战锤40K:暗潮

战锤40K:暗潮

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[1.9.x] Zealot Talents & Mechanics
由 kuli 制作
This guide explains all of Zealot'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:

For enemy stats and relevant mechanics:
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Base Stats
Zealot 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
200
Health (downed)
knocked_down_health
1000
Crit chance
base_critical_strike_chance
5%

Toughness
Toughness
max
100
Toughness on Melee Kill
replenish_types.melee_kill
5% of max toughness

Coherency Toughness
Generally, coherency works like a daisy chain[i.imgur.com]that connects the players; a player does not need to be in coherency with all others at once, just with one that might be in coherency with others. Then, 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
3
Stamina Regen Delay
regeneration_delay
0.75s
Stamina Regen Speed
regeneration_per_second
1.5 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
2.5m
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
0.5s
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
0.25s
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
5.2m/s
Sprint Multiplier when out of Stamina
no_stamina_sprint_speed_multiplier
0.75
This reduces only the bonus to movement speed when sprinting with stamina.
Toughness Damage Taken Modifier (Sprinting)
state_damage_modifiers.sprinting
0.5
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_modifier.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).
Talent Nodes (Part I)
Abolish Blasphemers
Icon            
Mechanics
+15% Damage vs Elites.

stat buff: damage_vs_elites

Increases any damage against enemies with the elite tag by 15%; stacks additively with other damage buffs, and multiplicatively with power level buffs from weapon blessings.

Breeds with elite tag: Bulwark, Crusher, Gunners, Mauler, Plasma Gunner, Radio Operator, Ragers, Reaper, Shotgunners


Against the Odds
Icon            
Mechanics
For every 2 enemies within 5m, gain +2% Damage and +10% Cleave. Stacks 5 times.

stat buffs:
damage
max_hit_mass_attack_modifier


Every 2 enemies within 5m of Zealot grant stacks (up to 5 stacks with at least 10 enemies in range). Per stack, does two things:

(1) Increases any damage by 2% (up to +10%); stacks additively with other damage buffs, and multiplicatively with power level buffs from weapon blessings.

(2) Increases the maximum hit mass limit of melee and ranged attacks by 10% (up to +50%), thereby allowing attacks to cleave more enemies. Stacks additively with related buffs from weapon blessings Devastating Strike, Savage Sweep, and Wrath, and multiplicatively with power level buffs from weapon blessings.

Note that this talent is inactive while Zealot is disabled; this includes hanging from a ledge, netted by Trapper, pounced by Pox Hound, grabbed by Mutant, Daemonhost, or Chaos Spawn, and consumed by Beast of Nurgle.


Anoint in Blood
Icon            
Mechanics
Up to +25% Base Ranged Damage, reduced the further you are from the target.

stat buff: damage_near

While the ranged weapon is wielded, increases any damage by 25% against enemies within a 12.5m radius; stacks additively with other damage buffs, and multiplicatively with power level buffs from weapon blessings. Beyond 12.5m, the damage buff decreases linearly until it loses its effect at 30m:

Distance
to Target
1m
12.5m
13m
15m
20m
25m
30m
Damage
Increase
25%
25%
~24.3%
~21.4%
~14.3%
~7.1%
0%

This also increases the damage of Blades of Faith and DoTs (including Immolation Grenade's burn and Stunstorm Grenade / Stun Grenade's electrocution) as long as Zealot stays within 30m to the enemy and wields the ranged weapon.

Note that ranged weapons interact differently with this talent depending on their individual effective damage ranges: For example, Infantry Lasguns have inverted falloff; they deal their lowest damage within 7m, then ramp up to their highest damage at 15m and beyond. With the talent equipped, the Lasguns' damage falloff within 7m is mitigated, their highest damage at 15m is increased, and beyond 15m the talent's linear decrease is active until 30m.


Backstabber
Icon            
Mechanics
+25% Damage on Backstab and Flanking Hits.

buff keywords:
allow_backstabbing
allow_flanking


stat buffs:
backstab_damage
flanking_damage


This talent does two things:

(1) Enables backstabbing. Increases damage by 25% when backstabbing; stacks additively with backstab damage buffs from Shroudfield and Master-Crafted Shroudfield), and multiplicatively during calculation with other damage buffs and power level buffs from weapon blessings.

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

(2) Enables flanking. Increases damage by 25% when flanking; stacks additively with the flanking damage buff from Shroudfield and Raking Fire weapon blessing, and multiplicatively with other damage buffs and power level buffs from weapon blessings.

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


Behind the Lines
Icon            
Mechanics
Heavy Melee Backstab Kills suppress enemies within 8m. 5s Cooldown.

function: Suppression.apply_area_minion_suppression

If not on cooldown, killing an enemy with a heavy melee attack when backstabbing deals very high suppression to all suppressible enemies within 8m of Zealot.

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

Breeds that can be suppressed: Armored Groaner, Groaner, Dreg Gunner, Dreg Stalker, Radio Operator, Reaper, Scab Gunner, Scab Shooter, Scab Stalker


Bleed for the Emperor
Icon            
Mechanics
Damage that would take your Health to the next Wound is reduced by 40%.

stat buff: health_segment_damage_taken_multiplier

Procs only when taking health damage. If the amount of incoming health damage is high enough to deplete one of Zealot's health segments, the talent then reduces this health damage amount by 40%; stacks multiplicatively with other damage reduction buffs. Does not reduce toughness damage taken.


Blinded by Blood
Icon            
Mechanics
Bleeding enemies increase their damage taken by +15% for 5s.

stat buff: damage_taken_multiplier

Any of Zealot's attacks that apply a stack of bleed to enemies also apply a debuff to enemies that increases all their damage taken by 15% for 5s; can be refreshed during active duration. Does not stack with the same debuff from another Zealot. Stacks multiplicatively with other damage taken debuffs, with damage buffs, and with power level buffs from weapon blessings.


Blood Redemption
Icon            
Mechanics
+100% Toughness Replenishment on Melee Kill.

stat buff: toughness_melee_replenish

Doubles Zealot's base 5% of maximum toughness gained on melee kill to 10% of maximum toughness gained on melee kill. The effectiveness of this toughness replenishment is affected by Restorative Verses and certain player debuffs like toxic gas.
Talent Nodes (Part II)
Dance of Death
Icon            
Mechanics
-75% Spread and -50% Recoil for 3s on successful Dodge.

stat buffs:
spread_modifier
recoil_modifier


Reduces the spread and recoil of ranged weapons for 3s; stacks additively with related buffs from Run 'n' Gun and Powderburn weapon blessings.

Procs on successfully dodging enemy melee or ranged attacks (except Gunners, Reaper, Sniper), and disabler attacks (Pox Hound jump, Trapper net, Mutant grab). 'Successful dodge' means dodging an enemy attack that is locked on the player with an accordingly timed dodge or sliding action.

The Ghost, Hit & Run and Stripped Down weapon blessings can proc this talent (only against ranged attacks).


Desperation
Icon            
Mechanics
Up to +20% Melee Damage based on missing Stamina.

stat buff: melee_damage

Based on the missing stamina percentage, linearly increases melee damage by up to 20%; stacks additively with other related damage buffs, and multiplicatively with power level buffs from weapon blessings.

Current Stamina
100%
90%
80%
70%
60%
50%
40%
30%
20%
10%
0%
Melee Damage
0%
2%
4%
6%
8%
10%
12%
14%
16%
18%
20%


Disdain
Icon            
Mechanics
+5% Damage on your next Melee Attack for each Enemy Hit. Stacks 5 times.

stat buff: melee_damage

Hitting enemies with melee attacks grants stacks (up to 5); can generate multiple stacks per swing when cleaving. Stacks last until consumed, hitting air consumes all current stacks. Melee special actions of ranged weapons (bashes, etc) can generate and consume stacks.

Per stack, increases the damage of the next melee attack by 5% (up to +25%); stacks additively with other damage buffs, and multiplicatively with power level buffs from weapon blessings.


Duellist
Icon            
Mechanics
+50% Finesse Damage for 3s on successful Dodge.

stat buff: finesse_modifier_bonus

Grants a finesse damage bonus of 50% to melee and ranged attacks for 3s boosting crit and weakspot damage; stacks additively with other finesse damage buffs, and multiplicatively with power level buffs from weapon blessings.

Procs on successfully dodging enemy melee or ranged attacks (except Gunners, Reaper, Sniper), and disabler attacks (Pox Hound jump, Trapper net, Mutant grab). 'Successful dodge' means dodging an enemy attack that is locked on the player with an accordingly timed dodge or sliding action.

The Ghost, Hit & Run and Stripped Down weapon blessings can proc this talent (only against ranged attacks).


Enduring Faith
Icon            
Mechanics
+40% Toughness Damage Reduction on Critical Hit for 4s.

stat buff: toughness_damage_taken_multiplier

Critical hits with melee or ranged attacks (including attacks with weapon special actions) grant 40% toughness damage reduction for 4s; can be refreshed during active duration. Stacks multiplicatively with other damage reduction buffs.


Enemies Within, Enemies Without
Icon            
Mechanics
Replenish +2.5% Toughness per Second while within 5m Range of an Enemy, increased by +1% per Enemy. Monstrosities count as 5. Max +7.5%.

function: recover_percentage_toughness

Based on the number of enemies within 5m of Zealot, replenishes a specific amount of maximum toughness per second:

Enemies
 0 
 1 
 2 
 3 
 4 
 5 
> 5
Max Toughness
per second
 -
2.5%
3.5%
4.5%
5.5%
6.5%
7.5%

Alternatively, as long as one monstrosity (Beast of Nurgle, Daemonhosts, Chaos Spawn, Plague Ogryn) or one Captain/Twin is within range, the maximum replenishment amount of 7.5% of max toughness per second is always granted.

The toughness replenishment is inactive while Zealot is disabled; this includes hanging from a ledge, netted by Trapper, pounced by Pox Hound, grabbed by Mutant, Daemonhost, or Chaos Spawn, and consumed by Beast of Nurgle. Does not interact with coherency toughness regeneration.

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

There is currently a visual bug: The stack count displayed in the HUD is one less than it actually is.


Faith's Fortitude
Icon            
Mechanics
+2 Wounds.

stat buff: extra_max_amount_of_wounds

Adds two additional health segments; stacks additively with extra wounds from curios.


Faithful Frenzy
Icon            
Mechanics
+10% Melee Attack Speed.

stat buff: melee_attack_speed

Increases melee weapon attack animation speed by 10%. Stacks additively with related buffs from Fury of the Faithful, Inexorable Judgement, Punish Impiety, Maniac, and Celerity Stimm.


Good Balance
Icon            
Mechanics
A successful Dodge grants +25% Damage Reduction for 2.5s.

stat buff: damage_taken_multiplier

Reduces both toughness and health damage taken by 25% for 2.5s; can be refreshed during active druation. Stacks multiplicatively with other damage reduction buffs.

Procs on successfully dodging enemy melee or ranged attacks (except Gunners, Reaper, Sniper), and disabler attacks (Pox Hound jump, Trapper net, Mutant grab). 'Successful dodge' means dodging an enemy attack that is locked on the player with an accordingly timed dodge or sliding action.

The Ghost, Hit & Run and Stripped Down weapon blessings can proc this talent (only against ranged attacks).
Talent Nodes (Part III)
Grievous Wounds
Icon            
Mechanics
+50% Stagger on Melee Weakspot Hits.

stat buff: melee_weakspot_impact_modifier

Increases the stagger strength of melee attacks against weakspots by 50%; also applies to melee special actions of ranged weapons. Stacks additively with related stagger buffs from Punishment and weapon blessings.


Holy Revenant
Icon            
Mechanics
When Until Death ends, you regain Health based on the Damage you dealt during Until Death, to a maximum of 25% Max Health. Melee Damage dealt heals for 3 times that amount.

During Until Death's 5 second duration, leeches 0.7% of non-melee damage and 2.1% of melee damage dealt to enemies. When Until Death ends, converts the leeched amount to health, up to 25% of Zealot's maximum health.


Hubris
Icon            
Mechanics
+15% Damage Resistance after Weakspot Kill. Lasts 4s.

stat buff: damage_taken_multiplier

Killing an enemy with a melee or ranged weakspot hit reduces both toughness and health damage taken by 15% for 4s; can be refreshed during active duration. Stacks multiplicatively with other damage reduction buffs.


Impassible
Icon            
Mechanics
Gain +25% Block Cost Reduction while Dodging and for 2s afterwards. Perfect Blocking an attack restores 3 Dodges. 8s Internal Cooldown.

stat buff: block_cost_multiplier

This talent does two things:

(1) Reduces the stamina cost when blocking melee attacks by 25% for 2s; can be refreshed during active duration. Stacks multiplicatively with Block Efficiency from curios and melee weapon perks, and with the stamina cost reduction buff from Zealous and Celerity Stimm.

Procs on successfully dodging enemy melee or ranged attacks (except Gunners, Reaper, Sniper), and disabler attacks (Pox Hound jump, Trapper net, Mutant grab). 'Successful dodge' means dodging an enemy attack that is locked on the player with an accordingly timed dodge or sliding action.

(2) If not on cooldown, on perfect block, restores 3 dodges to the current effective dodge count. Usually, a character can perform only a specific amount of effective dodges in a row before dodges lose their effect. The amount of effective dodges a character has varies depending on the dodge template of the currently wielded weapon or item. The dodge count resets naturally after 0.85s of not dodging (all characters). This talent allows to actively maintain effective dodges without having to wait for the natural dodge count reset.

'Perfect block' refers to perfect blocking. This is a blocking state which requires a successfully executed block action within 0.3s against an incoming attack. If the character has been blocking for longer than 0.3s when the to-be-blocked attack hits, it is not a perfect block. By default, a perfect block has no benefit. It is considered as a proc condition.
Talent Nodes (Part IV)
No Respite
Icon            
Mechanics
Replenish 10% Stamina on Melee Critical Hit. 1s Cooldown.

function: add_stamina_percent

Hitting an enemy with a critical melee attack (including melee special actions of ranged weapons) replenishes 10% of maximum stamina; has an internal cooldown of 1s.


Out of Pocket
Icon            
Mechanics
Melee Backstab Kills replenish +5% of your Missing Ammo from your Reserve when swapping to your Ranged Weapon. Stacks 5 times.

function: Ammo.transfer_from_reserve_to_clip

Killing an enemy with a melee hit when backstabbing grants stacks (up to 5); can generate multiple stacks per swing when cleaving, stacks last until consumed upon weapon swap. When swapping to the ranged weapon, per stack, transfers 5% of a weapon's missing ammo in clip from the current ammo in reserve to the clip. For example, Zealot with 4 stacks and a weapon missing 29 bullets in its clip transfers 29x0.05x4=5.8 bullets which is rounded up to 6.

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

There is currently a bug: The max stack count is not factored in during calculation, so after getting enough backstab kills, the full clip can be reloaded.


Prime Target
Icon            
Mechanics
+10% Damage and replenish 15% Toughness over 5s, after Elite Kill.

function: recover_percentage_toughness

stat buff: damage


Killing an elite does two things for 5s (can be refreshed during active duration):

(1) Increases any damage by 10%; stacks additively with other damage buffs, and multiplicatively with power level buffs from weapon blessings.

(2) Replenishes 3% of maximum toughness per second for 5 seconds; can be refreshed during active duration. The effectiveness of this toughness replenishment is affected by Restorative Verses and certain player debuffs like toxic gas.


Providence
Icon            
Mechanics
+25% Revive Speed. In addition, Allies you Assist / Revive, get +10% Movement Speed and +15% Toughness Damage Reduction for 5s.

stat buffs:
revive_speed_modifier
movement_speed
toughness_damage_taken_multiplier


This talent does two things:

(1) Increases Zealot's interaction speed by 25% when reviving knocked down allies, rescuing respawned allies, pulling allies up from ledges, or freeing allies from nets; stacks additively with Revive Speed (Ally) from curios.

(2) Allies assisted by Zealot have their movement speed increased by 10% for 5s; stacks additively with other movement speed buffs. Allies also gain 15% toughness damage reduction for 5s; stacks multiplicatively with other damage reduction buffs.


Punishment
Icon            
Mechanics
Melee Attacks that Hit at least 3 Enemies grant +8% Impact Strength for 8s. Stacks 5 times. At max Stacks gain Uninterruptible.

buff keywords:
stun_immune
uninterruptible


stat buff: impact_modifier


Hitting three or more enemies with melee attacks grants stacks (up to 5); stacks last for 8s and can be refreshed during active duration. Per stack, increases the stagger strength of melee and ranged attacks by 8% (up to +40%); stacks additively with stagger buffs from Grievous Wounds and weapon blessings, and multiplicatively with power level buffs from weapon blessings.

At max stacks, also grants immunity to stuns from both melee and ranged attacks (slowdown effects still apply), and makes Zealot's interact actions (e.g. reviving, using med station, operating scan device, etc) uninterruptible so that they cannot be canceled as a result of hit reactions.


Punish Impiety
Icon            
Mechanics
Push followup attacks grant +10% Melee Attack Speed for 5s.

stat buff: melee_attack_speed

Hitting an enemy with the push-attack of a melee weapon increases melee weapon attack animation speed by 10% for 5s; can be refreshed during active duration. Stacks additively with related buffs from Faithful Frenzy, Fury of the Faithful, Inexorable Judgement, Maniac, and Celerity Stimm.


Purge the Unclean
Icon            
Mechanics
+20% Increased Damage against Infested & Unyielding Enemies.

stat buffs:
disgustingly_resilient_damage
resistant_damage


Increases all damage by 20% against enemies with base armor types Infested and Unyielding; stacks additively with the same damage buffs from weapon perks, and during calculation multiplicatively with other damage buffs and power level buffs from weapon blessings.


Relentless Fervor
Icon            
Mechanics
+10% Sprint Speed and -10% Sprint Cost. Sprinting for 1s grants Slowdown Immunity.

buff keyword: slowdown_immune

stat buffs:
sprint_movement_speed
sprinting_cost_multiplier


This talent does three things:

(1) Increases sprinting speed by 10%; stacks multiplicatively with movement speed buffs from Shroudfield, Thy Wrath be Swift, the small movement speed node, and weapon blessings like Rev It Up.

(2) Reduces stamina drain while sprinting by 10%; stacks multiplicatively with sprinting cost reduction buffs from Sprint Efficiency on curios, ranged and melee weapon perks, and from Celerity Stimm. Also stacks multiplicatively with stamina cost reduction buffs from Zealous and Celerity Stimm.

(3) After 1s of sprinting, grants immunity from slowdowns from both melee and ranged attacks while sprinting.
Talent Nodes (Part V)
Restoring Faith
Icon            
Mechanics
On taking Damage, heal 20% of that Damage. Occurs over 4s.

Procs only when taking health damage (also while in downed state). Heals 20% of health damage taken over the next 4s. Can track up to 10 instances of damage taken and restores the correct amount of health when taking damage while already restoring.


Retaliatory Defence
Icon            
Mechanics
On Block Break, you are no longer Stunned and instead restore 50% Stamina. 12s Cooldown.

function: add_stamina_percent

buff keyword: stun_immune_block_broken


If not on cooldown, this talent does two things when stamina reaches 0 as a result of blocking an enemy attack with insufficient stamina:

(1) Replenishes 50% of maximum stamina.

(2) Usually, when an enemy attack breaks a player's block, the player is put into a state ('block broken') that entails two relevant parts: a movement speed debuff whose intensity declines over time (over 0.4s by default, over 2s after Crusher/Mauler overhead) as well as an action delay that ignores regular stun immunity (i.e. stun_immune) and disables certain actions (combat ability use, dodging, attacking, blocking, weapon swapping, jumping, etc) for a certain duration (0.75s by default, 1s after block break by Crusher/Mauler overhead). This talent always allows to bypass the forced action delay after being block broken. It does not allow to bypass the slowdown effect after being block broken (for this, slowdown_immune from talents like Thy Wrath be Swift would be required).


Riposte
Icon            
Mechanics
+3% Melee Damage after Successful Dodge. Stacking 5 times. Lasts 8s.

stat buff: melee_damage

Increases melee damage by 3% per stack (up to +15%); stacks last for 8s and can be refreshed during active duration. Stacks additively with other related damage buffs, and multiplicatively with power level buffs from weapon blessings.

Procs on successfully dodging enemy melee or ranged attacks (except Gunners, Reaper, Sniper), and disabler attacks (Pox Hound jump, Trapper net, Mutant grab). 'Successful dodge' means dodging an enemy attack that is locked on the player with an accordingly timed dodge or sliding action.

The Ghost, Hit & Run and Stripped Down weapon blessings can proc this talent (only against ranged attacks).


Scourge
Icon            
Mechanics
Melee Critical Hits apply Bleed, causing Damage over time.

Melee Hits on Bleeding Enemies grant +10% Critical Chance for 3s. Stacks 3 times.

stat buff: melee_critical_strike_chance

Critical hits with melee attacks (including melee special actions of ranged weapons) apply 2 stacks of bleed to enemies; up to 16 max bleed stacks on a target. Can't apply bleed through shields.

Bleed: same as other sources of bleed; lasts 1.5s; ticks every 0.5s; refreshes duration on stack application; above average armor damage modifiers across the board, low armor damage modifier against Carapace.

Hitting bleeding enemies with melee attacks grants stacks (up to 3) for 3s; can be refreshed during active duration. Per stack, grants 10% additional crit chance to melee attacks.


Second Wind
Icon            
Mechanics
Replenish 15% Toughness on a Successful Dodge.

function: recover_percentage_toughness

Per successful dodge, replenishes 15% of maximum toughness; has an internal cooldown of 0.5s. The effectiveness of this toughness replenishments is affected by Restorative Verses and certain player debuffs like toxic gas.

Procs on successfully dodging enemy melee or ranged attacks (except Gunners, Reaper, Sniper), and disabler attacks (Pox Hound jump, Trapper net, Mutant grab). 'Successful dodge' means dodging an enemy attack that is locked on the player with an accordingly timed dodge or sliding action.

The Ghost, Hit & Run and Stripped Down weapon blessings can proc this talent (only against ranged attacks).


Shield of Contempt
Icon            
Mechanics
When you or an Ally in Coherency takes damage, they gain +60% Damage Reduction for 4s. Triggers every 8s.

stat buff: damage_taken_multiplier

Reduces both toughness and health damage taken by 60% for 4s. Procs only on taking health damage (also while in downed state); always procs for Zealot if conditions are met; has no range limit when procced by allies or bots (coherency is not required). The talent can apply its damage reduction buff only once per proc. It has one global cooldown that is shared between all players (and bots). So if the talent has been procced either by Zealot or by an ally, it grants its damage reduction buff only to the player who triggered it before it goes on cooldown for 8s. The cooldown starts immediately during the buff's 4s duration. Stacks multiplicatively with other damage reduction buffs; does not have a HUD icon but plays a screen effect during its active duration.

If there are multiple Zealots who all run Shield of Contempt, the talent works as follows: The first Zealot to take health damage 'claims' the damage reduction buff. It lasts for 4s, during which it stacks multiplicatively with other Zealots' Shield of Contempt buffs, up to 97.44% damage reduction with four Zealots (1-0.4⁴=0.9744), only if the other Zealots also proc their talents while the duration of the buff that was 'claimed' by the first Zealot is still active. Since the damage reduction buff can only be applied once per proc, it does not benefit those Zealots who proc their talents while the first Zealot still has the damage reduction buff.


Sustained Assault
Icon            
Mechanics
+4% Melee Damage for 5s on Hitting an Enemy with a Melee Attack. Stacks 5 times.

stat buff: melee_damage

Hitting enemies with melee attacks (including melee special actions of ranged weapons) grants stacks (up to 5); stacks last for 5s and can be refreshed during active duration. Per stack, increases melee damage by 4%; stacks additively with other damage buffs, and multiplicatively with power level buffs from weapon blessings.
Talent Nodes (Part VI)
Time to Kill
Icon            
Mechanics
+50% Melee Backstab Damage. 8s Cooldown.

buff keyword: allow_backstabbing

stat buff: backstab_damage


Enables backstabbing. Every 8s, increases damage by 50% when backstabbing for one attack. Stacks additively with backstab damage buffs from Backstabber and Shroudfield (including Master-Crafted Shroudfield), and multiplicatively during calculation with other damage buffs and power level buffs from weapon blessings.

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

Note that revved up attacks from chain weapons benefit only on the initial hit from this talent's buff, the sawing damage ticks and the final rip damage do not.


The Master's Retribution
Icon            
Mechanics
Knock back the Attacker on taking a Melee Hit. 8s Cooldown.

If not on cooldown, releases a push that staggers the attacker (if possible) when taking a melee hit. The push has a range of 2.75m and a rather narrow effective push angle (~22°). Always pushes the direct attacker (if possible); pushes additional targets (if possible) if they are inside the effective push angle. The push cannot stagger Crusher, Mutants, Ragers, monstrosities, and Captains/Twins. Bulwark's shield bash, despite not dealing any damage, procs the talent. Can push back a pouncing Pox Hound. Does not proc while Zealot is already disabled or downed.


The Voice of Terra
Icon            
Mechanics
Replenish 4% Toughness on Ranged Kill.

function: recover_percentage_toughness

Killing an enemy with a ranged attack (including Blades of Faith) replenishes 4% of maximum toughness. Procs additionally to weapon blessings like Inspiring Barrage, Reassuringly Accurate, Gloryhunter. The effectiveness of this talent's toughness replenishment is affected by Restorative Verses and certain player debuffs like toxic gas.


Thy Wrath be Swift
Icon            
Mechanics
Enemy Melee Attacks cannot Stun you. On taking Damage, gain +15% Movement Speed for 2s.

buff keywords:
stun_immune
slowdown_immune


stat buff:
movement_speed


This talent does two things:

(1) Always grants immunity to stuns and slowdowns from both melee and ranged attacks.

(2) For 2s after taking damage to toughness or health by any attack, increases movement speed by 15%; stacks additively with movement speed buffs from Shroudfield, the small movement speed node, and weapon blessings like Rev It Up, and multiplicatively with the sprint speed buff from Relentless Fervor.


Unfaltering
Icon            
Mechanics
Become Uninterruptible while charging Melee Attacks. Remove +100% of Heavy Melee Attack Movement Speed penalties.

buff keyword: uninterruptible

stat buff: weapon_action_movespeed_reduction_multiplier


During the windup phases of light and heavy melee attacks, removes any action movement speed penalty (if applicable) and makes Zealot's interact actions (e.g. reviving, using med station, operating scan device, etc) uninterruptible so that they cannot be canceled as a result of hit reactions. 'Windup' refers to a specific action kind in weapon profiles, it is the 'charging or ready up movement' animation before an actual swing is executed. Action movement speed penalties that are part of the executed swing itself are unaffected.


Unseen Blade
Icon            
Mechanics
+15% Damage vs Enemies not targeting you.

stat buff: damage_vs_nonthreat

Increases any damage against enemies who are actively targeting other players by 15%; stacks additively with other damage buffs, and multiplicatively with power level buffs from weapon blessings. Against enemies who are still unaggroed and do not have a player target yet (e.g. roamers standing around), this talent does nothing; note that the talent always grants its damage buff in the Psykhanium while enemy perception is disabled.


Until Death
Icon            
Mechanics
Fatal Damage instead grants you Invulnerability for 5s. Occurs every 120s.

buff keyword: resist_death

If not on cooldown, prevents incoming damage from lowering Zealot's current health below 1 HP by granting invulnerability for 5s. 'Invulnerability' means that Zealot's health cannot be reduced below 1. Zealot can still lose any health above 1 while invulnerable (e.g. by taking hits while being healed by a medical crate). Does not prevent death from instakills when thrown out of bounds into a map killbox.


Vicious Offering
Icon            
Mechanics
Replenish 10% Toughness on Heavy Attack Kill.

function: recover_percentage_toughness

When killing an enemy with a heavy melee attack, replenishes 10% of maximum toughness additionally to Zealot's base 5% of maximum toughness gained on melee kill.

For example, with 120 max toughness, Zealot would replenish 120x(0.05+0.1)=18 toughness per heavy melee kill. The effectiveness of this toughness replenishment is affected by Restorative Verses and certain player debuffs like toxic gas.
Small Nodes
Icon        
Mechanics
Toughness Boost
+25 Toughness.

stat buff: toughness

Adds 25 toughness to Zealot's base maximum toughness of 100 thereby increasing Zealot's max toughness.

Current max toughness is multiplied by the toughness percentage buffs from curios. For example, at 125 max toughness (Zealot's base 100 and the +25 toughness node) with one +16% toughness curio with a +5% toughness perk, Zealot's max toughness of 125 is increased by 125x(0.16+0.05)=26.25 to 151.25 toughness (HUD rounds up: 152).

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

Availability on tree: 1
Toughness Damage Reduction
+10% Toughness Damage Reduction.

stat buff: toughness_damage_taken_modifier

Grants 10% toughness damage reduction. Stacks additively with I Shall Not Fall; the sum stacks multiplicatively with other damage reduction buffs.

Availability on tree: 1
Melee Damage Boost
+10% Melee Damage.

stat buff: melee_damage

Increases the damage of melee attacks by 10%. This also applies to melee special actions of ranged weapons. Stacks additively with the other small melee damage node and other related damage buffs, and multiplicatively with power level buffs from weapon blessings.

Availability on tree: 2
Movement Speed Boost
+5% Movement Speed.

stat buff: movement_speed

Increases movement speed by 5%. Stacks additively with other movement speed buffs, and multiplicatively with the sprinting speed buff from Relentless Fervor.

Availability on tree: 1
Blitz Nodes (Part I)
Stunstorm Grenade / Stun Grenade
Icon            
Mechanics
Throw a grenade that stuns all Enemies within its blast radius.

Throws a shock grenade that explodes. The explosion itself does not deal damage or stagger but applies a staggering electrocution effect to all enemies within its range.

Starting version: (Stun Grenade)
• Fuse time: 1.5s
• Max velocity: 30 (aimed, quick throw), 8 (underhand)
• Deals very low direct impact damage
• Explosion radius: 8m
• Suppression radius (explosion): 15m
• Electrocution: lasts 8s; stacks once; deals 8 base damage; deals damage and stagger in a tick interval between 0.3s and 0.8s (randomly chosen); staggers all enemies in range except Mutants, Poxburster, monstrosities and Captains/Twins; ignores Bulwark shields; can be refreshed during active duration

Augmented version: (Stunstorm Grenade)

stat buff: explosion_radius_modifier_shock

• Same properties as the starting version
• Explosion radius is increased by 50% to 12m
Blitz Nodes (Part II)
Immolation Grenade
Icon            
Mechanics
Throw a grenade that leaves a layer of flaming liquid, Burning and Staggering enemies, and barring their path. Most effective against Unarmoured Enemies.

Throws a grenade that explodes leaving a fire patch that deals burning damage over time to all enemies within range. The fire patch spreads until it reaches its maximum expansion.

• Fuse time: 1.7s
• Max velocity: 30 (aimed, quick throw), 8 (underhand)
• Deals very low direct impact damage
• Initial explosion deals very low damage and does not stagger
• Radius of initial explosion: 1m
• Suppression radius (explosion): 10m
• Fire patch: covers 150 units adjusting its spread depending on map geometry; lasts 15s; incentivizes enemies to path around it
• Burn (inside fire patch): stacks once; has a tick interval between 0.5s and 1.25s (randomly chosen); does not stagger; deals randomly varying base damage per tick (very high armor damage modifier against Unyielding; high against Unarmoured, Infested, Maniac; very low against Carapace); ignores Bulwark shield and Captains/Twins void shield
• Burn (leaving fire patch): enemies that leave the fire patch receive another short burn DoT; lasts 1s; ticks every 1s; deals randomly varying base damage with slightly worse armor damage modifiers than the inside burn
• Burn damage: is increased by 'rending' / 'brittleness', by perks of currently wielded weapons, by Combat Stimm, and by the following buffs from:
Talents
Abolish Blasphemers (against elites), Against the Odds, Anoint in Blood (if within 30m to the enemy and as long as the ranged weapon is wielded), Blinded by Blood, Ecclesiarch's Call, Inexorable Judgement, Prime Target, Purge the Unclean, and Unseen Blade (if not targeted)
Blessings
(melee)
if procced with weapon before or during burn's active duration: Energy Leakage, Executor, High Voltage (while electrocuted), Skullcrusher (while staggered), and Slaughterer
Blessings
(ranged)
if procced with weapon before or during burn's active duration: Blaze Away, Deathspitter, Dumdum, Execution (while staggered), Fire Frenzy, Full Bore, No Respite (while staggered), Pinning Fire, and Run 'n' Gun (while sprinting)
Blitz Nodes (Part III)
Blades of Faith
Icon            
Mechanics
Throw a consecrated knife to deal high Damage to a Single Enemy. Very effective against most Enemies; less effective against Carapace Armour.

- Quick Throw
- Killing Elite & Special Enemies in Melee replenishes 1 knife
- Ammo boxes replenish knives

Throws a projectile (knife) with a curving trajectory.

• Max travel time: 1.5s (the knife disappears after this time if it didn't hit a target)
• Max velocity: 75
• Suppression radius (on kill): 5m
• Damage: 585 base damage; high armor damage modifiers against Maniac/Infested; deals no damage against Carapace (unless weakspot hit or crit); no damage falloff
• Cleave: can cleave one Groaner, Poxwalker, Scab/Dreg Stalker, or Scab Shooter
• Ammo: replenishes 1 knife per melee elite or special kill; 2 knives per small ammo pickup; 6 knives per big ammo pickup, all knives per ammo crate

• Buff Interactions: Knives are affected by perks of currently wielded weapons, by Combat Stimm, and by the following buffs from:
Talents
Abolish Blasphemers (against elites), Against the Odds, Anoint in Blood (if within 30m to the enemy and as long as the ranged weapon is wielded), Backstabber (while flanking), Blinded by Blood, Duellist, Ecclesiarch's Call, Inexorable Judgement, Prime Target, Purge the Unclean, Shroudfield (while flanking), and Unseen Blade (if not targeted)
Blessings
(melee)
Direct proc while weapon wielded: Cranial Grounding, High Voltage (while electrocuted), Opportunist (while staggered), Uncanny Strike

Knives benefit from these buffs if procced with weapon before: Bladed Momentum, Devastating Strike, Energy Leakage, Executor, Mercy Killer, Precognition, Riposte, Savage Sweep, Shred, Skullcrusher (while staggered), Smackdown, Slaughterer, Thunderous, and Wrath
Blessings
(ranged)
Direct proc while weapon wielded: Deadly Accurate, Execution (while staggered), Hand-Cannon, Man-Stopper, No Respite (while staggered), Opening Salvo, Punishing Salvo, Puncture, Raking Fire (while flanking), and Sustained Fire

Knives benefit from these buffs if procced with weapon before: Blaze Away, Ceaseless Barrage, Crucian Roulette, Deathspitter, Dumdum, Fire Frenzy, Full Bore, Headhunter, Overpressure, Pinning Fire, Point Blank, Powderburn, Run 'n' Gun (while sprinting), Scattershot (knives don't consume stacks), Shattering Impact, Surgical, and Trickshooter
Aura Nodes
Benediction / The Emperor's Will
Icon            
Mechanics
+X% Toughness Damage Reduction for you and Allies in Coherency.

stat buff: toughness_damage_taken_multiplier

Grants toughness damage reduction to Zealot and to allies while they are in coherency with Zealot. Stacks multiplicatively with other damage reduction buffs. Does not stack with the same aura from another Zealot.

Starting version: (The Emperor's Will)
Grants 7.5% toughness damage reduction.

Augmented version: (Benediction)
Grants 15% toughness damage reduction.


Beacon of Purity
Icon            
Mechanics
Heal 1.5 Corruption from the current Wound for you and Allies in Coherency every 1s.

function: reduce_permanent_damage

Removes 1.5 corruption damage per second for Zealot and for allies while they are in coherency with Zealot; heals corruption damage up to the next health segment. This rate is high enough to counter a grimoire's corruption damage tick rate. However, the initial grimoire_chunk of 40 base corruption damage per book cannot be removed.


Zealous
Icon            
Mechanics
-15% Stamina Cost for you and Allies in Coherency.

stat buff: stamina_cost_multiplier

Reduces any kind of stamina drain by 15% for Zealot and allies who are in coherency with Zealot. This includes stamina drain by blocking, pushing, sprinting, jumping while sprinting, dodge-cancelling sticky attacks, Ogryn's Concentrate, and Veteran's Deadshot.

Stacks multiplicatively with the same buff from Celerity Stimm; also stacks multiplicatively with sprinting cost reduction buffs from Relentless Fervor, Sprint Efficiency on curios, ranged and melee weapon perks, and Celerity Stimm; also stacks multiplicatively with block cost reduction buffs from Impassible and Block Efficiency on curios and melee weapons, Psyker's Kinetic Deflection, and weapon blessings like Deflector and Last Guard.
Combat Ability Nodes (Part I)
Icon            
Mechanics
Fury of the Faithful / Chastise the Wicked
Dash forward, Replenishing 50% Toughness & gaining +20% Attack Speed fo 10s. Your next Melee Hit gains +25% Damage, has +100% Rending, and is a guaranteed Critical Hit.

Base Cooldown: 30s.

stat buffs:
melee_damage
melee_critical_strike_chance
melee_rending_multiplier
attack_speed


function: recover_percentage_toughness


Dash:
• Range: 7m (base); up to 21m (aimed)
• Can be aimed at enemies by holding the button; target is visually highlighted
• Cannot be activated while jumping or falling
• Aimed dash can be canceled either by blocking or backwards movement input; unaimed dash always moves Zealot 7m
• Cannot change direction while dashing
• Puts Zealot in is_dodging state and grants immunity to toughness damage while dashing
• Stops at enemies with armor base types Carapace and Unyielding, at monstrosities, and at Captains/Twins void shield
• Applies a light stagger on impact in a 3m radius

Starting version: (Chastise the Wicked)
• Replenishes a fixed amount of 50% maximum toughness on activation
• Increases melee damage by 25% for the next melee attack within 3s after activation (is not consumed by pushes)
• Grants 100% critical strike chance to the next melee attack within 3s after activation
• Grants 100% rending to the next melee attack within 3s after activation which boosts damage against armor types Carapace, Flak, Maniac, Unyielding; the first melee attack within the duration consumes this buff; ranged attacks do not benefit from this buff

Augmented version: (Fury of the Faithful)
• Same properties as the starting version
• Additionally, increases melee and ranged weapon attack animation speed by 20% after activation for 11s; can be refreshed during active duration (if two charges); stacks additively with other attack speed buffs and Celerity Stimm

There is currently a bug: DoTs ticking on a target will consume the guaranteed buffs for the next melee attack.
Unrelenting Fury
Killing an Elite or Specialist within 5s of using Fury of the Faithful restores +20% Ability Cooldown. Maximum once per use.

function: reduce_ability_cooldown_percentage

After combat ability use, killing one elite or one special within 5s reduces the remaining ability cooldown of Fury of the Faithful by 20% (=6s). Procs on kills with melee attacks, ranged attacks, and DoTs.

Does not interact with Combat Ability Regeneration from curios which only reduces the maximum cooldown of a combat ability. For example, a Zealot with three 4% curios has a Fury of the Faithful maximum cooldown of 30-30x0.12=26.4s which, on killing one elite, would be reduced by 26.4x0.2=5.28s when the talent is procced.
Redoubled Zeal
Fury of the Faithful now has 2 charges.

Adds a second charge to the combat ability. The cooldown of the second charge only starts after the first charge finished its cooldown.
Combat Ability Nodes (Part II)
Icon            
Mechanics
Chorus of Spiritual Fortitude
Wield a holy relic that releases pulses of energy every 0.8s. While channeling, Allies in Coherency have Stun Immunity and Invulnerability.

Each pulse Replenishes 45% Toughness to Allies in Coherency. If the Ally is at full Toughness they instead gain +15 Max Toughness up to a total of +75.

Each pulse also Staggers & Suppresses Enemies. Range increases with every pulse.

60s Base Cooldown.

buff keywords:
stun_immune
resist_death


stat buff: toughness_bonus_flat

function: recover_percentage_toughness


Holy Relic:
• Channeling: starts upon activation, lasts 5.5s, and releases a pulse every 0.8s (7 pulses total); can be canceled by blocking, sprinting, weapon swapping, or by pressing the ability button again
• Cooldown: 60s; while channeling, Holy Relic's cooldown is paused but its remaining cooldown can still be reduced by using a Concentration Stimm before activation; its maximum cooldown can be reduced by Combat Ability Regeneration from curios, by Psyker's aura Seer's Presence, and by the difficulty mutators that reduce ability cooldowns by 20%

Pulses – Zealot & Allies:
While channeling, each pulse does four things for Zealot and allies who are in coherency with Zealot:

(1) Grants immunity to stuns from both melee and ranged attacks for 1.5s; can be refreshed during active duration.

(2) Grants invulnerability for 1.5s; can be refreshed during active duration. 'Invulnerability' means that player health cannot be reduced below 1, but players can still lose any health above 1 while invulnerable (e.g. taking damage while being healed by a medical crate).

(3) If Zealot or allies are below 100% maximum toughness, replenishes 20% of maximum toughness instantly on pulse and 25% of maximum toughness over the next second. The effectiveness of this toughness replenishment is affected by Restorative Verses (for Zealot) and certain player debuffs like toxic gas.

(4) If Zealot or allies are at or above 100% maximum toughness, adds 15 bonus toughness (yellow) which caps at 75; lasts for 10s and does not stack with bonus toughness from the same talent of another Zealot. Holy Relic's bonus toughness does stack additively with Veteran's bonus toughness from Duty and Honour. Bonus toughness acts as a 'second' toughness bar and can be replenished by melee kills, respective talents, and weapon blessings.

Pulses – Enemies:
While channeling, each pulse does two things against enemies who are within pulse radius:

(1) Staggers non-suppressible enemies within radius. Against monstrosities and Captains/Twins who are within 4m, a forced stagger is applied on the 1st, 3rd, 5th, and 7th pulse. Against all other non-suppressible enemies who are within 4m, a forced stagger is applied on every pulse. The forced stagger lasts 2s.

(2) Suppresses all suppressible enemies within radius. Each pulse applies very high suppression with an increased, randomly chosen suppression decay delay.

Breeds that can be suppressed: Armored Groaner, Groaner, Dreg Gunner, Dreg Stalker, Radio Operator, Reaper, Scab Gunner, Scab Shooter, Scab Stalker

• Pulse Radius: 10m; this radius increases by 0.1m per second while channeling, up to 10.5m; this increase affects only the radius in which enemies get suppressed or staggered (the forced stagger radius is unaffected)
Holy Cause
Channeling 5 pulses grants +40% Toughness Damage Reduction to you and Allies in Coherency. Lasts 10s.

stat buff: toughness_damage_taken_multiplier

After channeling 5 pulses (on the 6th), grants 40% toughness damage reduction for 10s to Zealot and allies who are in coherency with Zealot. Allies get the buff as long as they are in coherency when the buff is triggered. Stacks multiplicatively with other damage reduction buffs. Does not stack with the same talent from another Zealot.
Ecclesiarch's Call
Channeling 5 pulses grants +30% Damage to you and Allies in Coherency. Lasts 10s.

stat buff: damage

After channeling 5 pulses (on the 6th), increases any damage by 30% for 10s for Zealot and allies who are in coherency with Zealot. Allies get the buff as long as they are in coherency when the buff is triggered. Stacks additively with other damage buffs, and multiplicatively with power level buffs from weapon blessings. Does not stack with the same talent from another Zealot.
Combat Ability Nodes (Part III)
Icon            
Mechanics
Shroudfield
Enter Stealth for 3s. While in Stealth gain +20% Movement Speed, +150% Backstab Damage, +150% Finesse Damage, +100% Critical Chance & +100% Melee Rending. Attacking makes you leave Stealth.

Base Cooldown: 30s.

buff keywords:
invisible
allow_backstabbing
allow_flanking


stat buffs:
movement_speed
critical_strike_chance
backstab_damage
flanking_damage
finesse_modifier_bonus
melee_rending_multiplier


Stealth:
• Become invisible for 3s dropping all enemy aggro: melee enemies reaggro immediately to another target if possible; firing ranged enemies stop shooting, then reaggro if possible; Daemonhosts keep aggro once they are locked on a player
• Can still take damage during invisibility
• Stealth breaks on: hitting enemies with a melee attack; any ranged attack; throwing a grenade (quickthrow, aimed or underhand); finishing a rescue/revive/pull up/free from net action; throwing knives only break stealth when they hit a target
• Stealth does not break on: pushing enemies; using stimms (on self or team mates); exploding grenades that have been thrown before going invisible; active DoT ticks; operating the Auspex device or minigame
• Stealth grace window: non-damaging melee or ranged attacks that would break stealth do not if they are executed within 0.5s after going invisible

While invisible, does six things:

(1) Increases movement speed by 20%; stacks additively with movement speed buffs from Thy Wrath be Swift, the small movement speed node, and weapon blessings like Rev It Up, and multiplicatively with the sprinting speed buff from Relentless Fervor.

(2) Enables backstabbing. Increases damage by 150% when backstabbing; stacks additively with backstab damage buffs from Backstabber, Master-Crafted Shroudfield, and Time to Kill, and multiplicatively during calculation with other damage buffs and power level buffs from weapon blessings.

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

(3) Enables flanking. Increases damage by 150% when flanking; stacks additively with the flanking damage buff from Backstabber and the Raking Fire weapon blessing, and multiplicatively with other damage buffs and power level buffs from weapon blessings.

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

(4) Grants a finesse damage bonus of 150% to the next melee and ranged attack boosting crit and weakspot damage; stacks additively with other finesse damage buffs, and multiplicatively with power level buffs from weapon blessings.

(5) Grants 100% critical strike chance to the next melee or ranged attack.

(6) Grants 100% rending to the next melee attack boosting damage against armor types Carapace, Flak, Maniac, Unyielding.
Perfectionist
Restore Ability Cooldown on Stealth Kill. Monstrosities restore 50%, Ogryns restore 30%, and others restore 15%.

function: reduce_ability_cooldown_percentage

While invisible, killing enemies reduces the remaining ability cooldown of Shroudfield by a specific amount varying per target type (1s internal cooldown):

Cooldown Reduction
Target Breeds
50% (=15s)
Beast of Nurgle, Chaos Spawn, Daemonhosts, Plague Ogryn
30% (=9s)
Bulwark, Crusher, Reaper
15% (=4.5s)
all others

Does not interact with Combat Ability Regeneration from curios which only reduces the maximum cooldown of a combat ability. For example, a Zealot with three 4% curios has a Shroudfield maximum cooldown of 30-30x0.12=26.4s which, on killing one ogryn-type enemy while invisible, would be reduced by 26.4x0.3=7.92s when the talent is procced.
Master-Crafted Shroudfield
Shroudfield duration increased by 5s. Upon leaving Stealth, gain -75% Threat and 50% Backstab Damage for 5s.

stat buffs:
threat_weight_multiplier
backstab_damage


Increases the duration of invisibility from 3s to 5s. Additionally, when invisibility ends, does two things for 5s:

(1) Grants a threat weight reduction of 75%. Generally, there are multiple weight factors (e.g. distance, number of occupied slots, being disabled, being targeted by a monster, etc) that are used during combat to calculate the score which determines the enemy target selection of player units. This talent grants a weight multiplier which manipulates that overall score in the player's favor to make it less likely to be targeted by enemies.

(2) Increases damage by 50% when backstabbing; stacks additively with the backstab damage buff from Backstabber, and multiplicatively during calculation with other damage buffs and power level buffs from weapon blessings.

'Backstabbing' refers to melee attacks executed from within a specific angle[i.imgur.com] behind an enemy's back.
Invigorating Revelation
Shroudfield Replenishes 50% Toughness. Gain +30% Damage Resistance for 8s upon exiting Stealth.

stat buff: damage_taken_multiplier

function: recover_percentage_toughness


This talent does two things:

(1) When invisibility starts, replenishes 50% of maximum toughness. The effectiveness of this toughness replenishment is affected by Restorative Verses and certain player debuffs like toxic gas.

(2) When invisibility ends, reduces both toughness and health damage taken by 30% for 8s; stacks multiplicatively with other damage reduction buffs.
Keystone Nodes (Part I)
Icon            
Mechanics
Blazing Piety
+15% Critical HIt Chance for 8s when in Fury. Fury is triggered when 25 Enemies have died within 25m. Critical Hits also count up towards triggering Fury.

stat buff: critical_strike_chance

Generates one stack of Fury whenever an enemy dies to anything within a 25m radius of Zealot. Also generates stacks of Fury on critical melee or ranged hits against enemies; can generate multiple stacks per critical hit when cleaving.

When reaching 25 stacks of Fury, grants 15% additional crit chance to all attacks that can crit for 8s; stacks additively with other sources of crit chance. Fury's active duration can be refreshed by critical melee or ranged hits against enemies or by killing enemies.

While below 25 stacks of Fury and after 8s without an enemy dying within radius, Zealot is considered as being out of combat. When out of combat, starts dropping current stacks of Fury one by one at a decelerating rate.
Infectious Zeal
Allies in Coherency have +10% Critical Hit Chance while Blazing Piety is active.

stat buff: critical_strike_chance

While maintaining 25 stacks of Fury, spreads 10% additional crit chance for all attacks that can crit to allies who are in coherency with Zealot. Does not affect Zealot. Does not stack with the same talent from another Zealot.
Righteous Warrior
+10% Critical Hit Chance from Blazing Piety.

stat buff: critical_strike_chance

Grants 10% additional crit chance to all attacks that can crit, additionally to Blazing Piety's base 15% crit chance (+25% total).
Stalwart
Triggering Fury Replenishes 50% Toughness. In addition, while Fury is Active, you have +25% Toughness Damage Reduction and replenish 2% Toughness each second.

function: recover_percentage_toughness

stat buff: toughness_damage_taken_multiplier


This talent does two things:

(1) When reaching 25 stacks of Fury, immediately replenishes 50% of maximum toughness.

(2) While maintaining 25 stacks of Fury, replenishes 2% of maximum toughness per second and grants 25% toughness damage reduction; stacks multiplicatively with other damage reduction buffs.

The effectiveness of this talent's toughness replenishments is affected by certain player debuffs like toxic gas.
Keystone Nodes (Part II)
Icon            
Mechanics
Martyrdom
+10% Melee Damage for each missing Wound, up to a maximum of 5 missing Wounds.

stat buff: melee_damage

Missing health segments grant stacks of Martyrdom (up to 5). A segment counts as missing if it is fully depleted or fully converted by corruption. On Heresy/Damnation/Auric, without any additional wounds from curios or Faith's Fortitude, Zealot can have only 1 missing health segment by default.

Per stack of Martyrdom, increases the damage of melee attacks by 10% (up to +50%); stacks additively with other damage buffs, and multiplicatively with power level buffs from weapon blessings.
I Shall Not Fall
Martyrdom grants +7.5% Toughness Damage Reduction per stack.

stat buff: toughness_damage_taken_modifier

Per stack of Martyrdom, grants 7.5% toughness damage reduction (up to 37.5%); stacks additively with the small toughness damage reduction node, the sum stacks multiplicatively with other damage reduction buffs.
Maniac
Martyrdom grants +6% Attack Speed per stack.

stat buff: melee_attack_speed

Per stack of Martyrdom, increases melee weapon attack animation speed by 6% (up to +30%); stacks additively with other attack speed buffs.
On the Brink
Martyrdom grants +10% Corruption Resistance per stack.

stat buff: corruption_taken_multiplier

Per stack of Martyrdom, reduces corruption damage taken by any enemy source that is dealing corruption damage by 10% (up to 50%); this includes Poxburster explosion, toxic gas, Poxwalker melee attacks, Pox Hound pounce, Beast of Nurgle vomit/slime/consumed, Daemonhosts, grimoires, etc. Stacks multiplicatively with Corruption Resistance from curios, and with other damage reduction buffs.
Restorative Verses
Martyrdom grants 5% Toughness Replenishment per stack.

stat buff: toughness_replenish_modifier

Per stack of Martyrdom, increases the amount of any toughness replenished by melee kills, talents, and select weapon blessings (only Momentum) by 5% (up to +25%); stacks additively with the related buff from Ogryn's aura Stay Close! and with toughness replenishment debuffs like being in toxic gas. Does not apply to coherency toughness regeneration.

For example, with 140 max toughness and Vicious Offering, Zealot replenishes 140x(0.05+0.1)=21 toughness on a kill with a heavy melee attack. Then, with five stacks of Martyrdom and this talent, the same Zealot would replenish 140x(0.05+0.1+0.15x0.25)=26.25 toughness on kill with a heavy melee attack (HUD rounds up: 27).
Keystone Nodes (Part III)
Icon            
Mechanics
Inexorable Judgement
Moving grants you Momentum (Stacks 20 times).

When you Hit an Enemy, spend all Momentum, gaining +1% Melee Attack Speed, +1% Ranged Attack Speed, and +1% Damage per Stack. Lasts 6s.

stat buffs:
melee_attack_speed
ranged_attack_speed
damage
dodge_speed_multiplier
dodge_distance_modifier
dodge_cooldown_reset_modifier


Moving generates stacks of Momentum (up to 20); sprinting generates stacks twice as fast. Hitting an enemy with a melee or ranged attack drops all current Momentum stacks.

Per dropped stack of Momentum, increases melee and ranged weapon attack animation speed by 1% and any damage by 1% for 6s. Also increases dodge speed and dodge distance by 0.5%, and dodge count reset time by 1% per dropped stack.

Can generate new Momentum stacks while the 6s buff duration is active. The attack speed buffs stack additively with other related buffs; the damage buff stacks additively with other damage buffs, and multiplicatively with power level buffs from weapon blessings.
Retributor's Stance
Replenish 0.4% Toughness per second per spent Stack of Momentum during its Duration.

When dropping current Momentum stacks, replenishes 0.4% of maximum toughness per second (up to 8% of max toughness per second) per dropped Momentum stack for 6s (or for 10s, if Eternal is selected). The effectiveness of this toughness replenishment is affected by certain player debuffs like toxic gas.
Eternal
Increase the duration of Inexorable Judgement to 10s.

Increases the duration of Momentum stacks from 6s to 10s.
Inebriate's Poise
Gain 3 Stacks of Momentum on a successful Dodge.

Additionally generates 3 Momentum stacks on successfully dodging enemy melee or ranged attacks (except Gunners, Reaper, Sniper), and disabler attacks (Pox Hound jump, Trapper net, Mutant grab). 'Successful dodge' means dodging an enemy attack that is locked on the player with an accordingly timed dodge or sliding action.

The Ghost, Hit & Run and Stripped Down weapon blessings can proc this talent (only against ranged attacks).
Keystone Nodes (Part IV)
Invocation of Death
Icon            
Mechanics
+100% Ability Cooldown Regeneration for 3s on Melee Critical Hits.

function: reduce_ability_cooldown_time

When hitting enemies with critical melee attacks, reduces the remaining ability cooldown by 1s per second for 3.25 seconds additionally to Zealot's base ability cooldown rate of 1s per second. This results in a total cooldown reduction of 6.25s per proc (3.25s from base rate + 3x1s from talent); can be refreshed during active duration.

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.


Martyr's Purpose
Icon            
Mechanics
Up to +50% Ability Cooldown Regeneration based on Missing Health. Max reached at 25% Current Health.

function: reduce_ability_cooldown_time

Based on current health percentage, reduces Zealot's remaining ability cooldown by up to 0.5s per second additionally to Zealot's base ability cooldown rate of 1s per second. This effect scales linearly and caps out when at or below 25% of maximum health:

Current Health
100%
85%
70%
55%
50%
40%
≤ 25%
Cooldown Rate Increase
  -
+0.1s
+0.2s
+0.3s
+0.33s
+0.4s
+0.5s

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.


Pious Cut-Throat
Icon            
Mechanics
+75% Ability Cooldown Regeneration for 2s after a Melee Backstab or Melee Weakspot hit.

function: reduce_ability_cooldown_time

Hitting an enemy with a melee attack when backstabbing or hitting an enemy's weakspot with a melee attack reduces the remaining ability cooldown by 0.75s per second for 2.25 seconds additionally to Zealot's base ability cooldown rate of 1s per second. This results in a total cooldown reduction of 3.75s per proc (2.25s from base rate + 2x0.75=1.5s from talent); can be refreshed during active duration.

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.
56 条留言
kuli  [作者] 10 月 5 日 上午 6:36 
They are similar but not the same: Uninterruptible is relevant for interact actions like reviving, operating scan devices/minigame, using med stations, or interacting with mission objective prompts. These actions usually get interrupted, for instance, when block or toughness breaks. This is not covered by stun_immune.

Stun immunity prevents action delays, like not being able to use combat ability, dodge, jump, weapon swap, etc. The length these action delays depends on the type of stun applied to the player (the 'worst' type would be from taking overhead attacks from Mauler, Crusher, Captain).
TimTheGrim 10 月 5 日 上午 5:23 
Perfect! Also while I have you: is being uninterruptible a part of stun immunity or are the two completely separate?
kuli  [作者] 10 月 4 日 下午 3:00 
The stun and slowdown immunity is always active, the movement speed buff procs on hit taken. I rephrased that description, hope it's a bit more clear now.
TimTheGrim 10 月 4 日 下午 2:43 
Hey kuli, isn't the '(1) Grants immunity to stuns and slowdowns from both melee and ranged attacks, thereby letting Zealot, for instance, move through ground fire patches without hindrance.' effect of TWBS permanent or was that changed in the patch?
kuli  [作者] 9 月 28 日 上午 4:13 
Yea, that is bugged. I see why, noted!
Beri 9 月 27 日 下午 8:22 
Out of Pocket seems to be bugged atm, it gives 5% missing ammo per stack however it doesn't cap at 5 stacks: the UI still shows 5 stacks but I tested with 10 backstab kills and it replenished 50% of the flamer missing ammo (was at 0 went to 15 from flamer 30 max).
Tested it with the flamer only.
kuli  [作者] 9 月 26 日 上午 2:39 
@Mitradraug
Yup, fixed!
kuli  [作者] 9 月 26 日 上午 2:38 
@Closed for business
It is not the same as before. Duellist used to provide two buffs: weakspot_damage and critical_strike_damage . Each buff added 50% during finesse damage calculation. You would get 50% added for hitting a weakspot and you would get 50% for critting. If you hit a weakspot and critted while doing to, those two buffs would stack and you would get +100% for the finesse damage part. The new buff ( finesse_modifier_bonus ) that is now provided by Duellist is set up to apply to weakspot hits and critical hits, so whatever the result (weakspot hit, crit hit, or critical weakspot hit), you only get a 50% increase during the finesse damge part of the damage calculation.
Mitradraug 9 月 26 日 上午 2:25 
Retributor's Stance
Replenishes 0.4% of maximum toughness per second (up to 6% of max toughness per second) per dropped Momentum stack.
I think it should be up to 8% instead of 6% as the max stacks of Momentum have been increased to 20.
Closed for business 9 月 26 日 上午 1:03 
Duelist was reworded to +50% Finesse Damage but the patch notes listed:
"Note: Finesse Hits include Weakspot Hits and Critical Hits. Duelist would previously go up to 100% Damage on hits that were both Critical hits and Weakspot hits. Now it will instead stay at 50%." Can you explain the damage formula for this? It should seem functionally the same as before.