Warhammer 40,000: Darktide

Warhammer 40,000: Darktide

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[1.7.x] Psyker Talents & Mechanics
By kuli
This guide explains all of Psyker's talents and related mechanics. Talents of the other classes are detailed elsewhere:

For details on weapon blessings and their mechanics:

For curio stats and their mechanics, and more:
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Base Stats
Psyker has the following base stats which can be modified by respective talents. Some of these base stats interact with the respective toughness, stamina, dodge, sprint, and handling templates of currently wielded weapons.

Basic
Health (alive)
health
150
Health (downed)
knocked_down_health
1000
Crit chance
base_critical_strike_chance
7.5%

Toughness
Toughness
max
75
Toughness on Melee Kill
replenish_types.melee_kill
5% of max toughness

Coherency Toughness
Coherency toughness regeneration is active only when there are no enemies occupying slots around the player unit (Darktide's slot system is similar to Vermintide 2's slot system). Coherency toughness regeneration is disabled while the player is downed or while the player is affected by specific debuffs like toxic gas or ground fire; while carrying luggable mission objects (e.g. batteries, containers) the regeneration is extremely slowed and reduced.

The coherency regen delay (i.e. the time until coherency regeneration kicks in after its conditions have been met) is currently bugged: If the last enemy occupying a slot is in melee combat, it varies depending on the length of the death animation of this enemy and hence, only in this case, is unaffected by the toughness_regen_delay_multiplier provided by Toughness Regeneration Speed curios.

Coherency Radius
PlayerCharacterConstants.coherency.radius
8m
Base Coherency Toughness Regen Delay
regeneration_delay
regeneration_delay_modifier
1.5s
Base Coherency Toughness Regen
regeneration_speed
toughness_coherency_regen_rate_modifier
regeneration_speed_modifier
(allies: 0) 0 toughness per second
(allies: 1) 3.75 toughness per second
(allies: 2) 5.625 toughness per second
(allies: 3) 7.5 toughness per second
Coherency Toughness Regen Grace
Time after Leaving

stickiness_time
2s

Stamina
Stamina
base_stamina
1
Stamina Regen Delay
regeneration_delay
0.5s
Stamina Regen Speed
regeneration_per_second
1 stamina per second

Dodge
Minimum Direction Input Requirement
minimum_dodge_input
0.25m
Minimum travel distance needed before a dodge can be performed
Dodge Distance
base_distance
2m
How far the dodge can move the character
Dodge Cooldown
dodge_cooldown
0.15s
Time until next dodge can be performed
Dodge Cooldown after Jump
dodge_jump_override_timer
0.3s
Time until next dodge can be performed if interrupted by a jump
Dodge Count Reset Time
consecutive_dodges_reset
0.85s
Time to reset the effective dodge count
Melee Dodge Linger Time
dodge_linger_time
0.2s
Grace window after finishing a dodge in which the character is still considered as is_dodging against a melee attack
Dodge Stop Threshold
stop_threshold
25%
Maximum dodge time after dodging into an obstacle
Toughness Damage Taken Modifier (Dodging)
state_damage_modifiers.dodging
0.5
Modifies toughness damage taken while dodging; below 1 means taking less damage, above 1 means taking more damage BUT due to the complexity of the calculation, neither does 0 translate into taking no damage at all nor does 2 translate into taking double damage. For an in-depth explanation, refer to this write-up (still up to date despite some values having changed).

Movement
Base Movement Speed
move_speed
4m/s
Movement Speed when Jumping
jump_speed
4m/s
Climbing Speed
climb_speed
1.75m/s
Crouching Speed
crouch_move_speed
1.4m/s
Sprinting Speed
sprint_move_speed
5m/s
Sprint Multiplier when out of Stamina
no_stamina_sprint_speed_multiplier
0.5
This reduces only the bonus to movement speed when sprinting with stamina.
Toughness Damage Taken Modifier (Sprinting)
state_damage_modifiers.sprinting
1
Modifies toughness damage taken while sprinting; below 1 means taking less damage, above 1 means taking more damage BUT due to the complexity of the calculation, neither does 0 translate into taking no damage at all nor does 2 translate into taking double damage. For an in-depth explanation, refer to this write-up (still up to date despite some values having changed).
Speed Requirement to Slide
slide_move_speed_threshold
4.2m/s
Minimum movement speed required to perform a slide
Toughness Damage Taken Modifier (Sliding)
state_damage_modifiers.sliding
0.5
Modifies toughness damage taken while sliding; below 1 means taking less damage, above 1 means taking more damage BUT due to the complexity of the calculation, neither does 0 translate into taking no damage at all nor does 2 translate into taking double damage. For an in-depth explanation, refer to this write-up (still up to date despite some values having changed).
Glossary
A brief glossary for better understanding the internal names:

internal
player-facing
warp_charge
Peril
soul(s)
Warp Charge
smite
Brain Rupture / Brain Burst
chain_lightning
Smite
warp_fire
Soulblaze
vent(ing)
Quell(ing)

Whenever this guide mentions 'true peril' it is referring to the exact peril amounts the game uses. The PerilGauge[www.nexusmods.com]mod makes those amounts more accessible by getting rid of the interpolation that happens on the player HUD.
Talent Nodes (Part I)
Anticipation
Icon            
Mechanics
+50% Dodge duration. Increases the number of Dodges before Dodges starts becoming ineffective by 1.

stat buffs:
dodge_linger_time_modifier
extra_consecutive_dodges


Increases Psyker's base dodge linger time of 0.2s by 50% to 0.3s. 'Dodge linger time' refers to the time window in which a character is still considered to be in is_dodging state against a melee attack after a dodge has technically ended. This makes the dodge window more forgiving in regard to player input timing.

Also adds one effective dodge at all times; the overall amount of effective dodges a character can perform varies depending on the dodge template of the currently wielded weapon or item.


Battle Meditation
Icon            
Mechanics
10% chance to Quell 10% Peril on Kill.

function: WarpCharge.decrease_immediate

Removes 10% peril from the current peril amount. Has a 10% chance to proc when enemies die to Psyker's melee and ranged attacks, damaging abilities, DoTs, and when pushed over ledges into map kill boxes by Psyker.

Procs additionally to By Crack of Bone and Tranquility Through Slaughter. There is also a 2% chance that the talent procs on the same kill alongside Purloin Providence removing 25% peril total.


By Crack of Bone
Icon            
Mechanics
Melee Weakspot Kills Quell 10% Peril and Reduce further Peril Generation by 25% for 5s.

function: WarpCharge.decrease_immediate

stat buff: warp_charge_amount


Killing enemies with melee weakspot hits does two things:

(1) Removes 10% peril from the current peril amount; can proc multiple times per swing when cleaving. Procs additionally to Battle Meditation and Purloin Providence.

(2) Reduces the amount of peril generated by 25% for 5s; can be refreshed during active duration. Stacks multiplicatively with peril cost reduction buffs from Becalming Eruption, Empyric Resolve, Inner Tranquility, Kinetic Resonance, Reality Anchor, small Peril Resistance nodes, and Combat Stimm.


Channeled Force
Icon            
Mechanics
+30% Damage to Force Staff’s Primary Attacks after Fully Charged Force Staff Secondary Attacks. Lasts 5s.

stat buff: force_staff_single_target_damage

After executing a charged secondary attack (at least 95% charged) with any Force Staff, increases the damage of staff primary attacks (left-clicks) by 30% for 5s; can be refreshed during active duration. Stacks additively with other damage buffs, and multiplicatively with power level buffs from weapon blessings.


Crystalline Will
Icon            
Mechanics
Overloading through Perils of the Warp no longer knocks you down, but you still take the appropriate Corruption Damage.

stat buff: overheat_explosion_speed_modifier

Instead of knocking down Psyker on self-explosion, converts one health segment to full corruption. Always converts one segment whether the segment in question is partially corrupted already or not. Also reduces the overall time of the self-explosion from 3s to 1.13s.

Psyker's self-explosion has a max radius of 10m, staggers all enemies except for Crusher, Mutants, monstrosities, Twins (Captains only without void shield), and deals 600 base damage against all enemies; explosion damage decreases from center to max range and can be increased by damage buffs from Disrupt Destiny, Empyrean Empowerment, Malefic Momentum (regular damage buff), Scrier's Gaze, and Warp Rider.


Empathic Evasion
Icon            
Mechanics
A Critical Hit makes you count as Dodging against Ranged Attacks for 1s.

buff keyword: count_as_dodge_vs_ranged

Hitting enemies with a critical melee, ranged, or Assail attack puts Psyker into is_dodging state against ranged attacks for 1s; can be refreshed during active duration. This effect is mechanically the same as the one provided by weapon blessings Ghost, Hit & Run, and Stripped Down.


Empyric Resolve
Icon            
Mechanics
-40% Peril Generation. -30% Toughness Replenished.

stat buffs:
warp_charge_amount
toughness_replenish_multiplier


Reduces the amount of peril generated by 40%; stacks multiplicatively with peril cost reduction buffs from Becalming Eruption, By Crack of Bone, Inner Tranquility, Kinetic Resonance, Reality Anchor, small Peril Resistance nodes, and Combat Stimm.

Also reduces the amount of toughness replenished from melee kills and talents by 30%. Does not affect toughness replenishments from coherency toughness regeneration and weapon blessings. This replenishment debuff stacks multiplicatively with other player debuffs like toxic gas.
Talent Nodes (Part II)
Empyric Shock
Icon            
Mechanics
6% Warp-Damage Taken by victims of your Force Staff’s Primary Attack. Max Stacks 5. Lasts 10s.

stat buff: warp_damage_taken_multiplier

When hitting enemies with primary attacks (left-clicks) of any Force Staff, applies a debuff to enemies that increases the damage they take from warp attacks by 6%. Stacks up to 5 times on an enemy, lasts 10s, and can be refreshed during active duration. Can be applied through shields.

The damage taken debuff stacks multiplicatively with itself, up to 33.8% (1.06⁵=1.338), multiplicatively with other damage taken debuffs on enemies from Enfeeble, Ogryn's Soften Them Up, Valuable Distraction, Veteran's Focus Target!, and multiplicatively with damage buffs and with power level buffs from weapon blessings.

'Warp attack' refers to a list of attacks that have their damage types denoted as warp_damage_types: Force Swords' activated attacks, Force Greatswords' activated attacks, Force Staves' LMB, Force Staves' RMB, electrocution (Smite, Electrokinetic Staff RMB, Shock Maul special action), Soulblaze, Brain Rupture / Brain Burst, Assail, and Warp Rupture.


Kinetic Deflection
Icon            
Mechanics
While below critical Peril, Blocking an attack causes you to gain Peril instead of losing Stamina.

Gained Peril is 25% of the blocked attacks stamina cost.

buff keyword: block_gives_warp_charge

stat buff: warp_charge_block_cost

While below 97% true peril, blocking an enemy attack costs peril instead of stamina. The peril cost of blocking an attack is 25% of the blocked attack's stamina cost percentage.

For example, blocking a Scab Mauler sideswing with a Mk4 Devil's Claw Sword: The sideswing deals 4 stamina damage which is 80% (4/5=0.8) of the sword's base maximum stamina. Psyker gains 20% percent peril blocking it (0.8x0.25=0.2). If Psyker blocks the sideswing at 83% true peril, then Psyker has 14% peril available to spend until the 97% true peril cutoff. So Psyker can convert 70% (0.14/0.2=0.7) of the attack's stamina damage to peril, and block the leftover amount with stamina. The HUD will display 76% remaining stamina; 1-(0.8-0.8x0.7)=0.76. Increasing max stamina can help with peril efficiency.

The efficiency of the stamina cost-to-peril conversion is also increased by peril cost reduction buffs from Becalming Eruption, By Crack of Bone, Empyric Resolve, Inner Tranquility, Reality Anchor and small Peril Resistance nodes; by block cost reduction buffs from Block Efficiency from curios and melee weapon perks, and Deflector weapon blessing (also against ranged attacks); and by stamina cost reduction buff from Celerity Stimm. All sources of peril cost reduction, block cost reduction, and stamina cost reduction stack multiplicatively with themselves and each other.

For example, blocking the Scab Mauler sideswing with the Mk4 Devil's Claw Sword, Kinetic Deflection, 15% Block Efficiency (i.e. a block_cost_multiplier of 0.85) on the weapon, 10 stacks of Becalming Eruption (i.e. a warp_charge_amount of 0.9) and 3 small Peril Resistance nodes (i.e. a warp_charge_amount of 0.95³), Psyker would first gain 17% peril blocking it (0.8x0.25x0.85=0.17). Then, this to-be-gained peril percentage of 17 is further reduced to 17x(0.9x0.95³)=13.12 percent of actual peril gained.

Note that while the game is capable of handling multiple decimals the player HUD rounds up.


Lightning Speed
Icon            
Mechanics
+10% Melee Attack Speed.

stat buff: melee_attack_speed

Increases melee weapon attack animation speed by 10%. Stacks additively with related attack speed buff from Celerity Stimm.


Malefic Momentum
Icon            
Mechanics
+5% Damage to Warp Attacks for 8s after a non-Warp based Kill. Stacks 5 times.

+5% Damage to non-Warp Attacks for 8s after a Warp based Kill. Stacks 5 times.

stat buffs:
warp_damage
damage


Killing enemies with non-warp attacks grants stacks (up to 5). Per stack, increases the damage of warp attacks by 5%; stacks additively with other damage buffs, and multiplicatively with power level buffs from weapon blessings.

Killing enemies with warp attacks grants stacks (up to 5). Per stack, increases the damage of regular melee and ranged attacks by 5%; stacks additively with other damage buffs, and multiplicatively with power level buffs from weapon blessings.

The 8s duration of each buff starts on respective kills and can be refreshed during active duration.

'Warp attack' refers to a list of attacks that have their damage types denoted as warp_damage_types: Force Swords' activated attacks, Force Greatswords' activated attacks, Force Staves' LMB, Force Staves' RMB, electrocution (Smite, Electrokinetic Staff RMB, Shock Maul special action), Soulblaze, Brain Rupture / Brain Burst, Assail, and Warp Rupture.


Mettle
Icon            
Mechanics
Critical Hits replenish 5% Toughness.

Also grants +5% increased Movement Speed for 4s. Stacks 3 times.

function: recover_percentage_toughness

stat buff: movement_speed

Hitting enemies with a critical melee, ranged, or Assail attack replenishes 5% of maximum toughness; procs only once per critical attack regardless of how many enemies have been hit. The effectiveness of this toughness replenishment is affected by certain player debuffs like toxic gas.

Critical hits also grant stacks (up to 3); always generates 1 stack per critical attack regardless of how many enemies have been hit. Stacks last for 4s and can be refreshed during active duration. Per stack, increases movement speed by 5%; stacks additively with movement speed buffs from Disrupt Destiny, Warp Speed, the small movement speed node, and weapon blessings like Rev it Up.


Mind in Motion
Icon            
Mechanics
Your Movement Speed is not reduced while Quelling Peril.

stat buff: vent_warp_charge_decrease_movement_reduction

Removes the movement speed reduction while quelling. Does not interact with movement speed buffs.
Talent Nodes (Part III)
One with the Warp
Icon            
Mechanics
Gain Toughness Damage Reduction of +10.00% to +33.00% based on your current Peril.

stat buff: toughness_damage_taken_multiplier

Grants toughness damage reduction based on current peril; stacks multiplicatively with other damage reduction buffs. Always grants a minimum of 10% toughness damage reduction regardless of current peril amount:

Peril Amount
0
20
40
50
60
80
100
Damage
Reduction
10%
14.6%
19.2%
21.5%
23.8%
28.4%
33%


Penetration of the Soul
Icon            
Mechanics
+10% Rending on Warp-Attacks when above 75% Peril.

stat buff: warp_attacks_rending_multiplier

While at or above 75% true peril, grants 10% rending to warp attacks boosting damage against armor types Carapace, Flak, Maniac, Unyielding. Only affects Psyker's own damage. Stacks additively with other rending buffs ('rending') and with rending debuffs that are applied to enemies ('brittleness').

'Warp attack' refers to a list of attacks that have their damage types denoted as warp_damage_types: Force Swords' activated attacks, Force Greatswords' activated attacks, Force Staves' LMB, Force Staves' RMB, electrocution (Smite, Electrokinetic Staff RMB, Shock Maul special action), Soulblaze, Brain Rupture / Brain Burst, Assail, and Warp Rupture.


Perfect Timing
Icon            
Mechanics
+3% Warp Damage for 10s on Critical Hits. Stacks 5 times.

stat buff: warp_damage

Hitting enemies with a critical melee, ranged, or Assail attack grants stacks (up to 5); generates 1 stack per critical attack regardless of how many enemies have been hit. Stacks last for 10s and can be refreshed during active duration. Per stack, increases the damage of warp attacks by 3%; stacks additively with other damage buffs, and multiplicatively with power level buffs from weapon blessings.

'Warp attack' refers to a list of attacks that have their damage types denoted as warp_damage_types: Force Swords' activated attacks, Force Greatswords' activated attacks, Force Staves' LMB, Force Staves' RMB, electrocution (Smite, Electrokinetic Staff RMB, Shock Maul special action), Soulblaze, Brain Rupture / Brain Burst, Assail, and Warp Rupture.


Perilous Assault
Icon            
Mechanics
Up to 50% Weapon Wield Speed (increases as your Peril increases).

stat buff: wield_speed

Based on current peril, increases wield speed by up to 50%. This reduces the time of wielding actions when swapping item slots (weapons, Blitz abilities, stimms, med packs, ammo crates, books, etc).

Peril Amount
0
20
40
50
60
80
100
Wield Speed
0%
10%
20%
25%
30%
40%
50%

Objectively speaking, Psyker's current weapon arsenal does not include a single weapon for which this talent would provide a significant wield time reduction. Autoguns and Lasguns have the 'longest' wield times with 0.65s when switching to them and starting to fire from hip (left-clicks). The talent, at 100% peril, would reduce these times to 0.43s. For all other weapons, the time reductions are even less significant.


Perilous Combustion
Icon            
Mechanics
Killing an Elite or a Specialist Enemy applies 3 stack(s) of Soulblaze to nearby Enemies, causing Damage over time.

Killing an elite or special applies 3 stacks of Soulblaze to all enemies (including Daemonhosts) within a 4m radius of the killed elite or special. Does proc on elites or specials killed by Psyker's Soulblaze damage ticks as well as by burn or bleed ticks.

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.


Psykinetic's Aura
Icon            
Mechanics
Decreases Ability Cooldown for you and Allies in Coherency by 4% on Elite or Specialist Kill.

function: reduce_ability_cooldown_percentage

When Psyker kills an elite or special, reduces the remaining ability cooldown by 4% per kill for Psyker and allies who are in coherency with Psyker. This is 1.2s for Venting Shriek / Psykinetic's Wrath, 1s for Scrier's Gaze, and 1.6s for Telekine Shield.

Does not stack with the same talent of another Psyker (each Psyker procs their own talent spreading the cooldown reduction separately). Procs additionally to Concentration Stimm's remaining cooldown reduction effect of 3s per second.

Does not interact with Combat Ability Regeneration from curios which only reduces the maximum cooldown of a combat ability.
Talent Nodes (Part IV)
Puppet Master
Icon            
Mechanics
50% Radius for your Coherency Aura.

stat buff: coherency_radius_modifier

Increases Psyker's base coherency radius of 8m by 50% to 12m.


Quietude
Icon            
Mechanics
Replenish 5% Toughness for each 10% of Peril Quelled.

function: recover_percentage_toughness

Replenishes 0.5% of maximum toughness per 1% peril quelled. Procs on both active or passive quelling.

For example, a Psyker with 109 maximum toughness quelling down from 59% true peril to 0% peril, replenishes 59x(109x0.005)=32.15 toughness (HUD rounds up: 33). The effectiveness of this toughness replenishment is affected by certain player debuffs like toxic gas.


Solidity
Icon            
Mechanics
Increases Quell Speed by 30%.

stat buff: vent_warp_charge_speed

Increases the speed at which peril is quelled by 30%. Applies only to active quelling, passive quelling is unaffected. Stacks multiplicatively during calculation with the quelling buff from Celerity Stimm.


Souldrinker
Icon            
Mechanics
Killing an Enemy with Soulblaze restores 5% Toughness and grants 5% critical Hit Chance for 5s.

function: recover_percentage_toughness

stat buff: critical_strike_chance


Whenever an enemy who is currently affected by Psyker's Soulblaze dies to anything, does two things:

(1) Grants 5% additional crit chance to all attacks that can crit for 5s; cannot be refreshed during active duration.

(2) Replenishes 5% of maximum toughness; procs on every valid enemy death.

This talent's effects have no range limit.


Soulstealer
Icon            
Mechanics
Replenish 7.5% Toughness on Warp Attack Kill.

function: recover_percentage_toughness

Killing an enemy with a warp attack replenishes 7.5% of maximum toughness. 'Warp attack' refers to a list of attacks that have their damage types denoted as warp_damage_types: Force Swords' activated attacks, Force Greatswords' activated attacks, Force Staves' LMB, Force Staves' RMB, electrocution (Smite, Electrokinetic Staff RMB, Shock Maul special action), Soulblaze, Brain Rupture / Brain Burst, Assail, and Warp Rupture.

If the warp attack is a melee attack, the talent's amount of 7.5% is added to Psyker's base 5% of maximum toughness gained on melee kill. For example, a Psyker with 96 max toughness killing two enemies with an activated force sword attack replenishes 96x(0.1+0.15)=24 toughness. The effectiveness of this toughness replenishment is affected by certain player debuffs like toxic gas.


Surety of Arms
Icon            
Mechanics
30% Reload Speed while below 75% Peril. On Reload generate up to 15% Peril based on the Percentage of the Clip Restored.

function: WarpCharge.increase_immediate

stat buff: reload_speed


While below or at 75% true peril, increases reload animation speed by 30%; stacks additively with reload speed buffs from weapon blessings.

Upon reload, generates up to 25% peril based on the percentage of reloaded ammo in clip. For example, when reloading 34 rounds of a clip that has a size of 59 rounds, Psyker would generate 14.4% true peril; 0.25x(34/59)=0.144. Reloading an empty clip generates the max amount of 25% peril. At or above 75% true peril, no peril is generated.

Peril cost reduction buffs reduce the efficiency of this reloaded-ammo-to-peril conversion. For example, reloading the same amount of ammo in a clip of the same size, but with three Peril Resistance nodes (i.e. a warp_charge_amount of 0.95³), Psyker would only generate 12.3% true peril; 0.25x(34/59)x0.95³=0.123.

There is currently a bug: The maximum amount of peril generated is 25%, not 15%.


Tranquility Through Slaughter
Icon            
Mechanics
Non-Warp Ranged Critical Hits Quell 4% Peril.

function: WarpCharge.decrease_immediate

Critical hits with ranged attacks that are not warp attacks remove 4% peril from the current peril amount; procs when hitting shields; procs only once per shot regardless of how many enemies have been hit. Procs additionally to Battle Meditation and Purloin Providence.

'Warp attack' refers to a list of attacks that have their damage types denoted as warp_damage_types: Force Swords' activated attacks, Force Greatswords' activated attacks, Force Staves' LMB, Force Staves' RMB, electrocution (Smite, Electrokinetic Staff RMB, Shock Maul special action), Soulblaze, Brain Rupture / Brain Burst, Assail, and Warp Rupture.
Talent Nodes (Part V)
True Aim
Icon            
Mechanics
Landing 5 Weakspot Hits grants your next Ranged Attack a guaranteed Critical.

buff keyword: guaranteed_ranged_critical_strike

After 5 weakspot hits, guarantees the next ranged attack to be critical. Generates 1 weakspot stack per weakspot hit with melee, ranged, Assail and Brain Rupture / Brain Burst attacks regardless of how many enemies have been hit per attack. Weakspot stacks last until consumed; shooting air consumes the guaranteed crit; Brain Rupture / Brain Burst and Smite do not consume the guaranteed crit. When at 5 weakspot stacks, cleaving ranged attacks consume the guaranteed crit and can generate 1 weakspot stack already if a weakspot is hit after the first target.

Note that Force Greatswords' weapon special (force slash) does not proc this talent.


Unlucky for Some
Icon            
Mechanics
When an Ally in Coherency gets Knocked Down, Replenish 100% Toughness to all other Allies in Coherency.

function: recover_percentage_toughness

When an ally who is in coherency with Psyker is knocked down, replenishes 100% of maximum toughness to Psyker and all other allies who are in coherency with Psyker. When Psyker is knocked down, also replenishes toughness to allies in coherency. Does not proc when the ally (or Psyker) gets disabled or dies.

The effectiveness of this talent's toughness replenishment is affected by certain player debuffs like toxic gas.


Warp Expenditure
Icon            
Mechanics
Replenish 2.5% Toughness for every 10% Peril Generated.

stat buff: recover_percentage_toughness

Replenishes 0.25% of maximum toughness per 1% peril generated. Peril cost reduction buffs from Becalming Eruption, By Crack of Bone, Empyric Resolve, Inner Tranquility, Kinetic Resonance, Reality Anchor, and small Peril Resistance nodes reduce this talent's efficiency by slowing down peril generation and thereby increasing the overall time required to generate a certain peril amount compared to generating the same peril amount in less time with regular peril generation.

The effectiveness of this talent's toughness replenishment is affected by certain player debuffs like toxic gas.


Warp Rider
Icon            
Mechanics
Deal up to +20% Damage (increases as your Peril increases).

stat buff: damage

Increases any damage by up to 20% based on current peril; stacks additively with other damage buffs, and multiplicatively with power level buffs from weapon blessings:

Peril Amount
0
20
40
50
60
80
100
Damage
Increase
0%
4%
8%
10%
12%
16%
20%


Warp Splitting
Icon            
Mechanics
Up to +100% Cleave, based on Peril.

stat buff: max_hit_mass_attack_modifier

Scaling proportionally with peril, increases the maximum hit mass limit of attacks (melee, ranged, Assail) by up to 100%, thereby allowing attacks to cleave more enemies. For Assail, stacks additively with Ethereal Shards and Empowered Psionics (see the Assail guide section below for a cleave breakpoint table); for other attacks, stacks additively with related buffs from weapon blessings Devastating Strike, Savage Sweep, and Wrath; stacks multiplicatively with power level buffs from weapon blessings.

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 Combat Blade Mk VI has a max hit mass limit of 6.5. It can cleave one Dreg Rager (4 hit mass) and hit a second one. At 40% peril, the Heavy1 now has a max hit mass limit of 6.5+6.5x0.4=9.1 which means that it can now cleave two Dreg Ragers (2x4=8 total hit mass required) and hit a third one. It cannot cleave the third Rager since this would require a max hit mass limit greater than 3x4=12. At 85% peril, however, the Heavy1's max hit mass limit will be sufficient to reach this breakpoint (6.5+6.5x0.85=12.025) allowing to cleave three Dreg Ragers and to hit a fourth one.

Note that Carapace armor cannot be cleaved by default. This talent does not allow to bypass Carapace's built-in aborts_attack mechanic.


Wildfire
Icon            
Mechanics
When an Enemy dies while affected by your Soulblaze, nearby Enemies each gain up to 4 Stacks of Soulblaze. They cannot gain more stacks than the dying Enemy had.

Whenever an enemy who is affected by at least two stacks of Psyker's Soulblaze dies, Soulblaze is spread to valid targets within a 5m radius. Targets do not receive Soulblaze stacks caused by the talent if they already have 4 stacks or more on them. Valid targets can receive Soulblaze stacks up to a maximum of 4 that are caused by the talent. Daemonhosts are no valid targets.

The amount of Soulblaze stacks that is spread depends on the amount of Soulblaze stacks on the dying enemy: If the enemy dies with 1 stack, no spread; if dying with 2 stacks, 2 stacks will spread; if dying with 3 stacks, 3 stacks will spread; if dying with 4 stacks, 4 stacks will spread; if dying with more than 4 stacks, only 4 stacks will spread.

The maximum amount of valid targets is 4: If 4 stacks are to be spread and 4 targets are in range, each target receives 1 stack; if 4 stacks are to be spread and 3 targets are in range, 1 target receives 2 stacks while the other 2 targets receive 1 stack each, etc.
Small Nodes
Icon        
Mechanics
Toughness Boost
+15 Toughness.

stat buff: toughness

Adds 15 toughness to Psyker's base maximum toughness of 75 thereby increasing Psyker's max toughness. Stacks additively with other small toughness nodes.

Current max toughness is multiplied by the toughness percentage buffs from curios. For example, at 120 max toughness (Psyker's base 75 and three +15 toughness nodes) with one +16% toughness curio with a +4% toughness perk, Psyker's max toughness of 120 is increased by 120x(0.16+0.04)=24 to 144 toughness.

A character's maximum toughness is the base value that is used in toughness replenished calculations of most talents and blessings.

Availability on tree: 5
Toughness Damage Reduction
+5% Toughness Damage Reduction.

stat buff: toughness_damage_taken_modifier

Grants 5% toughness damage reduction. Stacks additively with other small toughness damage reduction nodes; the sum stacks multiplicatively with other damage reduction buffs.

Availability on tree: 5
Peril Resistance
-5% Peril Generation.

stat buff: warp_charge_amount

Reduces the amount of peril generated by 5%; stacks multiplicatively with other small nodes and related peril cost reduction buffs from By Crack of Bone, Becalming Eruption, Empyric Resolve, Inner Tranquility, Kinetic Resonance, Reality Anchor, and Combat Stimm.

Availability on tree: 3
Movement Speed Boost
+5% Movement Speed.

stat buff: movement_speed

Increases movement speed by 5%. Stacks additively with movement speed buffs from Disrupt Destiny, Mettle, Warp Speed, and weapon blessings like Rev it Up.

Availability on tree: 1
Health Boost
+10% Health.

stat buff: max_health_modifier

Increases Psyker's maximum health by 10%; also applies to health while downed. Stacks additively with health buffs from curios. For example, one +21% health curio with a +5% health perk and this 10% health node increase Psyker's max health of 150 by 150x(0.21+0.05+0.1)=54 to 204 health.

Availability on tree: 1
Critical Chance Boost
+5% Critical Hit Chance.

stat buff: critical_strike_chance

Grants 5% additional crit chance to all attacks that can crit; stacks additively with other sources of crit chance.

Availability on tree: 1
Ranged Damage Boost
+5% Ranged Damage.

stat buff: ranged_damage

Increases the damage of ranged attacks by 5%. Stacks additively with other damage buffs, and multiplicatively with power level buffs from weapon blessings.

Availability on tree: 1
Blitz Nodes (Part I)
Icon            
Mechanics
Brain Rupture / Brain Burst
Charge up your Psychic Power and release it to deal immense Damage to a Single Enemy. Effective against Flak & Carapace Armoured Enemies.

Lets Psyker target one enemy to deal a weakspot hit after charging the attack.

Starting version: (Brain Burst)
• Targeting: max range of 100m; LMB stays locked on target regardless of FOV or line of sight; RMB switches targets based on crosshair placement; when targeting, prioritizes specials over elites over monstrosities over all other enemies
• Charge time: 2s (LMB); 3s (RMB), plays a flashing VFX when fully charged. Charge times can be reduced by buffs from Kinetic Resonance, Empowered Psionics and Celerity Stimm
• Charge stagger: only LMB applies a light stagger to the targeted enemy when at 50% charge level; cannot stagger Ragers, Maulers, Mutants, enemy ogryns or monstrosities
• Impact stagger: staggers all enemies except Mutants and monstrosities (Captains/Twins only without void shield)
• Suppression radius (on hit): 5m
• Damage: base damage 900; good armor damage modifiers across the board, higher armor damage modifiers against Maniac and Unyielding; always scores a weakspot hit; cannot crit; damage is increased by 'rending' / 'brittleness', Skullcrusher blessing (while staggered), by Combat Stimm, and buffs from Empowered Psionics, Empyrean Empowerment, Empyric Shock, Disrupt Destiny, Malefic Momentum, Perfect Timing, Scrier's Gaze (including Precognition), Warp Rider, aura Kinetic Presence (against elites), and the small ranged damage node

Augmented version: (Brain Rupture)

stat buff: smite_damage

• Same properties as starting version
• Has 50% increased base damage (1350)
Kinetic Resonance
Using your Combat Ability makes your Brain Rupture charge +75% faster and generate 50% less Peril for 10s.

stat buffs:
smite_attack_speed
warp_charge_amount_smite


Reduces Brain Rupture's charge time for both LMB and RMB attacks, stacking additively with itself (if procced twice in succession with Bolstered Shield) and Empowered Psionics (EP), and multiplicatively/additively with Celerity Stimm's two charge time reductions:

 
Attack
Base
Charge
Time
KR
KR
+EP
KR
+Stimm
KR
+EP
+Stimm
KRx2
KRx2
+EP
KRx2
+Stimm
KRx2
+EP
+Stimm
LMB
2s
(120 frames)
1.15s
(69)
~0.88s
(53)
~0.72s
(43)
~0.62s
(37)
0.8s
(48)
~0.66s
(40)
~0.56s
(34)
~0.46s
(28)
RMB
3s
(180 frames)
~1.72s
(103)
~1.33s
(80)
1.15s
(69)
0.83s
(50)
1.2s
(72)
1s
(60)
~0.92s
(55)
0.7s
(42)

Note that Brain Rupture's total attack time consists of the charge time and a 0.2s attack animation that is unaffected by charge time reduction. Also note that, due to the nature of the calculation, a 75% increase to charge speed does not equate to a 75% reduction of actual time. (reference)[forums.fatsharkgames.com]

Also reduces peril cost by 50%; stacks multiplicatively with related buffs from By Crack of Bone, Becalming Eruption, Empyric Resolve, Inner Tranquility, Reality Anchor, small Peril Resistance nodes, Combat Stimm, and the 'Enhanced Blitz' difficulty mutator.
Kinetic Flayer
All Attacks against Specials, Elites and Monstrosities, have 10% chance on Hit to Brain Rupture the target. This cannot occur while at critical Peril, and has a Cooldown of 15s.

If not on cooldown and while below 97% true peril, grants a 10% chance to trigger Brain Rupture on any of Psyker's damaging attacks, including Brain Rupture itself and Soulblaze damage ticks, against enemies that have the elite, special, or monster tag (Captains/Twins have none of these tags and therefore are no valid targets). Also procs on Warp Rupture, does not proc when hitting Bulwark shield.

Brain Rupture attacks triggered by the talent benefit from Empowered Psionics' damage buff without consuming a stack.
Blitz Nodes (Part II)
Icon            
Mechanics
Smite
Unleash a torrent of Bio-Lightning - a fast, channelled attack that Locks to and Stuns an Enemy while dealing Damage. This spreads to nearby Enemies. Charge to increase Spread rate and Damage.

Casts a chain lightning that jumps between multiple targets dealing electrocuting damage and very high stagger to them.

• Targeting max range: 15m, for both LMB and RMB; RMB target is visually highlighted after charging
• Charge time: 0.8s (RMB only)
• Spread: the longer Smite is cast the more targets it can jump to when it spreads, and the more total targets it will reach; LMB starts spreading with one first target, RMB starts spreading with three first targets; RMB has better spread properties and lower hit mass cost than LMB thereby spreading faster
• Damage Window & hit_mass_cost: the time until Smite can deal damage and stagger to a target depends on enemy hit mass, so the more hit mass an enemy has the longer it will take before an enemy takes damage and stagger from Smite
• Stagger: deals very high stagger against all enemies effectively stunlocking them as long as Smite is being cast (Captains only without void shield); cannot stagger monstrosities and Twins
• Damage (electrocution): Smite's electrocution has a tick interval between 0.1s and 0.3s (randomly chosen) and deals up to 16 base damage when reaching max charge level which is reached after casting Smite for 5s (LMB) or 2s (RMB); average armor damage modifiers across the board, low armor damage modifier against Carapace; cannot crit; only targets torso hitzone; damage is increased by 'rending' / 'brittleness', Skullcrusher blessing (while staggered), by Combat Stimm, and buffs from Empowered Psionics, Empyrean Empowerment, Empyric Shock, Disrupt Destiny, Malefic Momentum, Perfect Timing, Scrier's Gaze, Warp Rider, aura Kinetic Presence (against elites), and the small ranged damage node
• Damage (release): when releasing enemies from Smite, both LMB and RMB deal one instance of 20 base damage to all targets; damage is increased by the same sources that buff Smite's electrocution damage
• Forces a short quelling action when reaching 100% peril removing ~8.5% peril; if released below 100% peril, pushes enemies back (if possible)
Lightning Storm
Increase the number of times your Smite jumps by +1.

stat buffs:
chain_lightning_max_jumps
chain_lightning_max_radius


Applies both to Smite's LMB and RMB actions: Increases Smite's max jumps from 1 to 2. Also increases the max radius within which Smite can chain to another target from 5m to 6m; this also increases the targeting range by 1m to 16m.
Enfeeble
Enemies Electrocuted by you take +10% increased Base Damage from all sources.

stat buff: damage_taken_multiplier

Smite applies a debuff to enemies that increases their damage taken by 10%. The debuff benefits Smite itself and is being applied as long as the enemy is actively affected by Smite; stacks multiplicatively with other damage taken debuffs like Empyric Shock or Ogryn's Soften Them Up, Valuable Distraction or Veteran's Focus Target!, with damage buffs, and with power level buffs from weapon blessings. Does not stack with the same debuff applied by another Psyker.

Any source that may apply an electrocution effect to enemies but is not Smite or Charged Strike will not proc Enfeeble.
Charged Strike
Your Heavy Melee Attacks electrocute enemies hit, damaging them.

Heavy melee attacks apply a damaging electrocution effect to enemies (up to 64 base damage per tick when reaching max charge level); the damage window lasts for 2s, the electrocuted state lasts until 2s after the last damage tick. Note that the time before the first damage tick can happen depends on enemy hit mass (just like with Smite itself), so the more hit mass an enemy has the longer it will take before this talent's electrocution effect deals damage. As a result, against monstrosities (20 hit mass), only 1 damage tick can be executed before the damage window of 2s ends.

If Enfeeble is selected, the electrocution effect receives a more favorable hit_mass_cost, which effectively doubles the total tick count against most enemies, and is also able to reach max charge level sooner. With Enfeeble, this talent's electrocution effect benefits from the 10% increased damage taken debuff, and attacking players also benefit from it while the electrocution effect is actively damaging and applying the debuff (just like with Smite itself).

Note that enemies dying to Charged Strike's electrocution effect don't pass certain talents' and blessings' kill based proc conditions; Charged Strike's electrocution effect also does not benefit from warp_damage buffs.
Blitz Nodes (Part III)
Icon            
Mechanics
Assail
Throw swift, homing projectiles formed of psychic energy. Less effective versus Carapace Armoured Enemies.

Throws a projectile (shard knife) that homes in on enemies close to the crosshair.

• Targeting: LMB projectile tries to follow crosshair placement to the closest enemy, success rate decreases with distance; RMB can target enemies within 50m for a guaranteed hit; projectiles try to go for weakspots but hit other hitzones if no direct access
• Projectile lifetime: 2.5s (LMB), 3s (RMB)
• Peril cost: 10% (LMB); 25% (RMB); is affected by peril cost reduction buffs from respective talents, Combat Stimm, and the 'Enhanced Blitz' difficulty mutator
• Throwing rate can be increased by Celerity Stimm
• Ammo: costs 1 ammo; recharges 1 projectile every 3 seconds
• Suppression radius (on hit): 5m
• Damage: first target base damage 225 (LMB), 380 (RMB); same armor damage modifiers for LMB and RMB, very low against Carapace, low against Unyielding; can crit; damage is increased by 'rending' / 'brittleness', Skullcrusher blessing (while staggered), by Combat Stimm, and buffs from Empowered Psionics, Empyrean Empowerment, Empyric Shock, Disrupt Destiny, Malefic Momentum, Perfect Timing, Scrier's Gaze (including Precognition), Warp Rider, aura Kinetic Presence (against elites), and the small ranged damage node
Assail Cleave Breakpoints
Without any buffs, Assail projectiles can hit up to 2 targets; Carapace cannot be cleaved by default. The max hit mass limit of each projectile and thereby the maximum amount of targets that can be hit is increased by Ethereal Shards (ES), Empowered Psionics (EP), and Warp Splitting (WS). The following table shows all relevant cleave breakpoints and possible different methods to obtain these breakpoints:

Max
Targets
    3
    4
    5
    6
    7
    8
    9
   10
Method 1
ES
 
 
EP
 
 
WS < 25%
 + EP
 
ES + EP
 
 
WS > 50%
 + EP
 
WS > 75%
 + EP
 
WS > 50%
 + ES
 + EP
WS > 75%
 + ES
 + EP
Method 2
WS < 50%
 
 
WS > 50%
 
 
WS > 50%
 + ES
 
WS > 25%
 + EP
 
WS < 25%
 + ES
 + EP
WS > 25%
 + ES
 + EP
    -
    -
Method 3
    -
WS < 50%
 + ES
    -
    -
    -
    -
    -
    -

Note that Warp Splitting's calculation which determines the max hit mass limit of a projectile considers the peril amount Psyker currently has when throwing the projectile, the peril amount Psyker gains for throwing a projectile cannot be factored in for the already thrown projectile.

Also note that the power level buff provided by Combat Stimm increases the cleave of Assail's projectiles even further, reducing the requirements for all breakpoints and allowing to hit up to 13 targets with Ethereal Shards, Empowered Psionics and Warp Splitting above 90% peril.
                
Quick Shards
Assail charges Replenish 30% faster.

stat buff: grenade_ability_cooldown_modifier

Reduces Assail's projectile recharge time from 3s to 2.1s per projectile; does not interact with the 'Enhanced Blitz' difficulty mutator.
Ethereal Shards
Projectiles from Assail now pierce additional targets.

stat buff: psyker_smite_max_hit_mass_attack_modifier

Increases the maximum hit mass limit of Assail which allows its projectiles to hit more enemies; stacks additively with Empowered Psionics and Warp Splitting. For details, refer to the table above that shows all relevant cleave breakpoints.
Aura Nodes
Kinetic Presence
Icon            
Mechanics
+7.5% Damage against Elite Enemies for you and Allies in Coherency.

stat buff: damage_vs_elites

Increases any damage against elites by 7.5% for Psyker and allies who are in coherency with Psyker. Stacks additively with other damage buffs, and multiplicatively with power level buffs from weapon blessings. Does not stack with the same aura from another Psyker.


Seer's Presence / The Quickening
Icon            
Mechanics
+X% Cooldown Reduction on Abilities for you and Allies on Coherency.

stat buff: ability_cooldown_modifier

Reduces the maximum cooldown of combat abilities for Psyker and allies who activate their abilities while in coherency with Psyker. Stacks additively with max cooldown reductions (Combat Ability Regeneration from curios and the difficulty mutators that reduce ability cooldowns by 20%); stacks additively with the max cooldown increase from Zealot's Perfectionist, and multiplicatively with the max cooldown increases from Veteran's Only in Death Does Duty End and Overwatch. Does not stack with the same aura from another Psyker.

Starting version: (The Quickening)
Grants 7.5% maximum cooldown reduction. This reduces the max cooldown of Venting Shriek / Psykinetic's Wrath to 27.75s, of Scrier's Gaze to 23.125s, and of Telekine Shield to 37s.

Augmented version: (Seer's Presence)
Grants 10% maximum cooldown reduction. This reduces the max cooldown for Venting Shriek / Psykinetic's Wrath to 27s, of Scrier's Gaze to 22.5s, and of Telekine Shield to 36s.

Does not interact with Concentration Stimm's remaining cooldown reduction effect which increases a character's base ability cooldown rate of 1s per second by additional 3s per second.


Prescience
Icon            
Mechanics
You and Allies in Coherency gain +5% Critical Hit Chance.

stat buff: critical_strike_chance

Grants 5% additional crit chance to Psyker and allies who are in coherency with Psyker. Applies to all attacks that can crit. Stacks additively with other sources of crit chance. Does not stack with the same aura from another Psyker.
Combat Ability Nodes (Part I)
Icon            
Mechanics
Venting Shriek / Psykinetic's Wrath
Unleashes a wave of warp energy that Staggers Enemies in front of you. Quells 50% Peril.

Base Cooldown: 30s

Releases a cone-shaped shout in front of Psyker that staggers enemies (if possible).

Shout:
• Max range: 30m
• Angle: ~52° in front of Psyker
• Staggers enemies within a 5m radius in front of Psyker (regardless of cone hitbox)
• Always targets torso hitzone
• Stagger strength scales with current peril amount reaching maximum strength at 100% peril: up to light staggers against Crushers; staggers Captains only without void shield; cannot stagger Mutants, monstrosities, and Twins
• Stagger strength is additionally affected by weapon blessings that provide a power_level_modifier (e.g. Executor, Slaughterer, Superiority, Unstable Power); applies only while the respective weapon is wielded when shouting
• Stagger strength decreases with range losing its efficicency almost entirely at 30m
• Travels through any object
• Can be used while exploding thereby preventing Psyker's self-explode

function: WarpCharge.decrease_immediate

Starting version: (Psykinetic's Wrath)
Removes 10% peril from current peril amount upon combat ability use.

Augmented version: (Venting Shriek)
Removes 50% peril from current peril amount upon combat ability use.
Becalming Eruption
Venting Shriek now decreases Peril Generation by 1% for each Enemy hit, Stacking 25 times. Lasts 5s.

stat buff: warp_charge_amount

For each enemy hit by the shout, grants stacks (up to 25) for 5s. Per stack, reduces the amount of peril generated by 1%; stacks multiplicatively with peril cost reduction buffs from By Crack of Bone, Empyric Resolve, Inner Tranquility, Kinetic Resonance, small Peril Resistance nodes, and Combat Stimm.
Warp Rupture
Your Venting Shriek now also deals 100-200 Damage, based off of your current Peril percentage.

Enables Venting Shriek to deal damage to enemies it hits. Has the same armor damage modifiers against all armor types, loses damage with range. Base damage dealt scales with peril:

Peril Amount
0%
25%
50%
75%
100%
Base Damage
100
125
150
175
200

Damage is increased by 'rending' / 'brittleness', by perks of currently wielded weapons, by Combat Stimm, and by the following buffs from:
Talents
Disrupt Destiny, Empyrean Empowerment, Empyric Shock (while debuffed), Malefic Momentum, Kinetic Presence (against elites), Perfect Timing, and Warp Rider
Blessings
(melee)
if procced with weapon before Warp Rupture's activation: Executor, High Voltage (while electrocuted), Skullcrusher (while staggered), Slaughterer, Superiority, and Unstable Power
Blessings
(ranged)
if procced with weapon before Warp Rupture's activation: Blaze Away, Ceaseless Barrage, Deathspitter, Dumdum, Execution (while staggered), Fire Frenzy, Full Bore, No Respite (while staggered), Pinning Fire, Powderburn, and Run 'n' Gun (while sprinting)
Creeping Flames
Venting Shriek applies 1-6 Stack(s) of Soulblaze to targets Hit based on your current Peril.

Enables Venting Shriek to apply Soulblaze to enemies it hits. The amount of Soulblaze stacks that are applied to enemies scales with peril:

Soulblaze Stacks
1   
2
3
4    
5
6
True Peril Required
0%
16.67%
33.34%
50%
66.67%
83.34%

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.

Soulblaze damage is increased by 'rending' / 'brittleness', by perks of currently wielded weapons, by Combat Stimm, and by the following buffs from:
Talents
Disrupt Destiny, Empyrean Empowerment (only for warp charges gained during Soulblaze's active duration), Empyric Shock (while debuffed), Malefic Momentum, Kinetic Presence (against elites), Perfect Timing, and Warp Rider
Blessings
(melee)
if procced with weapon before or during Soulblaze's active duration: Executor, High Voltage (while electrocuted), Skullcrusher (while staggered), Slaughterer, Superiority, and Unstable Power
Blessings
(ranged)
if procced with weapon before or during Soulblaze's active duration: Blaze Away, Ceaseless Barrage, Deathspitter, Dumdum, Execution (while staggered), Fire Frenzy, Full Bore, No Respite (while staggered), Pinning Fire, and Run 'n' Gun (while sprinting)
Combat Ability Nodes (Part II)
Icon            
Mechanics
Telekine Shield
Spawns a psychic shield in front of you for 17.5s. The shield blocks Enemy Ranged Attacks, while you and Allies can still shoot through.

Base Cooldown: 40s.

Spawns a shield in front of Psyker blocking ranged attacks. The shield lasts for 17.5s or until its health is depleted.

Shield:
• Can hold ability button to preview location; preview can be block canceled
• Max placement range: 10m
• Total placement time: 0.6s
• Dimensions: 6m wide, 3.5m high
• Health: 20
• Blocks: ranged hit scan attacks, projectiles (Bomber grenades), nets (Trappers), and flamethrower direct hits (Flamers); ground fire patches and toxic gas clouds expand through the shield; does not block Poxburster explosion
• Enemy Targeting (ranged specials): Snipers only target players through shield but don't shoot; Bombers throw grenades at players when they have direct line of sight (flat shield), and don't initiate throws at players who are inside an active shield dome (Telekine Dome)
• Starts subtle VFX ('pulsing') before it disappears

How shield health works:
Every incoming ranged attack counts as dealing 1 damage. After taking damage, the shield does not take any more damage for the next 0.33s. So mathematically, when placed into an endless stream of enemy shots, the shield will disappear after 20x0.33=6.6s. Alternatively, it will disappear after it has taken 20 valid hits total, or when its natural duration runs out.
Enervating Threshold
Telekine Shield has a 20% chance to Electrocute enemies that pass through it. Specialist enemies have a 100% chance to get Electrocuted but also damage the Telekine Shield.

Has a 20% chance to apply a staggering electrocution effect to regular enemies when they get in contact with the shield; always applies the effect to specials when they get in contact with the shield. This electrocution effect lasts for 3s, deals 250 base damage (very low armor damage modifiers across the board) every 0.55s, and can stagger all enemies except monstrosities.

The shield takes 8 damage per direct body hit from specials, disappearing after 3 'blocked' specials. Respects the 0.33s damage cooldown window which means that any amount of direct body hits from specials that happen within 0.33s of each other count as just 1 direct body hit taken.

There is currently a bug: Specials that touch the shield only deal 1 damage to it instead of 8.
Bolstered Shield
Telekine Shield now holds up to 2 charges.

Adds a second charge to the combat ability. The cooldown of the second charge only starts after the first charge has finished its cooldown.
Telekine Dome
Telekine Shield now forms a spherical shield which lasts 25s.

Transforms the flat shield into a sphere with a 6m radius. Has the same properties as the flat shield; also takes ranged damage in the same way.
Sanctuary
Allies inside your Telekine Shield replenish 10% Toughness each second. When your Telekine Shield dissipates, all Allies inside gain +50% Toughness Damage Reduction for 5s

function: recover_percentage_toughness

stat buff: toughness_damage_taken_multiplier


Replenishes 10% of maximum toughness per second to all allies inside the sphere; this replenishment effect can stack if multiple spheres overlap. The effectiveness of this toughness replenishment is affected by certain player debuffs like toxic gas.

Also grants 50% toughness damage reduction for 5s to all allies who are inside the sphere when it disappears; stacks multiplicatively with other damage reduction buffs.
Combat Ability Nodes (Part III)
Icon            
Mechanics
Scrier's Gaze
Triggers Scrier's Gaze. When entering Scrier's Gaze you Quell 50% Peril as well as gain +10% Damage, +20% Critical Chance, and Suppression Immunity. For every second in Scrier's Gaze you gain +1% Damage up to a maximum of +30%. This effect lingers for 10s after leaving Scrier's Gaze.

While in Scrier's Gaze you build up Peril. Build-up is temporarily slowed down by enemy Kills. At 100% Peril, Scrier's Gaze ends.

Base Cooldown: 25s

function: WarpCharge.decrease_immediate

buff keyword:
suppression_immune
psychic_fortress


stat buffs:
damage
weakspot_damage
critical_strike_chance


Upon combat ability use, removes 50% peril from current peril amount; can be used while exploding thereby preventing Psyker's self-explode. Additionally, grants immunity to suppression, 20% additional crit chance to all attacks that can crit, and increases any damage and weakspot damage by 10%. These four buffs last only for the duration of Scrier's Gaze's 'overcharging' phase.

While overcharging, automatically generates peril at an increasing rate until 100%. Every second spent overcharging grants 1 stack (up to 30); generates 14 stacks by default (if starting at 0% peril and killing no enemies). Per stack, increases any damage by 1%. This stacking buff is active immediately during the overcharging phase and lingers for 10s after overcharging has ended. Killing enemies while overcharging slows down peril auto-generation (due to the nature of the calculation, the effective slowdown effect per kill decreases with time spent in overcharging phase).

While overcharging, Scrier's Gaze's cooldown is paused. However, its remaining cooldown can still be actively reduced by proccing Psykinetic's Aura or using a Concentration Stimm; its maximum cooldown can be reduced by Seer's Presence, Warp Siphon, Combat Ability Regeneration from curios, and by the difficulty mutators that reduce ability cooldowns by 20%.

After overcharging has ended, grants a 1.5s grace period in which peril-generating actions can be executed without triggering Psyker's self-explosion.
Warp Speed
Scrier's Gaze now also increases your Movement Speed by +20% while active.

stat buff: movement_speed

Only while overcharging, increases movement speed by 20%. Does not linger after the overcharging phase. Stacks additively with movement speed buffs from Disrupt Destiny, Mettle, the small movement speed node, and weapon blessings like Rev it Up.
Endurance
Scrier's Gaze now grants +20% Toughness Damage Reduction while active.

stat buff: toughness_damage_taken_multiplier

Only while overcharging, grants 20% toughness damage reduction. Does not linger after overcharging phase. Stacks multiplicatively with other damage reduction buffs.
Reality Anchor
Scrier's Gaze now also reduces your Peril Generated by -20% while active.

stat buff: warp_charge_amount

Only while overcharging, reduces the amount of peril generated by 20%. Does not linger after the overcharging phase. Stacks multiplicatively with peril cost reduction buffs from By Crack of Bone, Empyric Resolve, Kinetic Resonance, small Peril Resistance nodes, and Combat Stimm; can stack with Inner Tranquility only if Psyker regains warp charges while overcharging.
Precognition
Weakspot Kills count as 1s spent in Scrier's Gaze.

For each second spent in Scrier's Gaze, you now also gain +1% Finesse Damage (+30% max) which lingers for 10s after leaving Scrier's Gaze.

stat buff: finesse_modifier_bonus

While overcharging, killing enemies on weakspot hits with melee or ranged attacks generates 1 additional stack; can proc multiple times per attack when cleaving.

Additionally to Scrier's Gaze's base 1% damage increase per stack, also grants a finesse damage bonus of 1% per stack boosting crit and weakspot damage; stacks additively with other finesse damage buffs. These stacking damage buffs are active immediately during the overcharging phase and linger for 10s after overcharging has ended.
Warp Unbound
Scrier's Gaze now also prevents overloading from Perils of the Warp, during its lingering effect.

buff keyword: psychic_fortress

After overcharging has ended, allows Psyker to execute peril-generating actions while at 100% peril for 10s without triggering the self-explosion. Note that when this 10s duration ends, Scrier's Gaze's base grace period still applies, providing another 1.5s of the same effect.
Keystone Nodes (Part I)
Icon            
Mechanics
Warp Siphon
Killing an Elite or Specialist Enemy gains you a Warp Charge for 25 seconds, stacking 4 time(s). Your next Combat Ability spends all available Warp Charges to reduce the Cooldown of that Combat Ability by 7.5% per Warp Charge.

function: reduce_ability_cooldown_percentage

Generates 1 warp charge per elite or special kill. Drops 1 warp charge every 25 seconds. Can be refreshed during active duration.

Upon activation, reduces the maximum cooldown of Psyker's combat ability by 7.5% per currently held warp charge. Interacts with Combat Ability Regeneration from curios and other maximum cooldown reductions from Seer's Presence or the difficulty mutators that reduce ability cooldowns by 20%.

For example, when Psyker with Seer's Presence aura (-0.1), four warp charges and three 4% Combat Ability Regeneration curio perks (-0.12) uses Telekine Shield, its maximum cooldown of 40s is first reduced by aura and curio perks to 40+40x(-0.1-0.12)=31.2 seconds. This max cooldown is then considered by Warp Siphon and further reduced by the warp charge-based reduction to 31.2-31.2x(0.075x4)=21.84 seconds.

Does not interact with Concentration Stimm's remaining cooldown reduction effect which increases a character's base ability cooldown rate of 1s per second by additional 3s per second.
Inner Tranquility
-6% Peril Generation Reduction for each Warp Charge.

stat buff: warp_charge_amount

Reduces the amount of peril generated by 6% per currently held warp charge. Stacks linearly with itself (1 warp charge = 6% peril cost reduction, 2=12%, 3=18%, etc) and multiplicatively with other peril cost reduction buffs from By Crack of Bone, Empyric Resolve, Kinetic Resonance, small Peril Resistance nodes, and Combat Stimm.

Because all warp charges are dropped when using a combat ability, the talent cannot immediately stack with Becalming Eruption and Reality Anchor (unless Psyker regains warp charges during their active duration).
Essence Harvest
Replenish 30% Toughness over 5s on gaining Warp Charge. Gaining a new Warp Charge during this time resets the timer.

function: recover_percentage_toughness

When gaining a warp charge, replenishes 6% of maximum toughness per second for 5 seconds. Gaining a warp charge while the duration is active only resets the 5s window and does not increase the amount of toughness replenished.

The effectiveness of this talent's toughness replenishment is affected by certain player debuffs like toxic gas.
Empyrean Empowerment
Increases all Base Damage by +4% for each Warp Charge.

stat buff: damage

Per currently held warp charge, increases any damage by 4%; stacks additively with other damage buffs, and multiplicatively with power level buffs from weapon blessings.
In Fire Reborn
Killing an Enemy with Soulblaze has a 10% chance to grant you a Warp Charge.

Grants a 10% chance to gain a warp charge when an enemy who is currently affected by Psyler's Soulblaze dies to anything. This effect has no range limit and benefits all Psykers who have this talent wielded.
Psychic Vampire
Whenever you or an Ally in Coherency kill an enemy, you have a 4% chance to gain a Warp Charge.

Grants a 4% chance to generate one warp charge whenever an enemy is killed by Psyker or allies who are in coherency with Psyker. If multiple Psykers are in coherency with each other, all of them get a warp charge when the talent procs for one of them.
Warp Battery
Can store up to 6 Warp Charges.

Increases the max amount of warp charges Psyker can hold from 4 to 6.
Keystone Nodes (Part II)
Icon            
Mechanics
Empowered Psionics
Kills have a 10.0% chance to Empower your next Blitz.

Empowered Brain Rupture:
100% Peril Cost Reduction
50% Cast time Reduction
+50% Damage

Empowered Smite:
+200% Damage
50% faster spread between enemies

Empowered Assail:
100% Peril Cost Reduction.
Base Damage increase from 125 to 150.
Does not consume any charges.

Grants a 10% chance to gain a stack on enemy kill that empowers the next use of a Blitz ability. Can only stack once; stack lasts until consumed: Brain Rupture consumes stacks when its attack connects with an enemy, Smite consumes stacks when releasing (early or when at 100% peril), and Assail consumes stacks per thrown projectile.

Empowered Brain Rupture:

stat buffs:
psyker_smite_cost_multiplier
smite_attack_speed
smite_damage


Sets Brain Rupture's peril cost to 0 thereby allowing it to be cast while at 100% peril. Increases Brain Rupture's damage by 50%; stacks additively with other applicable damage buffs (see Blitz section). Reduces Brain Rupture's charge time for both LMB and RMB attacks, stacking additively with Kinetic Resonance (KR), and multiplicatively/additively with Celerity Stimm's two charge time reductions:

 
Attack
Base
Charge
Time
EP
EP
+KR
EP
+KRx2
EP
+Stimm
EP
+Stimm
+KR
EP
+Stimm
+KRx2
LMB
2s
(120 frames)
~1.33s
(80)
~0.88s
(53)
~0.66s
(40)
0.85s
(51)
~0.62s
(37)
~0.46s
(28)
RMB
3s
(180 frames)
2s
(120)
~1.33s
(80)
1s
(60)
1.3s
(78)
~0.83s
(50)
0.7s
(42)

Note that Brain Rupture's total attack time consists of the charge time and a 0.2s attack animation that is unaffected by charge time reductions. Also note that, due to the nature of the calculation, a 50% increase to charge speed does not equate to a 50% reduction in actual time. (reference)[forums.fatsharkgames.com]

Empowered Smite:

stat buffs:
chain_lightning_damage
chain_lightning_jump_time_multiplier


Increases Smite's damage by 200%; stacks additively with other applicable damage buffs (see Blitz section). Also reduces Smite's jump time by 50%, from 0.3s to 0.2s, for both LMB and RMB; stacks multiplicatively with related buff from Celerity Stimm.

Empowered Assail:

buff keyword: psyker_empowered_grenade

Sets Assail's peril cost to 0 thereby allowing to throw projectiles while at 100% peril. Does not consume a projectile from ammo pool. Enables better damage profiles for both LMB and RMB which increases base damage to 350 and 500 respectively as well as the maximum hit mass limit of projectiles to hit more targets (see the Assail guide section above for a cleave breakpoint table). Also increases the projectile lifetime to 3.5s (RMB only).
Psychic Leeching
Using your Blitz while Empowered Psionics is active replenishes 20% Toughness to you and Allies in Coherency.

function: recover_percentage_toughness

When a Blitz ability is used, replenishes 20% of maximum toughness to Psyker and allies who are in coherency with Psyker. Procs when Brain Rupture hits, when Smite starts casting (LMB immediately; RMB after charging), and when Assail spawns a projectile.

The effectiveness of this talent's toughness replenishment is affected by certain player debuffs like toxic gas.
Bio-Lodestone
Increases the chance to gain Empowered Psionics on Kill from 10% to 15%.

Increases the base chance of 10% to gain an empowered stack on enemy kill to 15%.
Overpowering Souls
Guaranteed chance to gain Empowered Psionics on Elite Kills.

Additionally to Empowered Psionic's chance to gain empowered stacks on enemy kills, always generates 1 stack on elite kill.
Charged Up
You can now hold up to 3 Stacks of Empowered Psionics.

Allows Psyker to store up to 3 empowered stacks.
Keystone Nodes (Part III)
Icon            
Mechanics
Disrupt Destiny
Every second, Enemies within 25m have a chance of being Marked. Killing a Marked Enemy Replenishes 25% Toughness over 2.5s, grants +20% Movement Speed for 2.5s, and adds a Precision Bonus for 5s.

Each Precision Bonus grants +1% Damage, +2% Critical Damage and +2.5% Weakspot Damage. Precision Bonus Stacks 15 times and when the duration ends, one stack is removed and the duration is refreshed.

function: recover_percentage_toughness

stat buffs:
movement_speed
damage
critical_strike_damage
weakspot_damage


Scans for targets within 40m to mark. Only marks targets who are currently inside Psyker's FOV. Marks a new target if the current one has been outside of Psyker's FOV for more than 5s, or if the current target has lost line of sight to Psyker for more than 5s. Valid targets are: Bruisers, Ritualist, Stalkers, Scab Shooter, Ragers, Gunners, Shotgunners, and Mauler. Marks one target at a time. If the target dies, selects a new one within 1s.

When killing a marked enemy, does three things:
(1) Replenishes 10% of maximum toughness per second for 2.5s; this toughness replenishment is affected by specific player debuffs like toxic gas.

(2) Increases movement speed by 20% for 2.5s; stacks additively with movement speed buffs from Mettle, Warp Speed, small movement speed node, and weapon blessings like Rev it Up.

(3) Grants 1 stack of Precision (up to 15); stacks last 5s and are dropped one by one. Per Precision stack, increases any damage by 1%, critical hit damage by 2%, and weakspot damage by 2.5%; these buffs stack additively with other related damage buffs, and multiplicatively with power level buffs from weapon blessings. Precision stacks can be refreshed during active duration by damaging a marked enemy, by pushing a marked enemy, and by DoT ticks on a marked enemy; also by the same actions against monstosities and Captains/Twins.
Purloin Providence
Killing Enemies Marked by Disrupt Destiny have a 100% chance to instantly Quell 5% of your Peril.

function: WarpCharge.decrease_immediate

Killing a marked enemy removes 5% peril from the current peril amount. Procs additionally to By Crack of Bone and Tranquility Through Slaughter. This effect can proc alongside Battle Meditation removing 15% peril total.
Perfectionism
Maximum Precision Bonus stacks are increased from 15 to 25.

Increases the maximum amount of percision stacks Psyker can gain from 15 to 25.
Lingering Influence
Increase the duration of Disrupt Destiny from 5s to 10s.

Increases the 5s base duration of precision stacks to 10s.
Cruel Fortune
Weakspot Kills grant 2 additional Stacks of Disrupt Destiny.

When killing a marked enemy with a weakspot hit with a melee, ranged, Brain Rupture, or Assail attack, grants two precision stacks additionally to the one guaranteed for killing a marked enemy.
37 Comments
shalnath 28 Feb @ 4:48am 
Appreciate the confirmation!
kuli  [author] 28 Feb @ 3:59am 
Kinetic Flayer does not proc Psychic Leeching because the latter is set up to only proc on specific blitz ability actions which Kinetic Flayer does not use.
shalnath 28 Feb @ 1:07am 
Do you know if Kinetic Flayer procs the toughness regen from Psychic Leeching? I'm leaning towards no, but I haven't been able to find anything specifically mentioning both talents together and my own testing has been inconclusive.
kuli  [author] 18 Jan @ 3:54pm 
There are no hidden benefits if you pair Charged Strike, Enfeeble and Shock Maul. The maul triggers Charged Strike like any other melee weapon (heavy attack), and benefits the samy way (10% increased damage while Charged Strike is actively damaging the target).

If you want to minmax the electrocution DoT applied by Shock Maul's weapon special (45 base damage per tick, before armor damage modifiers), then you'd execute the weapon special first and follow it up with a heavy attack. Note that Shock Maul's weapon special DoT can also be buffed by warp_damage buffs (Perfect Timing, Malefic Momentum, Empyric Shock). The High Voltage blessing would also always buff its damage.

Personally, I wouldn't pair Charged Strike with Shock Maul since Charged Strike is mostly a tool to apply the electrocuted state to enemies which the maul can do just fine; it requires a staggering hit and an armor damage modifier of 0.6 or more against the attacked hit zone (which most of the attacks have).
v4nd4hl 18 Jan @ 5:52am 
Hello

I'd like to ask you what you do know about the interaction between shock maul / charged strike / enfeeble. Wherever I look / ask, I do not have a clear answer.

Is charged strike a wasted pick on a shock maul build or are there any hidden benefits? If you could explain all the shenanigans ... i'd be thankful :)

Have a good one and thanks for your guides!
kuli  [author] 14 Jan @ 4:13am 
Yea, being 'knocked down' or being 'disabled' are two specific character states. Unlucky for Some only procs on the former; the latter would include being 'netted' (Trapper), 'pounced' (Pox Hounds), 'grabbed' (Chaos Spawn, Mutants, Daemonhost), 'consumed' (Beast of Nurgle).
xsSplater 13 Jan @ 11:12pm 
When a player is "picked up by a Mutie or hit by Hounds" it is called "disabled".
schmuckatelli 13 Jan @ 11:06pm 
RE: Unlucky for Some
Are players 'knocked down' only when they are in downed state or does this apply when they're say picked up by a Mutie or hit by Hounds?
Я устал 29 Dec, 2024 @ 12:58pm 
Thank you for your reply.
kuli  [author] 29 Dec, 2024 @ 10:18am 
Yes, Enfeeble also buffs the damage dealt by Smite itself.