This is an ongoing list of all the passive bonuses a knight can be created with or aquire later, for example by promotion or by “winning” a random event.
Knight Passive Benefit List
Introduction
Over the course of the Game, your Knight will aquire several passive Benefits, called “Talents”, that can be seen by hovering over the central capstone of the talent tree. There are 4 ways to get them: Some are inherent to a class, then every Knight will be created with one passive Talent asigned randomly. Later on into the game, once your built the Surgical unit in the Apothecarion of your ship, Knights that sustained critical injuries during battle will get “Augmetics” once they recover. And lastly, there are rare random Events that can give Knights additional Bonuses.
Class Talents
Every Class gets their own unique benefit that suits their prefered playstyle. For the 8 classes, these are as follows:
- Apothecary – Can equip the Narthecium melee weapon, which unlocks healing abilities.
- Purgator – Can equip Psylencer, Psycannon and Incinerator Weapons.
- Interceptor – The melee attacks of the Interceptor cannot be parried by enemies.
- Justicar – Gets +1 additional Armour when using the Aegis Shield ability.
- Chaplain – Starts with +1 Armour at Level 1 and can only use Terminator Armour.
- Paladin – Can equip Storm Shields and can only use Terminator Armour.
- Purifier – Can equip Psylencer, Psycannon and Incinerator and is Immune to Hazards.
- Librarian – Starts with 2 WP at Level 1 and can only use Terminator Armour.
Baseline Talents
Every Knight that joins your ranks will be created with one randomly selected Talent. Although these do not seem to be tied to the knight’s Class in any way (looking at you, Interceptor with +10% Range Crit), most of them are generally useful. Here is a list of the ones I found so far:
- Eagle Eye – +10% Range Crit Chance.
- Devoted Practitioner – Get 1 additional Ability Point at Rank 3, 5 and 9, but get -25% XP.
- Resilient – +10% Resistance.
- Provident – +1 Ammo for Ranged Weapons.
- Duelist – +10% Afflict Chance (Focus) for melee Weapons.
- Omnissiahs Chosen – Double the Effect of Augmetics.
- Skull Keeper – +1 Use for all equipped Servo Skulls.
- Quartermaster – +1 Use for all equipped Grenades.
- Fast Recovery – +2 Healing received.
- Aegis Adept – +2 Armor on Aegis Shield use.
- Throwing Arm – +5 Range for all equipped Grenades.
- Deathless – Never die when receiving a critical Wound, but has -2 WP.
- Indomitable – +2 Health at level 1.
Augmetics
For your Knights to receive Augmetics, you need to first build the Surgical Unit on your Ship, the second Upgrade to the Apothecarion. Then, your knight has to suffer a Critical Wound in Combat (go to 0 HP). If they survive the Mission (not get downed a second time), they will get Augmetics after their recovery. These provide small Bonuses to your Knights. So far, I have seen the following:
- (Head) Psi-Booster – Get +1 WP
- (Head) Augmetic Eye – Get +5% Crit Chance for ranged weapons
- (Head) Cerebral Implant – Get +25% Kill-XP
- (Head) Cortex Implant – Get +5% Focus
- (Left Leg) Subskin Leg Armor – Get +2 Max HP
- (Left Leg) Enhanced Knee Joint – Get +5% Focus
- (Right leg) Augmetic Foot – Get +5% Focus
- (Torso) Respiratory Filter – Get +5% Resistance
- (Torso) Armor Reinforcement – Get +1 Armor
- (Torso) Augmetic Heart – Get +1 WP
- (Right Arm) Augmetic Elbow – Get +1 Crit Damage for melee weapons
- (Right Arm) Locomotion Augmetics – Get +5% Resistance
- (Right Arm) Synthmuscle – Get +5% Crit Chance for melee weapons
- (LeftArm) Muscle Casing – Get +1 Crit Damage for melee weapons
- (LeftArm) Elbow Actuator – Get +1 Range for ranged weapons
- (Left Arm) Augmetic Hand – Get +5% Crit Chance for ranged weapons
I hope you found this helpful!
i don’t remember the names of the augmentics, but iv’e seen so far: +1 WP(seems to come up a lot with different names) +1 melee crit damage(2 different ones) +5% melee crit chance, +5% ranged crit chance, +1 range with targeted ranged attacks, +25% exp
(easy to test by saving right before recovery and reloading).
Also BTW you can only stack up to 5 augmentics on a single Knight, so no abusing deathless to get them all.
This shouldn’t exist.. This was one of the hardest achievements to get and now its a joke. Wow, gj 343.
Great Destiny – +2 Max HP, + 1 Max Wp, +1 dmg for melee attacks, cannot gain resilience
Farseer – +3 range for ranged attacks with Stormbolter
Venerable Soul – +1 Max WP at lvl 1
Cultbane – +10% Crit for all melee and ranged attack vs Organic enemies
Blademaster – +5% Crit for all their melee attacks
Crack Shot – +2 Crit Dmg for all their ranged attacks.
Great Destiny is a baseline talent. It might be an Event talent as well but I have gotten it on new knights.
Daemonbane – +10% Crit for all melee and ranged attack vs Daemonic enemies
Devoted Practitioner – Gain +1 ability point at Rank 3,6 and 9 but earn -25% xp rewards
Sure Strike – +1 crit damage for all melee attacks
I started with Great Destiny on a knight in one of my attempts.
So its definetly a normal talent, though it might be a rare one.
Actually i suspect there is a difference in how often the different talents appear.
F.ex I definetly keep getting Venerable Soul and Deathless alot compared to the rest.
Great Destiny – +2 Max HP, + 1 Max Wp, +1 dmg for melee attacks, cannot gain resilience
Farseer – +3 range for ranged attacks with Stormbolter
Venerable Soul – +1 Max WP at lvl 1
Cultbane – +10% Crit for all melee and ranged attack vs Organic enemies
Blademaster – +5% Crit for all their melee attacks
Crack Shot – +2 Crit Dmg for all their ranged attacks.