
Stacks
1st
9
9
-
2nd
6.5
7.8
1
3rd
6
8.4
2
4th
6
9.6
3
5th
4.5
8.1
4
6th
3.5
7
5
Weapons
Devil's Claw Swords
Melee Stagger Strength per stack (per tier)
14% | 16% | 18% | 20% (up to +100%)
– –  W  – –
Warp Slice
Icon            
Mechanics
Guaranteed Activated Critical Strike. Xs Cooldown.

buff keyword: guaranteed_wind_slash_critical_strike

If not on cooldown (see values below), guarantees the next activated melee attack to be a critical hit.
Weapons
Force Greatswords
Cooldown (per tier)
30s | 25s | 20s | 15s


Wrath
Icon            
Mechanics
+X% Cleave on Hit. Stacks 5 times.

stat buff: max_hit_mass_attack_modifier

Chained hits grant stacks (up to 5); generates one stack per swing; stacks last 3.5s and can be refreshed during active duration. Per stack, increases the maximum hit mass limit of attacks (see values below), thereby allowing attacks to cleave more enemies per swing. Stacks additively with related buffs from Devastating Strike and Savage Sweep, and multiplicatively with power level buffs.

'Chained hit' refers to the continuous chaining of attacks against targets. Can be any target, does not need to be the same target. Procs also on non-damaging hits against Bulwark shield or Captains/Twins void shield. Missing an attack clears the current chain and removes all stacks.

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 Light1 of the Karsolas Pickaxe has a max hit mass limit of 6.38 (with an 80% Crowd Control stat). It can cleave one Scab Gunner (5 hit mass) and hit a second one. With Tier 4 Wrath at 5 stacks, the Light1 now has a max hit mass limit of 6.38+6.38x2=19.14 which means that it can now cleave three Scab Gunners (3x5=15 total hit mass required) and hit a fourth one. It cannot cleave the fourth Scab Gunner, however, since this would require a max hit mass limit greater than 4x5=20.

Note that Carapace armor cannot be cleaved by default. This blessing does not allow to bypass Carapace's built-in aborts_attack mechanic.
Weapons
Chainswords
Devil's Claw Swords
Eviscerators
Force Greatswords
Heavy Swords
Pickaxes
Power Swords
Relic Blades
Max Hit Mass Increase per stack (per tier)
25% | 30% | 35% | 40% (up to +200%)
25% | 30% | 35% | 40% (up to +200%)
25% | 30% | 35% | 40% (up to +200%)
25% | 30% | 35% | 40% (up to +200%)
25% | 30% | 35% | 40% (up to +200%)
25% | 30% | 35% | 40% (up to +200%)
35% | 40% | 45% | 50% (up to +250%)
25% | 30% | 35% | 40% (up to +200%)
13 Comments
Auden 15 Mar @ 2:05pm 
Would a Slaughterer/Opportunist Chainaxe be halfway decent paired with a Veteran shredder grenade focused build? Is the grenade stagger sufficient to get some value out of Opportunist in your opinion?
MrSakamotoDeath 4 Feb @ 5:03am 
It's even better than I expected! I tried enchanting the Crusher with Thunderstrike and Trauma. I could almost control three or four Crushers without taking any damage. The stagger duration buff from Trauma helped me extend the stagger until the stagger immunity timer ended. Its effectiveness was quite impressive.
kuli  [author] 4 Feb @ 1:04am 
The stagger duration buff stacks multiplicatively with itself, so at 5 stacks, it would be ~61%.
MrSakamotoDeath 3 Feb @ 5:05pm 
Thank you for your answer!So after stacking up to five layers, would the total duration increase by 50%?
kuli  [author] 3 Feb @ 2:00am 
The length of the stagger animation, so it will take enemies longer to recover from stagger overall. But a 10% increase is hard to notice due to several factors.
MrSakamotoDeath 3 Feb @ 1:38am 
May I ask what "stagger duration" means in Trauma?
kuli  [author] 29 Dec, 2024 @ 12:47am 
That part of Falter does not apply to the melee weapon version of the blessing, only to the ranged weapon version. The description is borked in this case.
gou 28 Dec, 2024 @ 4:27pm 
the latter on FALTER "Additionally, increases ranged stagger strength by X%." does that require the headshot part of the former or is it just a passive increase at all times?
Low Infra Fold 20 Oct, 2024 @ 7:08am 
Hah, I suppose that it was implemented to prevent players from mashing guard to stun lots of enemies (assuming that the timing window is implemented like the Devil Claw swords' parry).
kuli  [author] 20 Oct, 2024 @ 5:13am 
Yea, that was added with 1.5, the guide mentions it. It's not a cooldown per se, the proc condition was changed so that the blessing cannot proc again once it has applied its electrocution effect.