What do those funny little words mean.
Weapon Properties and Traits
Term Definitions
Unarmoured Enemies
- Groaner, Dreg Stalker, Dreg Bruiser (torso, limbs), Scab Sniper, Dreg Gunner (head, limbs), Dreg Shotgunner (head, limbs), Scab Bruiser (head, thigh), Scab Gunner (thigh), Scab Shooter (thigh), Scab Shooter (upper arm), Shotgunner (arms, thigh), Scab Stalker (arms, legs)
Flak Armour
- Scab Bomber, Dreg Gunner (torso), Dreg Shotgunner (torso), Scab Stalker (torso, head), Scab Captain, Scab Mauler (torso, arms, legs), Scab Gunner (torso, arms, head, lower leg), Scab Bruiser (torso, arms, lower leg), Scab Shooter (torso, head, lower arms, lower leg), Scab Shotgunner (torso, head, lower leg), Dreg Bruiser (head), Reaper (chest), Scab Rager
Unyielding
- Plague Ogryn, Beast of Nurgle, Bulwark (torso, head, thigh), Reaper (Head, upper arm, upper legs, pelvis)
Maniac
- Dreg Rager, Dreg Tox Flamer, Mutant, Scab Trapper
Carapace
- Crusher, Bulwark (arms, lower leg), Reaper (lower arm, lower legs), Scab Mauler (head)
Infested
- Pox Burster, Pox Walker, Pox Hound
Elite
- Scab/Dreg Gunner, Scab/Dreg Shotgunner, Dreg/Scab Rager, Reaper, Bulwark, Mauler, Crusher
Horde
- Poxwalker, Groaner
Specialist
- Pox Hound, Pox Burster, Dreg Tox Flamer, Scab Bomber, Mutant, Scab Trapper, Scab Sniper
Flamer
- Dreg Tox Flamer
Sniper
- Scab Sniper
Grenadier
- Scab Bomber
Hounds
- Pox Hound
Mutants
- Mutant
Gunners
- Scab/Dreg/Gunner, Reaper
Burster
- Pox Burster
Rending/Brittleness
- Lowers the armour rating of an enemy, essentially letting low armour damage weapons do more damage to armour. High armour damage weapons would have a slightly less effective buff. (Brittleness applies rending debuff in code)
Weakpoint
- Head on most enemies, the yellow spot on the Beast of Nurgle
Finesse
- Headshot and crit damage
Stamina
- Adds additional “tally” to the stamina bar
Wounds
- Adds additional “tally” to the health bar
Suppression
- Suppression against you will knock your weapon around when you’re ADS and make you more inaccurate, suppression against enemies most simply forces them to get into cover
(Attack) Chain
- When it specifies first attack in chain, it would mean the first light swing or the first heavy swing you do. Block cancel can reset the attack chain.
Salvo
- Shots that happen until recoil reset
Soul Blaze
- Psyker’s version of burn (the blue fire)
Mass
- How “dense” an enemy is. If a weapon has 8 cleave, and an enemy has 3 mass then the weapon can cleave two enemies with 2 remainder mass. Because there is remainder mass, the swing will pass through the second unit and hit the third and be stopped on it because it has mass greater than remaining cleave so with an 8 cleave weapon, you could cleave three 3 mass enemies.
Mansized
- Non-Ogryn/Monstrosity/Boss enemies
Extra Notes
Ghost and Hit & Run
- “Immune to ranged attacks” does not make you immune to damage, just puts you in dodge state vs ranged so they wont track you.
Toughness Damage
- Melee attacks deal 2x damage to toughness, with the exception of Scab Maulers which do 4x and plague ogryn which do 10x. Ranged weapons usually do 1x, except for shotgun which do 3x, snipers which do 10x, dreg stalkers which do 2.5x (scab stalker and shooter possibly included) and reapers which do 0.5x.
Corruption Damage of Enemies
- 25% of pox walker damage dealt will become corruption. Pox bursters will give 35% corruption when at the edge of explosion and 50% when close. Hounds deal 98% corruption damage and Plague ogryns deal 25% corruption on slams and 40% on attacks with his right arm (when he does the triple chain of attacks).
Max Stacks of Effects
- Fire DoT/Soulfire have max_stacks = 31, duration = 8.
- Bleed DoT has max_stacks = 16, duration = 1.5.
- Rending, Increased damage/stagger vs staggered enemy have max_stacks = 8, duration = 5.
Duration would be measured in seconds, the DoTs would be flat damage amounts that change based on the armour type of the enemy.
Anecdotally bleed DoTs didn’t end after a period of time but that could have been a bug with meat grinder, or in general.
Base coherency toughness regen rate is 5 per second, at 50% effectiveness with two people, 75% with three people and 100% at four people.
Kills give 5% toughness, except on vet who gets 7.5% toughness.
Base Crit is 5%, vet gets 10% crit.
Brain burst does not scale and does static amounts of damage.
General Melee/Ranged Properties
Unarmoured Enemies
- Groaner, Dreg Stalker, Dreg Bruiser (torso, limbs), Scab Sniper, Dreg Gunner (head, limbs), Dreg Shotgunner (head, limbs), Scab Bruiser (head, thigh), Scab Gunner (thigh), Scab Shooter (thigh, upper arm), Scab Stalker (legs, arms), Shotgunner (arms, thigh).
Flak Armour
- Scab Bomber, Dreg Gunner (torso), Dreg Shotgunner (torso), Scab Stalker (torso, head), Scab Captain(without energy shield/bubble), Scab Mauler (torso, arms, legs), Scab Gunner (torso, arms, head, lower leg), Scab Bruiser (torso, arms, lower leg), Scab Shooter (torso, head, lower arms, lower leg), Scab Shotgunner (torso, head, lower leg), Dreg Bruiser (head), Reaper (chest), Scab Rager.
Increased unarmoured damage: 10%/15%/20%/25%
Increase damage vs Groaner, Dreg Stalker, Dreg Bruiser (torso, limbs), Scab Sniper, Dreg Gunner (head, limbs), Dreg Shotgunner (head, limbs), Scab Bruiser (head, thigh), Scab Gunner (thigh), Scab Shooter (thigh), Scab Shooter (upper arm), Shotgunner (arms, thigh), Scab Stalker (arms, legs)
Increased flak damage: 10%/15%/20%/25%
Increase damage vs Scab Bomber, Dreg Gunner (torso), Dreg Shotgunner (torso), Scab Stalker (torso, head), Scab Captain, Scab Mauler (torso, arms, legs), Scab Gunner (torso, arms, head, lower leg), Scab Bruiser (torso, arms, lower leg), Scab Shooter (torso, head, lower arms, lower leg), Scab Shotgunner (torso, head, lower leg), Dreg Bruiser (head), Reaper (chest), Scab Rager
Increased unyielding damage: 10%/15%/20%/25%
Increase damage vs Plague Ogryn, Beast of Nurgle, Bulwark (torso, head, thigh), Reaper (Head, upper arm, upper legs, pelvis)
Increased maniac damage: 10%/15%/20%/25%
Increase damage vs Dreg Rager, Dreg Tox Flamer, Mutant, Scab Trapper
Increased carapace damage: 10%/15%/20%/25%
Increase damage vs Crusher, Bulwark (arms, lower leg), Reaper (lower arm, lower legs), Scab Mauler (head)
Increased infested damage: 10%/15%/20%/25%
Increase damage vs Pox Burster, Pox Walker, Pox Hound
Increased crit chance: 2%/3%/4%/5%
Higher chance to crit
Increased crit damage: 4%/6%/8%/10%
Possibly increases the bonus damage from a crit (but not the base damage)
Increased stamina: 1
Increases stamina bar count by 1
Increased weakspot damage: 4%/6%/8%/10%
Increases headshot damage, and damage dealt to the yellow spot on Beast of Nurgle
Increased attack speed: 2%/3%/4%/5%
Increases animation speed of a melee weapon (faster blocks and attacks)
Increased (melee/ranged)damage: 1%/2%/3%/4%
Increases damage dealt
Increased finesse: 1%/2%/3%/4%
Increases headshot and crit damage
Increased impact: 5%/6%/7%/8%
Increased stagger
Block cost multiplier: 95%/90%/85%/80%
Reduced stamina cost when blocking attacks
Increased elite damage(bugged): 40%/60%/80%/10%
Increased damage vs Scab/Dreg Gunner, Scab/Dreg Shotgunner, Dreg/Scab Rager, Reaper, Bulwark, Mauler, Crusher
Increased horde damage(bugged): 40%/60%/80%/10%
Increased damage vs Poxwalker, Groaner
Increased specialist damage(bugged): 40%/60%/80%/10%
Increased damage vs Pox Hound, Pox Burster, Dreg Tox Flamer, Scab Bomber, Mutant, Scab Trapper, Scab Sniper
Sprint cost multiplier: 94%/91%/88%/85%
Reduces stamina cost of sprinting
Move speed multiplier: 110%/120%/130%/140%/150%/160%
Increases base move speed
Melee Traits
All or Nothing
- 2%/3%/4%/5% power, scaling with stamina.
- Weapons: Combat Axe, Tactical Axe, Shovel,
Brutal Momentum
- Ignore Enemy Hit Mass for 2/3/3.5/4 seconds on Weak Spot Kill.
- Weapons: Combat Axe, Tactical Axe, Heavy Sword, Latrine Shovel, Slab Shield, Power Sword,
Decapitator
- 10%/15%/20%/25% Rending for 5 seconds on Enemy One-Shot. Stacks 3/3/5/5 times.
- Weapons: Combat Axe,
Decimator
- +10%/15%/17.5%/20% Power on Hit. Stacks 5 times.
- Weapons: Combat Axe, Tactical Axe, Shovel,
Headtaker
- +2%/3%/4%/5% Power for 3.5s on Hit. Stacks 5 time.
- Weapons: Chainaxe, Combat Axe, Tactical Axe, Thunder Hammer,
Thunderstrike
- Target receives 1/2/3/4 Stacks of +5% Impact if already Staggered. Lasts 5s.
- Weapons: Shovel, Combat Sword, Slab Shield, Thunder Hammer,
Skullcrusher
- Target receives 1/2/3/4 Stacks of 5% Damage on Stagger. Lasts 5 second.
- Weapons: Shovel, Combat Sword, Latrine Shovel, Ogryn Club, Slab Shield, Thunder Hammer,
Limbsplitter
- +10%/15%/20%/25% on First Attack in a Chain. Subsequent Attacks have -10%/15%/20%/25% Power.
- Weapons: Combat Axe, Tactical Axe, Shovel,
Shred
- +2%/3.5%/4.5%/5% Bonus Critical Chance on repeated hit. Stacks 5 times.
- Weapons: Eviscerator, Chainsword, Combat Axe, Tactical Axe, Combat Blade, Combat Sword, Duelling Sword, Force Sword,
Slaughterer
- +10%/13%/14.5%/15% Power for 3.5 seconds on kill. Stacks 5 times.
- Weapons: Chainaxe, Force Sword, Cleaver, Thunder Hammer,
Thrust
- Up to +5%/10%/15%/20% Power, scaling with Charge Time (Heavy Attack). Stacks 3 times.
- Weapons: Chainaxe, Combat Axe, Shovel, Latrine Shovel, Ogryn Club, Cleaver, Thunder Hammer,
Thunderous
- Target receives 1/2/3/4 Stacks of 5% Brittleness on Hit. Lasts 5s.
- Weapons: Chainaxe, Combat Axe, Latrine Shovel, Ogryn Club, Thunder Hammer,
Unstoppable Force
- Heavy Attacks ignore Hit Mass Bonus From Armour.
Wrath
- +10%/15%/17.5%/20% Cleave on Hit. Stacks 5 times.
- Weapons: Eviscerator, Chainsword, Combat Sword, Heavy Sword,
Bloodletter
- +2/4 Bleed Stacks from Special Attacks.
- Weapons: Chainaxe, Eviscerator, Chainsword,
Rampage
- +10%/12.5%/14%/20% damage for 3 seconds on Multiple Hit. (3 minimum)
- Weapons: Eviscerator, Chainsword, Combat Sword, Heavy Sword, Duelling Sword, Power Sword,
Bloodthirsty
- 100% Critical Chance on Special Attack Kill.
- Weapons: Chainsword,
Hammerblow
- +10%/15%/20%/25% Impact for 1.5 seconds on Hit. Stacks 5 times.
- Weapons: Shovel, Combat Sword, Thunder Hammer,
Rev It Up
- +5%/10%/12.5%/15% Movement Speed for 2 seconds on Weapon Special Activation.
- Weapons: Chainaxe, Eviscerator, Chainsword,
Riposte
- +2%/3.5%/4.5%/5% Critical Chance for 5 seconds on successful Dodge.
- Weapons: Duelling Sword, Force Sword,
Savage Sweep
- +100%/150%/175%/200% Cleave for 3 seconds on Multiple Melee Hit. (3 minimum)
- Weapons: Eviscerator, Chainsword, Combat Sword, Heavy Sword, Cleaver, Power Sword,
Trauma(?)
- +5%/7.5%/9%/10% Impact for 2 seconds on Repeated Hit. Stacks 5 times.
- Weapons: Thunder Hammer,
Bash
- +1%/2%/3%/4% Critical Chance for 3 seconds on Punishing Enemies.
- Weapons: Cleaver,
Confident Strike
- +5%/6%/7%/8% Toughness on Chained Hit
- Weapons: Latrine Shovel, Ogryn Club, Cleaver, Slab Shield,
Devastating Strike
- Ignore Enemy hit mass on critical hit. Lasts 2/3/3.5/4 seconds.
- Weapons: Chainsword, Combat Sword, Heavy Sword, Cleaver,
Momentum
- +10%/12.5%/14%/15% Toughness on Multiple Melee Hit. (3 minimum)
- Weapons: Eviscerator, Thunder Hammer, Ogryn Club, Cleaver,
Tenderiser
- +10%/13%/14.5%/15% Power (next attack) on Special Action Hit.
- Weapon: Cleaver,
Haymaker
- +1%/2%/3%/4% to Instakill human-sized enemies on Chained Heavy Hit. Stacks 5 Times
- Weapons: Combat Blade, Ogryn Club,
Executor
- +2%/3.5%/4.5%/5% Power on Repeated Weak Spot Hit. Stacks 5 times.
- Weapons: Combat Blade, Force Sword,
Lacerate
- +1/2/3/4 Bleed Stacks on non-Weak Spot Hits.
- Weapons: Combat Blade,
Mercy Killer
- +20%/35%/45%/50% Weak Spot Damage (Enemies with Bleed Stacks).
- Weapons: Combat Blade,
Precognition
- +2%/3.5%/4.5%/5% Weak Spot Damage & Critical Damage for 5 seconds on successful Dodge.
- Weapons: Combat Blade, Duelling Sword, Force Sword,
Ruthless Backstab
- +20%/35%/45%/50% Rending on Backstab Hit.
- Weapons: Combat Blade,
Smackdown
- +5%/7.5%/9%/10% Critical Chance for 2 seconds on Special Action Hit (Staggered Enemy).
- Weapons: Combat Blade, Ogryn Club,
Uncanny Strike
- +6%/12%/17%/20% Rending on enemy weak spot hit for 2.5 seconds. Stacks 5 times.
- Weapons: Shovel, Combat Blade, Duelling Sword, Force Sword,
Momentum
- +12.5-14% Toughness on Multiple Melee Hit.
Perfect Strike
- Critical Hits ignore Hit Mass Bonus from Armour
- Weapons: Eviscerator, Latrine Shovel, Ogryn Club, Heavy Sword,
Supercharge
- +1/2/3/4 Rending on Energised Hit.
- Weapons: Power Sword,
Vicious Slice
- +2%/3%/4%/5% Damage to Target for each Enemy already Hit by the same Attack.
- Weapons: Combat Sword,
Blazing Spirit
- Enemy gains +2/4 Stacks of Soulblaze on Critical Hit.
- Weapons: Force Sword,
Deflector
- This Weapon blocks both Melee and Ranged attacks. Additionally, Block Cost is reduced by 0%/5%/10%/15%.
- Weapons: Force Sword,
Exorcist
- Quell 2%/3.5%/4.5%/5% of Peril on repeated weak spot hit.
- Weapons: Force Sword,
Superiority
- +5% Power for 5 seconds on Elite Kill. Stacks 5 times.
- Weapons: Force Sword,
Unstable Power
- Up to +2%/3%/4%/5% Power, scaling with Peril.
- Weapons: Force Sword,
Power Cycler
- Increased Energised Duration on Chained Energised Hits.
- Weapons: Power Sword,
Shock & Awe
- -25%/30%/35%/40% Enemy Hit Mass for 0.5 seconds on kill. Stacks 5 times.
- Weapons: Thunder Hammer,
Unstoppable Force
- Heavy Attacks ignore Hit Mass Bonus From Armour.
- Weapons: Cleaver,
Flesh Tearer
- +1/2/3/4 Bleed Stacks on Critical Hits.
- Weapons: Combat Blade
Dont know names
movement_speed_on_activated_hit
- 10 – 20% move speed on weapon special kill
- Weapons: Chainsword,
increased_weakspot_damage_on_push
- 10%/12.5%/14%/15% extra weakspot damage on push
- Weapons: Shovel
increase_power_on_hit
- 10%/13%/14.5%/15% power increase on hit
- Weapons: Heavy Sword,
taunt_target_on_hit
- Weapons: Ogryn Club, Slab Shield, Thunder Hammer,
pass_past_armor_on_weapon_special
- Weapons: Power Sword,
Lasgun Traits
Between the Eyes
- Clears Suppression (Self) & grants Suppression Immunity (Self) for 0.5/0.7/0.85/0.9 seconds on Weak Spot Hit.
- Weapons: Infantry Lasgun, Heavy Laspistol
Deathspitter
- +5%/5.5%/6%/6.5% Power for 1/1.2/1.3/1.375 seconds on Close Range Kill.
- Weapons: Recon Lasgun
Onslaught
- Chaining Charged Attacks reduces their charge time by -4%/-6%/-8%/-10%. Stacks 5 times.
- Weapons: Helbore Lasgun
Dumdum
- +1%/1.5%/2%/2.5% Close Range damage on Repeated Hit. Stacks 5 times.
- Weapons: Recon Lasgun, Heavy Laspistol
Falter
- +30%/40%/50%/60% Target Stagger on Weak Spot Hit.
- Weapons: Infantry Lasgun, Helbore Lasgun
Ghost
- Immune to ranged attacks for 0.5/0.75/0.9/1 second on weak spot hit.
- Weapons: Heavy Laspistol
Headhunter
- +2%/3%/4%/5% Critical Chance on Weak Spot Hit until your next Critical Hit. Stacks 5 times.
- Weapons: Infantry Lasgun, Recon Lasgun
Hit & Run
- Immune to Ranged Attacks for 0.3/0.5/0.65/0.7 seconds on Close Range Kill.
- Weapons: Infantry Lasgun, Recon Lasgun
No Respite
- Up to +10%/15%/18%/20% Damage on Hit (Staggered Enemy), scaling with Stagger.
- Weapons: Infantry Lasgun, Helbore Lasgun
Raking Fire
- +15%/22.5%/27.5%/30% Damage when shooting Enemies in the back.
- Weapons: Heavy Laspistol
Speedload
- +5%/7.5%/9%/10% Reload Speed for 2 seconds after Sliding.
- Weapons: Recon Lasgun, Heavy Laspistol
Stripped Down
- +3%/5%/7%/9% Sprint Speed (Weapon is Active).
- Weapons: Recon Lasgun
Sustained Fire
- +5%/10%/13%/15% Damage on Second and Third shots in a Salvo
- Weapons: Helbore Lasgun, Recon Lasgun
Surgical
- +2%/3%/4%/5% Critical Chance while aming. Builds Stacks over time. Stacks 5 times.
- Weapons: Helbore Lasgun
Run ‘N’ Gun
- You can Hipfire with this weapon while Sprinting.
- Weapons: Heavy Laspistol
Reassuringly Accurate
- +5%/6.5%/8.5%/10% Toughness on Critical Hit Kill
- Weapons: Heavy Laspistol
Deadly Accurate
- Adds 30%/40%/47.5%/50% additional damage on crit weakspot hits.
- Weapons: Infantry Lasgun
Efficiency
- +33% Reduced Ammo use after not shooting for 5.5/5/4.5/4 seconds.
- Weapons: Infantry Lasgun
Infernus
- +2/4 Burn Stacks on Critical Hit
- Weapons: Infantry Lasgun, Helbore Lasgun, Recon Lasgun, Heavy Laspistol
Opening Salvo
- +5%/10%/13%/15% Power on Salvo’s First shot.
- Weapon: Infantry Lasgun
Dont know name
increased_zoom
- Weapons: Infantry Lasgun,
- Autogun/Auto pistol Traits
Autogun/Auto Pistol Traits
Between the Eyes
- Clears Suppression (Self) & grants Suppression Immunity (Self) for 0.5/0.7/0.85/0.9 seconds on Weak Spot Hit.
- Weapons: Headhunter Autogun
Cavalcade
- +1%/2%/3%/4% Critical Chance. Stacks up to 5 based on duration of Continuous Fire.
- Weapons: Auto Pistol
Crucian Roulette
- +2%/3%/4%/5% Critical Chance for each empty chamber in your weapon.
- Weapons: Headhunter Autogun
Deathspitter
- +5%/5.5%/6%/6.5% Power for 1/1.2/1.3/1.375 seconds on Close Range Kill.
- Weapons: Infantry Autogun, Braced Autogun
Dumdum
- +1%/1.5%/2%/2.5% Close Range damage on Repeated Hit. Stacks 5 times.
- Weapons: Infantry Autogun
Falter
- +30%/40%/50%/60% Target Stagger on Weak Spot Hit.
- Weapons: Headhunter Autogun
Fire Frenzy
- +5%/7.5%/9%/10% Increase to Power for 1.75 seconds on close range kill.
- Weapons: Infantry Autogun
Ghost
- Immune to ranged attacks for 0.5/0.75/0.9/1 second on weak spot hit.
- Weapons: Headhunter Autogun
Headhunter
- +2%/3%/4%/5% Critical Chance on Weak Spot Hit until your next Critical Hit. Stacks 5 times.
- Weapons: Headhunter Autogun
Hit & Run
- Immune to Ranged Attacks for 0.3/0.5/0.65/0.7 seconds on Close Range Kill.
- Weapons: Infantry Autogun, Braced Autogun
No Respite
- Up to +10%/15%/18%/20% Damage on Hit (Staggered Enemy), scaling with Stagger.
- Weapons: Headhunter Autogun
Punishing Salvo
- +10%/15%/17.5%/20% Weak Spot Damage on Second and Third shots in a Salvo
- Weapons: Infantry Autogun
Raking Fire
- +15%/22.5%/27.5%/30% Damage when shooting Enemies in the back.
- Weapons: Infantry Autogun, Auto Pistol
Speedload
- +5%/7.5%/9%/10% Reload Speed for 2 seconds after Sliding.
- Weapons: Infantry Autogun, Braced Autogun, Auto Pistol
Stripped Down
- +3%/5%/7%/9% Sprint Speed (Weapon is Active).
- Weapons: Infantry Autogun, Braced Autogun
Sustained Fire
- +5%/10%/13%/15% Damage on Second and Third shots in a Salvo
- Weapons: Infantry Autogun, Auto Pistol
Terrifying Barrage
- Suppress Enemies within 3/5/7/9m Radius on Close range Kill.
- Weapons: Infantry Autogun, Auto Pistol
Powderburn
- +5%/10%/15%/20% Suppression and +5%/10%/15%/20% Recoil on close range kill.
- Weapons: Auto Pistol
Surgical
- +2%/3%/4%/5% Critical Chance while aming. Builds Stacks over time. Stacks 5 times.
- Weapons: Headhunter Autogun
Flechette
- +1 Bleed Stacks on Critical Hit.
- Weapons: Combat Shotgun,
Full Bore
- +2%/3%/4%/5% Power for 5 seconds when every pellet in a shot hits the same enemy.
- Weapons: Kickback, Combat Shotgun,
Man-Stopper
- Increased Cleave on Critical Hit.
- Weapons: Combat Shotgun,
Scattershot
- +4% Critical Chance for 4 seconds on Multiple Hit.
- Weapons: Combat Shotgun,
Blaze Away
- Up to +2% Power based on how long you keep shooting.
- Weapons: Auto Pistol, Flamer, Grenadier Gauntlet, Heavy Stubber, Ripper Gun, Kickback, Plasma Gun,
Fan the Flames
- Primary Attack ignores 30%/40%/50%/60% Stagger Resistance on Burning Enemies.
Run ‘N’ Gun
- You can Hipfire with this weapon while Sprinting.
- Weapons: Infantry Autogun
Deadly Accurate
- Adds 30%/40%/47.5%/50% additional damage on crit weakspot hits.
- Weapons: Headhunter Autogun
Opening Salvo
- +5%/10%/13%/15% Power on Salvo’s First shot.
- Weapon: Headhunter Autogun
Gloryhunter
- +5%/6.5%/8.5%/10% Toughness on Elite Kill.
- Weapons: Quickdraw Stub Revolver
Hand-Cannon
- +20%/35%/45%/50% Rending on Critical Hit.
- Weapons: Quickdraw Stub Revolver
Flechette
- +1 Bleed Stacks on Critical Hit.
- Weapons: Combat Shotgun
Full Bore
- +2%/3%/4%/5% Power for 5 seconds when every pellet in a shot hits the same enemy.
- Weapons: Combat Shotgun
Scattershot
- +4% Critical Chance for 4 seconds on Multiple Hit.
- Weapons: Combat Shotgun
Man-Stopper
- Increased Cleave on Critical Hit.
- Weapons: Combat Shotgun
Dont know names
reload_speed_on_dodge
- 35%/42.5%/47.5%/50%
- Weapons: Infantry Autogun
improved_sprint_dodge
- 10%/12.5%/15%/15%
- Weapons: Infantry Autogun
toughness_on_continuous_fire
- 50% regen rate
- Weapons: Auto Pistol
Force Staff Traits
Sustained Fire
- +5%/10%/13%/15% Damage on Second and Third shots in a Salvo
- Weapons: Trauma Force Staff (?), Voidstrike Force Staff (?)
Terrifying Barrage
- Suppress Enemies within 3/5/7/9m Radius on Close range Kill.
- Weapons: Equinox Force Staff, Surge Force Staff, Purgatus Force Staff, Trauma Force Staff
Blazing Spirit
- Enemy gains +1-2 Stacks of Soulblaze on Critical Hit.
- Weapons: Trauma Force Staff (?), Voidstrike Force Staff (?),
Focused Channeling
- Your Secondary Attack cannot be interrupted.
- Weapons: Void Strike Force Staff, Surge Force Staff, Purgatus Force Staff, Trauma Force Staff
Rending Shockwave
- Up to +2/4/6/8 Rending, scaling with your charge time of Secondary Attack.
- Weapons: Trauma Force Staff (?)
Run ‘N’ Gun
- You can Hipfire with this weapon while Sprinting.
- Weapons: Void Strike Force Staff, Surge Force Staff, Purgatus Force Staff, Trauma Force Staff
Transfer Peril
- Quell 4.5% of your Peril on Weak Spot Hit.
- Weapons: Trauma Force Staff (?), Voidstrike Force Staff (?)
Warp Flurry
- +-4%/-6%/-8%/-10% Charge Rate on chained Secondary Attack. Stacks 5 times.
- Weapons: Void Strike Force Staff, Surge Force Staff, Purgatus Force Staff, Trauma Force Staff
Warp Nexus
- Increases your critical hit chance by 2%/3%/4%5% at different increments of Peril up to 4 stacks.
- Weapons: Void Strike Force Staff, Surge Force Staff, Purgatus Force Staff, Trauma Force Staff
Dont know name
double_shot_on_crit
- Weapons: Trauma Force Staff (?), VoidstrikeForce Staff (?),
Ogryn Ranged Weapon Traits
Shattering Impact
- +1/2/3/4 Rending (Armoured Enemies).
- Weapons: Grenadier Gauntlet, Rumbler
Blaze Away
- Up to +2% Power based on how long you keep shooting.
- Weapons: Grenadier Gauntlet, Heavy Stubber, Ripper Gun, Kickback
Pinpointing target
- Up to +5%/10%15%/20% Power based on the Charge Time of your Weapon special and Melee Attacks. Stacks 3 times.
- Weapons: Grenadier Gauntlet
Reassuringly Accurate
- +5%/6.5%/8.5%/10% Toughness on Critical Hit Kill
- Weapons: Grenadier Gauntlet
Gloryhunter
- +5%/6.5%/8.5%/10% Toughness on Elite Kill.
- Weapons: Grenadier Gauntlet, Rumbler
Deathspitter
- +5%/5.5%/6%/6.5% Power for 1/1.2/1.3/1.375 seconds on Close Range Kill.
- Weapons: Heavy Stubber
Ceaseless Barrage
- Continuous firing increases Suppression over time.
- Weapons: Heavy Stubber
Charmed Reload
- +4/6/8/10 Bullets loaded on Critical Hit.
- Weapons: Heavy Stubber
Roaring Advance
- 2.5%/5%7.5%/10% Movement Speed while firing.
- Weapons: Heavy Stubber
Surgical
- +2%/3%/4%/5% Critical Chance while aming. Builds Stacks over time. Stacks 5 times.
- Weapons: Kickback
Expansive
- +2%/3%/4%/5% Melee Power for 4 seconds on Hitting 3+ Enemies with a Ranged Attack.
- Weapons: Kickback
Full Bore
- +2%/3%/4%/5% Power for 5 seconds when every pellet in a shot hits the same enemy.
- Weapons: Kickback
Pierce
- Special Attacks ignore Hit Mass Bonus from Armour.
- Weapons: Kickback, Rumbler
Punishing Fire
- +2%/3%/4%/5% Power on Ranged Attacks for 3 seconds on Multiple Hit Special Attack. (2 minimum)
- Weapons: Kickback
Born in Blood
- +1%/1.5%/2%/2.5% Toughness on Close Range Kill.
- Weapons: Ripper Gun
Can Opener
- +1/2/3/4Rending on Special Attack (Armoured enemies).
- Weapons: Ripper Gun
Cavalcade
- +1%/2%/3%/4% Critical Chance. Stacks up to 5 based on duration of Continuous Fire.
- Weapons: Ripper Gun
Terrifying Barrage
- Suppress Enemies within 3/5/7/9m Radius on Close range Kill.
- Weapons: Ripper Gun, Kickback
Adhesive Charge
- Your Grenades stick to Monstrosities
- Weapons: Rumbler
Fire Frenzy
- Gain a 5%/7.5%/9%/10% Power increase against nearby enemies for 1.75 seconds after killing an enemy at close range.
- Weapons: Ripper Gun
Dont know names
toughness_on_continuous_fire
- 50% regen rate
- Weapons: Heavy Stubber, Ripper Gun, Kickback, Rumbler
bleed_on_crit
- Weapons: Ripper Gun
Other Ranged Weapon Traits
Gloryhunter
- +5%/6.5%/8.5%/10% Toughness on Elite Kill.
- Weapons: Boltgun, Plasma Gun
Cavalcade
- +1%/2%/3%/4% Critical Chance. Stacks up to 5 based on duration of Continuous Fire.
- Weapons: Boltgun
Surgical
- +2%/3%/4%/5% Critical Chance while aming. Builds Stacks over time. Stacks 5 times.
- Weapons: Boltgun
Shattering Impact
- +1/2/3/4 Rending (Armoured Enemies).
- Weapons: Boltgun, Plasma Gun
Pinning Fire
- +6%/12%/17%/20% Power for every Enemy you Stagger. Stacks 5 times.
- Weapons: Boltgun
Blaze Away
- Up to +2% Power based on how long you keep shooting.
- Weapons: Flamer, Plasma Gun
Fan the Flames
- Primary Attack ignores 30%/40%/50%/60% Stagger Resistance on Burning Enemies.
- Weapons: Flamer
Overpressure
- Up to +2%/3%/4%/5% Power, scaling with remaining Ammunition. Stacks 5 times.
- Weapons: Flamer
Quickflame
- +5%/7.5%/9%/10% Reload Speed if empty.
- Weapons: Flamer
Showstopper
- +5%/10%/15%/20% Elite enemy Explodes on kill.
- Weapons: Flamer
Gets Hot!
- Up to +1%/2%/3%/5% Critical Chance (scales on Heat Level).
- Weapons: Plasma Gun
Volatile
- +1%/2%/3%/4% Charge Speed on low Overheat. Stacks up to 5 times.
- Weapons: Plasma Gun
Dont know name
toughness_on_continuous_fire
- 50% regen rate
- Weapons: Boltgun, Flamer
Curio Perks
Primary Properties (Blessings)
Health
- 10-25% more Health (it technically goes down to 5%, but i haven’t seen anything that low and there’s a soft cap at 21% because that’s the 80% max that current ranges hit)
Stamina
- +1/2/3 stamina bars
Toughness
- 10-20% more Toughness (it technically goes down to 5%, but i haven’t seen anything that low and there’s a soft cap at 17% because that’s the 80% max that current ranges hit)
Wounds
- +1 more division on the health bar, letting you go down an additional time
Secondary Properties (Perks)
Block Efficiency
- 6%/8%/10%/12% Reduction of stamina cost from blocking enemy attacks
Combat Ability Regen
- 1%/2%/3%/4% Faster ult cooldown
Corruption Resistance
- 6%/9%/12%/15% less corruption received
Curio as Mission reward (instead of weapon)
- 5%/10%/15%/20% chance for curio to replace weapon during emperor’s gift
Damage Reduction vs Flamer/Sniper/Grenadier/Hounds/Mutants/Gunners/Burster
- 5%/10%/15%/20% less damage from specifically listed enemy
Health
- 2%/3%/4%/5% more Health
Ordo Docket Bonus
- 4%/6%/8%/10% more ordo dockets at the end of a mission
Revive Speed
- 6%/8%/10%/12% faster revives, does not affect rescues or net saves.
Sprint Cost Reduction
- 6%/9%/12%/15% Less stamina to sprint
Stamina Regen
- 6%/8%/10%/12% Faster stamina regen
Toughness
- 2%/3%/4%/5% more Toughness
Toughness Regen
- 7.5%/15%/22.5%/30% Faster toughness regen after taking toughness damage and increased regen rate for coherency bonus; reduces the delay before toughness can start regenerating with coherency toughness regen and increases regen rate
XP bonus
- 2%/4%/6%/10% more xp at the end of a mission
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