Warhammer 40,000: Darktide

Warhammer 40,000: Darktide

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[1.8.x] Curios, Stimms, Difficulty Mutators, Player Debuffs & Mechanics
By kuli
This guide explains mechanics related to Curio stats, stimms, (select) difficulty mutators, Havoc mode, and player debuffs.

For details on talents and their mechanics:

For details on weapon blessings and their mechanics:
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Curio Blessings
Icon            
Mechanics
     
Health
+X% Max Health

stat buff: max_health_modifier

Highest possible value per curio: 21%

Increases a character's maximum health; also applies to health while downed. Stacks additively with max health buffs from other curio blessings, curio perks and small talent nodes.

For example, one +21% health curio, one +17% health curio, and a 10% health small talent node increase a Zealot's base max health of 200 by 200x(0.21+0.17+0.1)=96 to 296 health total.
     
Toughness
+X% Toughness

stat buff: toughness_bonus

Highest possible value per curio: 17%

Increases a character's maximum toughness; stacks additively with other toughness percentage buffs from curio blessings and curio perks, their sum stacks multiplicatively with a character's base toughness amount and flat toughness increases.

For example, a Veteran with one +15 toughness small talent node, one +16% toughness curio, and one +14% toughness curio will have his base toughness amount of 100+15=115 further increased by 115x(0.16+0.14)=34.5 to 149.5 toughness total (HUD rounds up: 150).

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

stat buff: stamina_modifier

Highest possible value per curio: +3

Increases a character's maximum stamina; stacks additively with other stamina curios, stamina weapon perks, stamina small talent nodes, and weapon stamina templates. Each segment of the stamina bar in the player HUD represents 1 stamina.

Note that some stamina curios with a 400 rating, despite occasionally displaying +3 in the inventory menu, will in fact only add +2 stamina when connected to game servers. This is due to how the lerped values are being displayed. Starting with a rating of 410, +3 stamina is guaranteed.
     
Wound
+X Wound(s)

stat buff: extra_max_amount_of_wounds

Highest possible value per curio: +1

Adds one health segment; stacks additively with other wound curios and Zealot's talent Faith's Fortitude. After getting knocked down, one health segment is fully converted to corruption damage; if a character has only one uncorrupted health segment remaining the next knockdown will kill the character.

Base amount of health segments:
Uprising
Malice
Heresy
Damnation
Auric
Arbitrator, Psyker,
Veteran, Zealot
 4
 3
 2
Ogryn
 5
 4
 3
Curio Perks (Part I)
Health
Icon            
Mechanics
     
+X% Max Health

stat buff: max_health_modifier

Increases a character's maximum health; also applies to health while downed. Stacks additively with max health buffs from other curios perks, curio blessings and small talent nodes.

For example, one +20% health curio with a +4% health perk, one +18% health curio with a +5% health perk, and a 10% health small talent node increase Zealot's base max health of 200 by 200x(0.2+0.04+0.18+0.05+0.1)=114 to 314 health total.
Values (per tier)
2% | 3% | 4% | 5%


Toughness
Icon            
Mechanics
     
+X% Toughness

stat buff: toughness_bonus

Increases a character's maximum toughness; stacks additively with other toughness percentage buffs from curio perks and curio blessings, their sum stacks multiplicatively with a character's base toughness amount and flat toughness increases.

For example, an Ogryn with two +15 toughness small talent nodes, one +15% toughness curio with a +4% toughness perk, and one +17% toughness curio with a +5% toughness perk will have his base toughness amount of 50+15+15=80 further increased by 80x(0.15+0.04+0.17+0.05)=32.8 to 112.8 toughness total (HUD rounds up: 113).
Values (per tier)
2% | 3% | 4% | 5%


Toughness Regeneration Speed
Icon            
Mechanics
     
+X% Toughness Regeneration Speed

stat buffs:
toughness_regen_rate_modifier
toughness_regen_delay_multiplier


This curio perk does two things:

(1) It increases a character's base amount of toughness regenerated while in coherency; stacks additively with the same buff from other curios, and talents like Ogryn's Lynchpin or Veteran's small talent node Inspiring Presence; stacks multiplicatively during calculation with Zealot's Fortitude in Fellowship and Loner.

Allies
in
Coherency
Coherency Regen
per second
w/o any buffs
Coherency Regen
per second
w/ 3x30%
Coherency Regen
per second
w/ 3x30%
w/ Lynchpin
Coherency Regen
per second
w/ 3x30%
w/ Loner
w/ Fortitude
 0
0
0
0
14.25
 1
3.75
7.125
9
14.25
 2
5.625
10.6875
13.5
17.8125
 3
7.5
14.25
18
21.375

(2) It reduces the coherency regeneration delay. This is the time until coherency regen kicks in after its conditions have been met; stacks multiplicatively with the same buff from other curios.

 
Base Delay
1x Tier 4 perk
2x Tier 4 perk
3x Tier 4 perk
Regen Delay
1.5s
1.2s
0.96s
0.768s

For further details on coherency toughness, see the 'Base Stats' section in any of the talent guides.
Buff
Regen Rate
Regen Delay
Values (per tier)
+7.5% | +15% | +22.5% | +30%
-5% | -10% | -15% | -20%


Combat Ability Regeneration
Icon            
Mechanics
     
+X% Combat Ability Regeneration

stat buff: ability_cooldown_modifier

Reduces the maximum cooldown of combat abilities; stacks additively with max cooldown reductions (from other curios, Psyker's aura Seer's Presence, 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.

For example, an Ogryn with three 4% curio perks (-0.12) while being in coherency with a Psyker running the cooldown aura (-0.1) now has a Point-blank Barrage max cooldown of 80-80x0.22=62.4 seconds. Whereas a Veteran with Overwatch (+0.33) playing the Maelstrom mutator (-0.2) with three 4% curio perks (-0.12) and a Psyker (-0.1) has an Infiltrate max cooldown of 45x1.33x(1-0.42)=34.7 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.

For an explanation of how this curio perk interacts with Psyker's Warp Siphon, see the Psyker talent guide.
Max Cooldown Reduction (per tier)
1% | 2% | 3% | 4%
Curio Perks (Part II)
Block Efficiency
Icon            
Mechanics
     
+X% Block Efficiency

stat buff: block_cost_multiplier

Reduces the stamina cost when blocking attacks; stacks multiplicatively with block cost reduction buffs from other curios and melee weapon perks, Arbitrator's Retaliatory Force, Psyker's Kinetic Deflection, weapon blessings Deflector, Last Guard, and with stamina cost reduction buffs from Veteran's Conditioning, and Celerity Stimm.

For example, blocking a Crusher sideswing with the Chainsword Mk IV: With just the Chainsword equipped, a Veteran has 6 max stamina. The Crusher sideswing deals 4 stamina damage. With three Tier 4 curio perks, and a 20% Block Efficiency perk on the weapon, the sideswing's stamina damage is reduced to 4x0.88³x0.8=2.18 (the HUD will display 64% remaining stamina).

For an in-depth explanation of how this curio perk interacts with Kinetic Deflection, see the Psyker talent guide.
Block Clost Reduction (per tier)
6% | 8% | 10% | 12%


Revive Speed
Icon            
Mechanics
     
+X% Revive Speed (Ally)

stat buff: revive_speed_modifier

Increases a character's interaction speed when reviving knocked down allies; stacks additively with revive speed buffs from other curios, Arbitrator's Inspiring Recitation (IR), Ogryn's For the Lil'Uns (FTLU), and Veteran's Leave No One Behind (LNOB). Only applies to revive actions, does not apply when rescuing respawned allies, pulling allies up from ledges, or freeing allies from nets.

 
Base
 
+12%
 
+24%
 
+36%
 
+36%
w/ LNOB
+36%
w/ FTLU
+36%
w/ IR
Revive
Time
 3s 
~2.68s
~2.42s
~2.2s
~1.92s
~1.86s
~1.8s
Revive Speed (per tier)
6% | 8% | 10% | 12%


Sprint Efficiency
Icon            
Mechanics
     
+X% Sprint Efficiency

stat buff: sprinting_cost_multiplier

Reduces stamina drain while sprinting; stacks multiplicatively with sprinting cost reduction buffs from other curios, ranged and melee weapon perks, talents like Zealot's Unremitting, and Celerity Stimm; also stacks multiplicatively with stamina cost reduction buffs from Veteran's Conditioning and Celerity Stimm.

For example, Zealot with a Tactical Axe equipped has 4 max stamina. All Tactical Axes have a base drain rate of 0.75 stamina per second while sprinting. So without any buffs, Zealot can sprint for 4/0.75=5.33s until stamina reaches 0. With three Tier 4 curio perks, Zealot can now sprint for 4/(0.75x0.85³)=8.68s. Alternatively, with just an active Celerity Stimm (i.e. a sprinting_cost_multiplier of 0.5, and a stamina_cost_multiplier of 0.75), Zealot can now sprint for 4/(0.75x0.5x0.75)=14.22s.
Sprint Cost Reduction (per tier)
6% | 9% | 12% | 15%


Stamina Regeneration
Icon            
Mechanics
     
+X% Stamina Regeneration

stat buff: stamina_regeneration_modifier

Increases a character's stamina regeneration rate; stacks additively with the same buff from other curios.

For example, Ogryn has a stamina regeneration rate of 1 stamina per second. With three Tier 4 curio perks, this is increased to 1+0.36=1.36 stamina per second. So if Ogryn has 8 max stamina, he now would regen from 0 to full in 8/1.36=5.88s.

Note that this curio perk does not affect the stamina regeneration delay. This delay is set per character (for details on each character's stamina stats, see the 'Base Stats' section in the respective talent guides) and can only be reduced by Veteran's two small stamina regen delay talent nodes.
Stamina Regen (per tier)
6% | 8% | 10% | 12%
Curio Perks (Part III)
Corruption Resistance
Icon            
Mechanics
     
+X% Corruption Resistance

stat buff: corruption_taken_multiplier

Reduces corruption damage taken by any enemy source that is dealing corruption damage, including Poxburster explosion, toxic gas, Poxwalker melee attacks, Pox Hound pounce, Beast of Nurgle vomit/slime/consumed, Daemonhosts, grimoires, etc; stacks multiplicatively with the same buff from other curios, Arbitrator's Rebreather, Ogryn's Simple Minded, and other damage reduction buffs.

Against Dreg Tox Bomber and Pox Hound, this curio perk can be stacked with Bomber Resistance and Pox Hound Resistance respectively to further reduce the damage taken by these two breeds.

For example:
Nominal
Reduction
 2x15%
 
 3x15%
 
 2x15% 
 1x20%
 1x15% 
 2x20%
 3x20% 
 
 2x15%
 2x20%
 3x15%
 3x20%
Effective
Reduction
 27.75% 
~38.59%
 42.2% 
 45.6% 
 48.8%
 53.76% 
 68.55% 
Damage Resistance (per tier)
6% | 9% | 12% | 15%


Grimoire Corruption Resistance
Icon            
Mechanics
     
+X% Corruption Resistance (Grimoires)

stat buff: corruption_taken_grimoire_multiplier

Reduces corruption damage taken by grimoires reducing both the fixed grimoire_chunk of 40 corruption damage per book as well as the corruption DoT (1.2 base corruption damage every 10s); stacks multiplicatively with the same buff from other curios, Corruption Resistance, Ogryn's Simple Minded, and other health damage reduction buffs.

For example:
Nominal
Reduction
2x20%
 
 3x15%
 
 2x15% 
 1x20%
 1x15% 
 2x20%
 3x20% 
 
 2x15%
 2x20%
 3x15%
 3x20%
Effective
Reduction
 36% 
~38.59%
 42.2% 
 45.6% 
 48.8%
 53.76% 
 68.55% 
Damage Resistance (per tier)
5% | 10% | 15% | 20%


Bomber Resistance
Icon             
Mechanics
      
+X% Damage Resistance (Bombers)

stat buffs:
damage_taken_by_cultist_grenadier_multiplier
damage_taken_by_renegade_grenadier_multiplier


Reduces any damage taken by Dreg Tox Bomber and Scab Bomber attacks: direct grenade hit, grenade toxic gas cloud, grenade ground fire patch, melee kick; stacks multiplicatively with the same buff from other curios and other damage reduction buffs.

Against Dreg Tox Bomber, this curio perk can be stacked with Corruption Resistance to further reduce the corruption damage taken by grenade's toxic gas.

For example:
Nominal
Reduction
 2x15%
 
 3x15%
 
 2x15% 
 1x20%
 1x15% 
 2x20%
 3x20% 
 
 2x15%
 2x20%
 3x15%
 3x20%
Effective
Reduction
 27.75% 
~38.59%
 42.2% 
 45.6% 
 48.8%
 53.76% 
 68.55% 
Breeds
Dreg Tox Bomber
Scab Bomber
Damage Resistance (per tier)
5% | 10% | 15% | 20%
5% | 10% | 15% | 20%


Flamer Resistance
Icon            
Mechanics
     
+X% Damage Resistance (Tox Flamers)

stat buffs:
damage_taken_by_cultist_flamer_multiplier
damage_taken_by_renegade_flamer_multiplier


Reduces damage taken by Dreg Tox Flamer and Scab Flamer attacks: direct fire hit, fire DoT, flamethrower trail on ground, and melee kick; stacks multiplicatively with the same buff from other curios and other damage reduction buffs.

Note that this curio perk does reduce the initial explosion damage of the exploding tank but does not reduce damage taken by the ground fire patch that is left behind by the tank explosion of either Flamer breed.

For example:
Nominal
Reduction
2x10%
 
 2x15%
 
2x20%
 
 3x15%
 
 2x15% 
 1x20%
 1x15% 
 2x20%
 3x20% 
 
Effective
Reduction
 19% 
 27.75% 
 36% 
~38.59%
 42.2% 
 45.6% 
 48.8%
Breeds
Dreg Tox Flamer
Scab Flamer
Damage Resistance (per tier)
5% | 10% | 15% | 20%
5% | 10% | 15% | 20%
Curio Perks (Part IV)
Gunner Resistance
Icon            
Mechanics
     
+X% Damage Resistance (Gunners)

stat buffs:
damage_taken_by_cultist_gunner_multiplier
damage_taken_by_renegade_gunner_multiplier
damage_taken_by_chaos_ogryn_gunner_multiplier


Reduces any damage taken by Dreg Gunner, Scab Gunner, and Reaper (ranged and melee attacks); stacks multiplicatively with the same buff from other curios and other damage reduction buffs.

Against Reaper, this curio perk can be stacked with Ogryn's Heavyweight talent to further reduce damage taken by Reaper's attacks specifically.

For example:
Nominal
Reduction
2x10%
 
 2x15%
 
2x20%
 
 3x15%
 
 2x15% 
 1x20%
 1x15% 
 2x20%
 3x20% 
 
Effective
Reduction
 19% 
 27.75% 
 36% 
~38.59%
 42.2% 
 45.6% 
 48.8%
Breeds
Dreg Gunner
Scab Gunner
Reaper
Damage Resistance (per tier)
5% | 10% | 15% | 20%
5% | 10% | 15% | 20%
5% | 10% | 15% | 20%


Mutant Resistance
Icon            
Mechanics
     
+X% Damage Resistance (Mutants)

stat buff: damage_taken_by_cultist_mutant_multiplier

Reduces any damage taken by Mutant (slams); stacks multiplicatively with the same buff from other curios and other damage reduction buffs.

Note that this curio perk does not reduce damage taken by the Mutant breed variant (with glowing eyes) that is spawned by difficulty mutators ('Waves of Mutants').

For example:
Nominal
Reduction
2x10%
 
 2x15%
 
2x20%
 
 3x15%
 
 2x15% 
 1x20%
 1x15% 
 2x20%
 3x20% 
 
Effective
Reduction
 19% 
 27.75% 
 36% 
~38.59%
 42.2% 
 45.6% 
 48.8%
Damage Resistance (per tier)
5% | 10% | 15% | 20%


Pox Hound Resistance
Icon            
Mechanics
     
+X% Damage Resistance (Pox Hounds)

stat buff: damage_taken_by_chaos_hound_multiplier

Reduces any damage taken by Pox Hound (pounced); stacks multiplicatively with the same buff from other curios, Corruption Resistance, and other damage reduction buffs.

Note that this curio perk does not reduce damage taken by the Pox Hound breed variant (with glowing eyes) that is spawned by difficulty mutators ('Hunting Grounds').

For example:
Nominal
Reduction
2x10%
 
 2x15%
 
2x20%
 
 3x15%
 
 2x15% 
 1x20%
 1x15% 
 2x20%
 3x20% 
 
Effective
Reduction
 19% 
 27.75% 
 36% 
~38.59%
 42.2% 
 45.6% 
 48.8%
Damage Resistance (per tier)
5% | 10% | 15% | 20%


Sniper Resistance
Icon            
Mechanics
     
+X% Damage Resistance (Snipers)

stat buff: damage_taken_by_renegade_sniper_multiplier

Reduces any damage taken by Sniper (shot, melee attacks); stacks multiplicatively with the same buff from other curios and other damage reduction buffs.

For example:
Nominal
Reduction
2x10%
 
 2x15%
 
2x20%
 
 3x15%
 
 2x15% 
 1x20%
 1x15% 
 2x20%
 3x20% 
 
Effective
Reduction
 19% 
 27.75% 
 36% 
~38.59%
 42.2% 
 45.6% 
 48.8%
Damage Resistance (per tier)
5% | 10% | 15% | 20%
Curio Perks (Part V)
Curio Drop Chance
Icon            
Mechanics
     
+X% chance of Curio as Mission Reward (instead of Weapon)

meta stat buff: mission_reward_gear_instead_of_weapon_modifier

Increases the chance to receive a curio instead of a weapon reward when completing a mission; stacks additively with the same buff from other curios. Relevant data is handled by Fatshark's backend, so exact statements on base curio drop rate and the impact of this buff cannot be made.
Values (per tier)
5% | 10% | 15% | 20%


Experience
Icon            
Mechanics
     
+X% Experience

meta stat buff: mission_reward_xp_modifier

Increases the amount of XP a character gains from failed or completed missions; stacks additively with the same buff from other curios. Also applies to XP gains beyond level 30 (overlevels can be displayed by the True Level[www.nexusmods.com]mod). Generally, progression data is stored and handled by Fatshark's backend, so exact statements cannot be made. But it looks like that this buff applies to the XP total which would include bonuses from quickplay, side objectives and difficulty mutators.

This curio perk does not affect weapon mastery XP.
Values (per tier)
2% | 4% | 6% | 10%


Ordo Dockets
Icon            
Mechanics
     
+X% Ordo Dockets (Mission Rewards)

meta stat buff: mission_reward_credit_modifier

Increases the amount of Ordo Dockets gained from failed or completed missions; stacks additively with the same buff from other curios. Generally, progression data is stored and handled by Fatshark's backend, so exact statements cannot be made. But it looks like that this buff applies to the Ordo Dockets total which would include bonuses from quickplay, side objectives and difficulty mutators.
Values (per tier)
4% | 6% | 8% | 10%
Stimms
Celerity Stimm
Icon       
Mechanics
 
Duration: 15s; can be refreshed during active duration

Sets a character's stamina to 100% upon use. Additionally, grants the following buffs:

stat buffs:
attack_speed
charge_up_time
fov_multiplier
reload_speed
sprinting_cost_multiplier
stamina_cost_multiplier


• Increases ranged and melee weapon attack animation speed by 20%; stacks additively with other attack speed buffs from talents
• Reduces the charge up time of weapon charging actions (e.g. Plasma Gun, Helbore Lasguns, Psyker staves alt fire) and ability charging actions (Psyker's Brain Rupture / Brain Burst, Smite) by 25%; stacks additively with weapon blessings Volatile, Warp Flurry, and Weight of Fire
• Slightly zooms out FOV
• Increases weapon reload animation speed by 15%; stacks additively with other reload speed buffs from talents, weapon blessings, and weapon perks
• Reduces stamina drain while sprinting by 50%; stacks multiplicatively with sprinting cost reduction buffs from Sprint Efficiency on curios, ranged and melee weapons, and talents like Zealot's Unremitting; also stacks multiplicatively with stamina cost reduction buffs from Veteran's Conditioning and Celerity Stimm
• Reduces any kind of stamina drain by 25% (blocking, pushing, sprinting, dodge-cancelling sticky attacks, Ogryn's Concentrate, Veteran's Deadshot); stacks multiplicatively with the same buff from Veteran's Conditioning; also stacks multiplicatively with sprinting cost reduction buffs from Sprint Efficiency on curios, ranged and melee weapons, talents like Zealot's Unremitting, and Celerity Stimm; also stacks multiplicatively with block cost reduction buffs from Block Efficiency on curios and melee weapons, Psyker's Kinetic Deflection, and weapon blessings like Deflector and Last Guard

stat buffs: (Psyker only)
chain_lightning_jump_time_multiplier
psyker_throwing_knife_speed_modifier
smite_attack_speed
vent_warp_charge_multiplier


• Reduces Smite's jump time by 25%, from 0.3s to 0.24s, for both LMB and RMB; stacks multiplicatively with related buff from Empowered Psionics
• Increases the speed of Assail's shard throwing actions by 25% for both LMB and RMB
• Reduces Brain Rupture / Brain Burst's charge time by 25% for both LMB and RMB attacks; stacks additively with charge time reductions from Empowered Psionics and Kinetic Resonance, and multiplicatively with Celerity Stimm's general charge time reduction
• Increases the overall efficiency of quelling by 25%; stacks multiplicatively during calculation with talent Solidity that modifies the speed at which peril is quelled; applies only to active quelling, passive quelling is unaffected


Combat Stimm
Icon       
Mechanics
 
Duration: 15s; can be refreshed during active duration

stat buffs:
fov_multiplier
power_level_modifier
rending_multiplier


• Slightly zooms in FOV
• Increases the power level of melee and ranged attacks, explosions, DoTs, and Blitz and Combat abilities by 25%; stacks additively with other power level buffs from weapon blessings, and multiplicatively with damage buffs; 'Power level buffs' increase the base power of attacks which benefits damage, stagger, and cleave (where applicable)
• Grants 25% rending to melee and ranged attacks, explosions, DoTs, and damaging Blitz and Combat abilities boosting damage against armor types Carapace, Flak, Maniac, Unyielding; stacks additively with other rending buffs ('rending') and with rending debuffs that are applied to enemies ('brittleness')

stat buff: (Psyker only)
warp_charge_amount

• Reduces the amount of peril generated by 33%; stacks multiplicatively with other peril cost reduction buffs from Becalming Eruption, By Crack of Bone, Empyric Resolve, Inner Tranquility, Kinetic Resonance, Reality Anchor, and small Peril Resistance nodes


Concentration Stimm
Icon       
Mechanics
 
Duration: 15s; can be refreshed during active duration

function: reduce_ability_cooldown_time

Additionally to a character's base combat ability cooldown rate of 1s per second, reduces the remaining ability cooldown by 3s per second. For example, with an active Concentration Stimm, a 45s cooldown will be finished after 45/4=11.25s.

Other reduction effects that reduce the remaining ability cooldown proc additionally to the stimm's effect, e.g. Psyker's Psykinetic's Aura, or Ogryn's Bruiser, Go Again!, Maximum Firepower, or Veteran's Tactical Awareness, or Zealot's Invocation of Death, Martyr's Purpose, Pious Cut-Throat.

Does not interact with Combat Ability Regeneration from curios which only reduces the maximum cooldown of a combat ability.


Med Stimm
Icon       
Mechanics
 
Duration: 8s; can be refreshed during active duration

Upon use, restores either one health segment worth of health or 25% of a character's maximum health depending on which amount to be healed is greater. Restores both missing health and permanent corruption damage. Cannot be used if the target (self or ally) is at 100% max health; cannot be used on knocked down allies.

The buff icon shows the 8s duration. During this duration, the total to-be-restored health amount can be restored at any time. For example, for a character with 210 max health and 2 health segments the total amount to be healed will be 210/2=105 health (because 210x0.25=52.5 would be smaller). If this character uses the stimm at 167 health, the missing amount of 210-167=43 health will be restored upon use. This means that the stimm can still restore 105-43=62 health during the remainder of its active duration. So if the character takes 80 more damage before the duration ends, the stimm will restore 62 health and leave the character at 210-80+62=192 health.
Maelstrom Mutators (Part I)
Combat Ability Cooldown
Icon       
Mechanics
Players have 20% reduced Ability cooldown.

stat buff: ability_cooldown_modifier

Reduces the maximum cooldown of combat abilities; stacks additively with max cooldown reductions (Combat Ability Regeneration from curios, and Psyker's aura Seer's Presence); 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.

For example, a Zealot with Perfectionist (+0.25) playing the mutator (-0.2) with two 4% curio perks (-0.08) while being in coherency with a Psyker running the cooldown aura (-0.1) now has a Shroudfield max cooldown of 30+30x(0.25-0.38)=26.1 seconds. Whereas a Veteran with Overwatch (+0.33) playing the mutator (-0.2) with two 4% curio perks (-0.08) and the Psyker (-0.1) has an Infiltrate max cooldown of 45x1.33x(1-0.38)=37.1 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.

For an explanation of how this mutator's cooldown reduction interacts with Psyker's Warp Siphon, see the Psyker talent guide.


Enhanced Blitz
Icon       
Mechanics
Enhanced Blitz.

stat buffs:
extra_max_amount_of_grenades
warp_charge_amount_smite


For Arbitrator, Ogryn, Veteran, and Zealot, this mutator adds 2 grenades/mines to the maximum capacity; stacks additively with Arbitrator's Lone Wolf and Veteran's Grenadier, so for example, playing the mutator with the talent, Arbitrator can now carry 4+2+1=7 Arbites Grenades total whereas Veteran can now carry 3+2+1=6 Frag Grenades total.

For Arbitrator, also adds 2 charges to Remote Detonation (now 5 total). There is currently a bug: While Arbitrator gets 5 charges initially, the charge regeneration only starts when below 3 charges and does not continue past 3 charges.

For Ogryn, also adds 2 rocks to Big Friendly Rock's maximum projectile capacity (now 6 total).

For Zealot, also adds 2 throwing knives to Blades of Faith's maximum projectile capacity (now 14 total).

For Psyker, adds 2 shards to Assail's maximum projectile capacity (now 12 total), and reduces peril cost for Brain Rupture / Brain Burst and Assail by 50%; the peril cost reduction stacks multiplicatively with Kinetic Resonance. For Smite, this mutator does nothing.


Monstrous Specialists
Icon       
Mechanics
Monstrous Specialists (Chance that Specialists become weaker Monstrosities).

This mutator grants a 20% chance to spawn a monster instead of a special. Possible monster breeds are Beast of Nurgle, Chaos Spawn, and Plague Ogryn. Monstrosities spawned by the mutator have 60% reduced max health (see table). The maximum amount of monsters that can be alive at the same time and spawned by the mutator is 2. Note that this max amount does not consider monstrosities that are spawned naturally by map triggers (these have full health) and that it can struggle to apply when special pacing has just (re)started (e.g. at the beginning of a map or after a map event that disabled special pacing). Once this maximum of 2 has been reached, the mutator goes on cooldown (90s to 180s).

Beast of Nurgle
Chaos Spawn
Plague Ogryn
Health
(Damnation/Auric)
21000
18900
24000


Nurgle's Blessing
Icon       
Mechanics
Nurgle's Blessing (Enemies have a chance to get a buff that makes them tougher).

This mutator grants a chance that enemies receive a set of buffs when they spawn:

Chance
Breeds*
 2.5%
Groaner
 5%
Bruisers, Scab Shooter, Stalkers
 7.5%
Poxwalker
 10%
Bulwark, Crusher, Gunners, Pox Hound (mutator), Scab Mauler, Mutant (mutator), Reaper, Scab Bomber, Scab Captain
 12%
Mutant
 15%
Dreg Tox Bomber, Flamers, Pox Hound, Ragers, Shotgunners, Sniper, Trapper
 25%
Beast of Nurgle, Chaos Spawn, Daemonhost, Plague Ogryn
* Enemy breeds that are not listed cannot be affected by this mutator.

Enemies affected by Nurgle's Blessing receive the following buffs:

• adds green VFX to enemies' bodies
• reduces incoming damage by 35%
• grants an impact_modifier of -100% which makes enemies harder to stagger; talents like Ogryn's Crunch!, Impactful, Slam, or Veteran's Competitive Urge, Executioner's Stance, or Zealot's Grievous Wounds, Hammer of Faith, Punishment, The Emperor's Bullet, and weapon blessings like Hammerblow, Thunderstrike, Trauma, etc, that buff an attack's stagger strength can help mitigate this effect
• increases enemy movement speed by 25%; does not apply to Scab Captain and monstrosities; Mutants are the only specials that have their movement speed increased
• increases ranged attack animation speed by 20%; applies to Gunners, Scab Captain, Scab Shooter, Shotgunners, Stalkers, and Reaper
• doubles the number of shots fired per shooting action for Gunners, Scab Captain, Scab Shooter, Shotgunners, Stalkers, and Reaper; for example, a Scab Shooter fires either 2 or 3 shots per action but when buffed now fires either 4 or 6 shots per action; or a Dreg Gunner who normally fires 60 shots (Damnation/Auric) now fires 120 shots when buffed
Maelstrom Mutators (Part II)
Power Supply Interruption / Ventilation Purge
Icons       
Mechanics





The lights are out, bring a torch.
Visibility reduced. Keep your melee weapons close.

These mutators provide two noteworthy changes that affect gameplay mechanics, both are related to enemy perception:

(1) The lights are out (Power Supply Interruption) or there is fog on the map (Ventilation Purge) and each reduces visibility for players, but also for enemies. All enemies (except for specials, monstrosities, and Captains/Twins) have their detection radius decreased by 50% (Power Supply Interruption) or by 30% (Ventilation Purge). This is the radius in which enemies try to detect possible player targets.

For example, Shotgunners (like most enemies) have a detection radius of 15m while unaggroed which the mutators reduce to 7.5m and 10.5m respectively, so players can approach enemies further before being detected and aggroing enemies by proximity.

(2) Enemies can be aggroed from a distance if a weapon flashlight is pointed directly at them. This effect exceeds most enemies' natural aggro ranges, especially considering that both mutators reduce enemy perception. The distances depend on the weapons' flashlight templates:

Alerted
Distance
Aggroed
Distance
Lasguns
(Infantry, Recon)
 28m
 21m
Autoguns
(Infantry)
 18m
 13.5m
Autopistol
 18m
 13.5m
Heavy Stubbers
 14m
 10.5m

Note that a Daemonhost, without these two difficulty mutators, can always be alerted and ultimately aggroed by any flashlight that is pointed directly at it from within a 22m distance. The rate at which it builds up anger and therefore the time it requires to progress through its anger stages depends on distance: 3s within 7.5m to 12m, 23s within 20m, 33s within 22m (this is accounting for uninterrupted flashlight exposure and no other additional aggro factors); time starts when the greenish light appears.

Moreover, Power Supply Interruption has a higher chance to fill active monster triggers with Daemonhosts and also enables Poxwalker encampments (up to 6 per map) which are ambient hordes that remain passive until aggroed by players.


Pox Gas (Enemy Buff)
Icon       
Mechanics
Higher concentrations of Moebian Pox Zetaphyte-13 have been identified in this area. Don't breathe too deeply.

For details on the debuffs players receive from toxic gas see the respective 'Player Debuffs' section below.

There are currently three sources of toxic gas: Dreg Tox Bomber grenades, the 'Pox Gas' mutator, and the gas clouds from Karnak Twins ambushes and boss fight. All sources apply the same buffs to enemies (see below). Enemies who are in toxic gas receive applicable buffs and keep them for 6s after leaving toxic gas. Buffs are applied to all enemies including Captains, Twins (if they are in Dreg Tox Bomber gas cloud), and monstrosities; toxic gas spawned in relation to Karnak Twins events (ambushes, boss fight) only affects Poxwalkers and no other enemies.

• adds green VFX to enemies' eyes (Beast of Nurgle and Chaos Spawn don't play the VFX but receive applicable buffs regardless)
• reduces incoming damage by 20%
• increases enemy movement speed by 30%; does not apply to Captains/Twins and monstrosities; Mutants are the only specials that have their movement speed increased
• increases enemy hit mass by 150% which makes enemies harder to cleave; weapon blessings like Devastating Strike, Perfect Strike, Savage Sweep, Shock & Awe, Sunder, and Wrath that buff an attack's effective hit mass limit can mitigate this effect
Karnak Twins Hard Mode
Hard Mode can only be enabled on Damnation/Auric difficulty by ringing the bell. The puzzle to unlock Hard Mode can be completed on any difficulty. This section only lists changes that are active with Hard Mode enabled, for a general overview of the fight and some further details refer to this guide.

Empowered Bosses
• adds red VFX to their heads
• increases both melee and ranged attack animation speed by 50%
• grants them an impact_modifier of -300% which makes them effectively impossible to stagger with regular attacks; can still be staggered by combat abilities that force stagger (Ogryn's Loyal Protector, Veteran's Voice of Command, Zealot's Holy Relic with Banishing Light)
• increases their hit mass to 12 (from 4) which makes them harder to cleave
• doubles the void shield regeneration to 1600/s (up from 800/s) when one twin's shield is broken; having 12000 max shield, this would let a twin regen from 0 to full in 7.5s
• reduces incoming damage:

 
Carapace
Flak
Unarmoured
Rinda
-50% damage
(head, right upper arm)
-50% damage
(torso, right lower arm)
-30% damage
(center mass, left arm, legs)
Rodin
-50% damage
(head, left upper arm)
-50% damage
(torso, left lower arm)
-30% damage
(center mass, right arm, legs)

Boss Behavior Changes
Rinda
• random dash: can use a dash randomly
• dash considerations: is overall more likely to use her 'dash and sweep' attack

Rodin
• grenade throw considerations: is overall more likely to throw multiple grenades at once instead of single grenades; lower grenade throw cooldown (4s, down from 8s); can throw grenades if he hasn't done so within the last 8s (down from 20s); can throw grenades at players at up to 20m distance (increased from 15m)

Combat Pacing Changes
• enables additional enemy spawn waves every 20s to 28s throughout the fight; four different wave types with one predominant elite breed (Scab Shotgunners, Scab Ragers, Scab Maulers, Crushers); randomly chosen
• alternating gas phase alarm: lowers the alarm duration to 2.5s (down from 4s); this is the time before the alternating safe zones (brightly illuminated) are about to change during gas phases; during this time the red alarm lights go off in the arena and alarm sounds are being played
• alternating gas phase: lowers the duration intervals of the alternating safe zones during the gas phases to 14s to 18s (down from 20s to 25s for the first gas phase, and down from 15s to 22s for subsequent gas phases)
Havoc Mode
Base Difficulty
The base difficulty changes with increasing Havoc ranks:

Havoc Ranks
1 to 10
11 to 20
21 to 30
31 to 40
Difficulty
Malice
Heresy
Damnation
Auric

Mutators & Modifiers
Additionally to difficulty mutators, there are hidden difficulty modifiers that are enabled in a specific order. The table below shows the order in which these hidden modifiers get enabled. Higher tier modifiers, when they get enabled, replace existing lower tier ones. Havoc Rank 40 missions have all hidden modifiers enabled on their respective highest tiers.

Havoc Rank
Hidden Modifier
Havoc Rank
Hidden Modifier
1
Reduced Player Health 1
21
Reduced Ammo Pickup Amount 3
Reduced Quelling Speed 3
Reduced Player Health 3
2
Reduced Player Toughness 1
Reduced Coherency Toughness Regen 1
22
Increased Enemy Melee Attack Speed 3
Enemy Melee Corruption 3
Enemy Ranged Attacks Buff 3
3
Reduced Ammo Pickup Amount 1
Reduced Quelling Speed 1
23
Increased Elite Health 3
Monster Buff 3
Reduced Player Health 4
4
Increased Terror Event Spawn Rate 1
24
Reduced Ammo Pickup Amount 4
Reduced Quelling Speed 4
Increased Max Specials 3
Reduced Player Toughness 4
5
Increased Elite Health 1
Increased Special Health 1
Increased Max Specials 1
25
Horde Buff 4
Increased Special Health 3
Increased Horde Spawn Rate 4
Enemy Melee Corruption 4
Reduced Coherency Toughness Regen 4
6
Monster Buff 1
26
Increased Special Health 4
Increased Max Specials 4
Reduced Player Health 5
Increased Terror Event Spawn Rate 4
7
Horde Buff 1
27
Monster Buff 4
Increased Enemy Melee Attack Speed 4
Enemy Ranged Attacks Buff 4
8
Increased Enemy Melee Attack Speed 1
Enemy Ranged Attacks Buff 1
28
Increased Enemy Melee Power 4
Increased Ogryn Roamer Spawns 4
9
Enemy Melee Corruption 1
Increased Enemy Melee Power 1
29
Increased Elite Health 4
Increased Elite Roamer Spawns 4
10
Increased Horde Spawn Rate 1
Increased Elite Roamer Spawns 1
Increased Ogryn Roamer Spawns 1
30
'The Emperor's Fading Light' 2
Reduced Ammo Pickup Amount 5
Reduced Quelling Speed 5
Increased Horde Spawn Rate 5
11
Reduced Player Health 2
31
Increased Elite Roamer Spawns 5
Increased Ogryn Roamer Spawns 5
12
Reduced Player Toughness 2
32
Increased Enemy Melee Attack Speed 5
Increased Enemy Melee Power 5
Enemy Ranged Attacks Buff 5
13
Reduced Coherency Toughness Regen 2
33
Enemy Melee Corruption 5
Reduced Player Toughness 5
14
Reduced Ammo Pickup Amount 2
Reduced Quelling Speed 2
Increased Enemy Melee Power 2
34
Reduced Coherency Toughness Regen 5
Increased Terror Event Spawn Rate 5
15
Increased Horde Spawn Rate 2
Increased Max Specials 2
Increased Terror Event Spawn Rate 2
35
Horde Buff 5
Increased Horde Spawn Rate 6
16
'The Emperor's Fading Light' 1
Monster Buff 2
Increased Enemy Melee Power 3
Reduced Coherency Toughness Regen 3
36
Increased Max Specials 5
17
Horde Buff 2
Increased Enemy Melee Attack Speed 2
Enemy Ranged Attacks Buff 2
37
Monster Buff 5
18
Increased Elite Health 2
Enemy Melee Corruption 2
38
Increased Special Health 5
19
Increased Special Health 2
Reduced Player Toughness 3
Increased Terror Event Spawn Rate 3
39
Increased Elite Health 5
20
Horde Buff 3
Increased Horde Spawn Rate 3
Increased Elite Roamer Spawns 3
Increased Ogryn Roamer Spawns 3
40
Increased Horde Spawn Rate 7

Pickups
Plasteel and Diamantine pickups are disabled in Havoc missions. On average, the weight distribution of small and big ammo pickups is slightly reduced in Havoc missions; the pickup distribution of grenades, stimms, and deployables (ammo crate, med crate) is unchanged.
Havoc Basic Mutators
The Emperor's Fading Light (1)
Icon       
Mechanics
Auric Intensity activated, no Toughness grace period

This mutator is active in Havoc Rank 16 missions and above making changes to several gameplay mechanics:

• the grace period when toughness breaks is disabled; for details on toughness broken grace see the respective 'Player Buffs' section below
• increases the stagger_thresholds of enemies across the board which makes enemies harder to stagger; does not apply to specials, monsters, and Captains/Twins; along with the effective stagger strength of an attack, these thresholds are considered to determine the type of stagger enemies can be put into (light, medium, heavy, etc); see this video for how stagger works, see this Steam guide for the full table detailing the regular and buffed stagger_thresholds; note that these stagger changes may arguably be bugged currently and do not apply
• halves the cooldown of enemy shooting actions so they can fire more often; this applies to any regular hit scan shooting action; does not apply to Sniper
• reduces the overall amount of tension added by 50%; tension is one of the core metrics that the AI director considers while controlling the pacing of the game: for example, when players take damage (to toughness or health), are netted, pounced, or knocked down, specific amounts of tension are added to a total and, depending on certain tension thresholds, the pacing (enemies spawning in and such) can be slowed down or sped up; this modifier results in the AI director being less 'merciful' on average; on player death, tension will also no longer get maxed out immediately
• enables unique horde pacing overrides: horde spawns are now also based on a timer (140s to 240s) if players do not progress much, travel distance still determines the max amount of hordes; introduces unique horde compositions and coordinated strikes, forces a horde spawn whenever a monster has been spawned by a map trigger, and adds an exclusive condition that allows a chance-based coordinated strike (consisting of Bulwarks and Reapers) to spawn once all players have backtracked a certain distance (50m) from the furthest point of progression made
• additionally to regular monster spawns, grants a 5% chance to spawn a 'weakened' monster (60% reduced base health) instead of a special; after 1 'weakened' monster has been spawned, this effect goes on cooldown (550s to 600s)
• additionally to regular monster spawns, allows Captains to spawn; this is mainly based on travel distance, so after players have progressed a certain amount, a Captain spawn will be injected; the type of Captain (Dreg or Scab) depends on the enemy faction of the current map section
• additionally to regular monster spawns, grants an 80% chance to spawn Twins; this is mainly based on travel distance and can occur once per mission; Twins always force a horde when they spawn


The Emperor's Fading Light (2)
Icon       
Mechanics
The amount of enemies and resistance no longer affects special spawning, Auric Intensity activated, no Toughness grace period

This mutator is active in Havoc Rank 30 missions and above, additionally to the changes already introduced by the first tier of 'The Emperor's Fading Light', making further changes to gameplay mechanics:

• allows the AI director to spawn in any spawn type (hordes, specials, monsters, roamers) regardless of current tension states
• enables 'Hi-Intensity' which allows the game to pick higher templates for horde pacing, roamer pacing, specials pacing, and terror events
• lowers the horde timer (100s to 200s), lowers the travel distance requirement for when hordes can spawn, increases the zone range in which hordes aggro roamers, lowers the time between the individual waves of a horde, and introduces new types of coordinated strikes
• increases the chance to spawn a 'weakened' monster instead of a special to 10% and lowers the cooldown (450s to 500s)
• lowers the travel distance requirement for when Captains can be injected
Havoc Mutators (Part I)
The Final Toll
Icon       
Mechanics
Elite enemies fall into rage under 50% HP left, increasing their attack speed, damage caused and rendering them immune to crowd control.

This mutator grants a chance that enemies receive a set of changes when they spawn:

Chance
Breeds*
 10%
Daemonhost
 100%
Bulwark, Captains, Crusher, Gunners, Scab Mauler, Shotgunners, Ragers, Reaper
* Enemy breeds that are not listed cannot be affected by this mutator.

If the health of an enemy affected by 'The Final Toll' drops below 50%, they become 'enraged' which applies the following changes:

• adds red VFX to enemies' heads and eyes
• grants immunity to any source of stagger
• increases melee attack animation speed by 40%
• increases enemy movement speed by 25%; does not apply to Daemonhost
• grants immunity to suppression
• increases enemy hit mass by 50% which makes enemies harder to cleave; weapon blessings like Devastating Strike, Perfect Strike, Savage Sweep, Shock & Awe, Sunder, and Wrath that buff an attack's effective hit mass limit can mitigate this effect
• increases enemy size by 20% (by 10% for enemy ogryns)


Rampaging Enemies
Icon       
Mechanics
Enemies in this sector are rampaging. They gain increased defence against attacks upon witnessing the death of an ally.

This mutator grants a chance that enemies receive a set of changes when they spawn:

Chance
Breeds*
 5%
Armored Groaner, Groaner, Poxwalker
 10%
Bruisers, Daemonhost, Dreg Gunner, Scab Shooter, Stalkers
 20%
Dreg Captain, Scab Captain
 25%
Scab Mauler, Ragers, Reaper, Scab Bomber, Scab Gunner, Shotgunners
 35%
Bulwark, Crusher, Dreg Bomber, Flamers, Mutant, Pox Hound, Poxburster, Sniper, Trapper
 100%
Beast of Nurgle, Chaos Spawn, Plague Ogryn
* Enemy breeds that are not listed cannot spawn 'bolstered'.

Enemies affected by 'Rampaging Enemies' are 'bolstered'. When a 'bolstered' enemy dies, they spread 1 'bolstered' stack to other enemies within a 4m radius, up to 5 max stacks on an enemy. Stacks last until the enemy dies. Per stack, following changes apply:

• adds orange VFX to enemies's eyes and bodies; the color intensity scales with stack count
• increases enemy size by 2% (up to +10%)
• reduces incoming damage; the damage reduction is set per breed tag:

Stacks
 1
 2
 3
 4
 5
Captains
 2%
 4%
 6%
 8%
 10%
Monsters
 3%
 6%
 9%
 12%
 15%
Elites
 5%
 10%
 15%
 20%
 25%
Specials
 6%
 12%
 18%
 24%
 30%
All others
 10%
 20%
 30%
 40%
 50%

This damage reduction stacks additively with the same damage reduction buff from toxic gas (see 'Pox Gas' section above).

Breed Tag
Breeds
captain    
Scab Captain, Twins
monster
Beast of Nurgle, Chaos Spawn, Daemonhost, Daemonhost (ritual), Plague Ogryn
elite
Bulwark, Crusher, Gunners, Mauler, Shotgunners, Radio Operator, Ragers, Reaper
special
Bombers, Flamers, Mutant, Pox Hounds, Poxburster, Sniper, Trapper


The Encroaching Garden
Icon       
Mechanics
Marked Enemies, blessed by the Lord of Pestilence, will heal affected allies in proximity. If these enemies are not dealt with quickly, they will rapidly regenerate the enemy forces.

This mutator grants a chance that enemies receive a set of changes when they spawn:

Chance
Breeds*
 10%
Daemonhost
 20%
Scab Captain
 25%
Gunners, Scab Mauler, Ragers, Reaper, Shotgunners
 35%
Bulwark, Crusher
 100%
Dreg Captain
* Enemy breeds that are not listed cannot spawn with the healing aura.

Enemies affected by 'The Encroaching Garden' receive the following changes:

• adds purple VFX to enemies' heads
• grants an aura that applies a healing effect to other enemies within 5m; the healing effect is applied every 2s, does not stack, lasts for 2s, and ticks every second; per tick, restores 1200 flat health points; the healing effect does not apply to aura enemies themselves or to other enemies who also have a healing aura
• adds green VFX to the eyes of enemies who are within healing distance (Beast of Nurgle and Chaos Spawn don't play the VFX but receive healing regardless)


Heinous Rituals
Icon       
Mechanics
Reports indicate that the Admonition has begun creating more Daemonhosts in this area, stop these rituals before it's too late.

This mutator injects 'chaos rituals' into missions, additionally to regular monster spawns. Rituals consist of 8 Ritualists summoning a Daemonhost. The ritual is active when the health bar appears. Killing all Ritualists in time stops the ritual, otherwise a Daemonhost will spawn:

• Amount: all missions have 5 rituals except for Clandestium Gloriana (4) and Hab Dreyko (3)
• Ritualists: 2500 health (Damnation/Auric), Unarmoured armor type, 2.5 hit mass (Damnation/Auric), 25% ranged damage reduction on lower arms and lower legs, cannot be staggered
• Daemonhost: same health and properties as a regular one; slightly changed behavior: instead of always despawning after killing 1 player, now despawns after having killed 1 (Malice), 2 (Heresy), 3 (Damnation), or 4 (Auric) players total
• Ritual: forces a horde spawn when injected; once a player is within 30m of main path progression to the ritual, it activates which means that the Daemonhost's health bar is gradually filling up: the initial tick rate ("half") is very low at one tick every 11.4s, but if a player has been within 15m of main path progression once or if the Ritualists have taken 5% or more of their max health as damage, the tick rate is set to "full" and now ticks every ~1.3s; this tick rate accounts for alive Ritualists, so killing Ritualists slows down the tick rate accordingly[i.imgur.com]

This mutator is supposed to remove natural Daemonhost spawns but note that this can fail to apply in combination with the Power Supply Interruption mutator which increases the amount of natural Daemonhost spawns per mission.
Havoc Mutators (Part II)
Cranial Corruption
Icon       
Mechanics
Reports indicate a sizeable number of enemies in this sector are infected with a head parasite.

This mutator grants a chance that enemies receive a set of changes when they spawn:

Chance
Breeds*
 5%
Armored Groaner, Scab Mauler, Scab Flamer
 10%
Groaner, Poxwalker, Poxwalker (lesser mutated), Poxwalker (mutated), Bruisers, Stalkers, Scab Shooter, Dreg Rager, Gunners, Shotgunners, Bombers, Dreg Flamer
 20%
Bulwark, Crusher, Reaper
 25%
Scab Rager
* Enemy breeds that are not listed cannot be affected by this mutator.

Enemies affected by 'Cranial Corruption' receive the following changes:

• adds a different head model which has a green outline; this head hit zone has the Infested armor type; hitting the head with a ranged attack makes the enemy explode if the attack leaves the enemy at or with less than 30% max health, melee attacks cannot trigger the explosion; the explosion has a max radius of 6m, does not ignore toughness, deals 7.5 base damage to players (if no toughness, 50% of this amount is dealt as corruption damage), and deals average damage and decent stagger against enemies
• increases enemy movement speed by 25%; does not apply to Flamers and Bombers
• grants immunity to suppression
• increases enemy hit mass by 50% which makes enemies harder to cleave; weapon blessings like Devastating Strike, Perfect Strike, Savage Sweep, Shock & Awe, Sunder, and Wrath that buff an attack's effective hit mass limit can mitigate this effect


Moebian 21st
Icon       
Mechanics
Report indicates that infected 21st troopers have been sighted in this area.

This mutator replaces any Groaner or Poxwalker with an Armored Groaner. Armored Groaners deal the same damage as Groaners and Poxwalkers, are slightly more resistant to stagger, and have the following stats:

Breed
 
Health
(Damnation,
Auric)
Armor Type
 
Hit Mass
(Damnation,
Auric)
Ranged Damage Multipliers
Armored Groaner
625
• Flak
(base)
• Unarmoured
(head, lower arms, legs)
1.5
Lower Arms: 70% less
Lower Legs: 80% less
Groaner
300
Unarmoured
1.25
Lower Arms: 25% less
Lower Legs: 25% less
Poxwalker
375
Infested
1.5
Lower Arms: 50% less
Lower Legs: 50% less


Pus-hardened Skin
Icon       
Mechanics
Some enemies in this sector have been "blessed" by their foul gods, hardening their skin.

This mutator grants a chance that enemies receive a set of changes when they spawn:

Chance
Breeds*
 10%
Bruisers, Scab Shooter, Stalkers, Daemonhost
 20%
Scab Captain
 25%
Scab Mauler, Scab Rager, Shotgunners, Scab Bomber
 30%
Dreg Rager, Pox Hound
 35%
Dreg Tox Bomber, Flamers, Sniper, Trapper
 50%
Bulwark, Gunners, Reaper, Poxburster
* Enemy breeds that are not listed cannot be affected by this mutator.

Enemies affected by 'Pus-hardened Skin' receive the following changes:

• adds green-yellowish VFX with dripping particles to enemies' bodies
• reduces the damage enemies take from ranged attacks; the effective damage reduction scales per Havoc Rank being lowered by 1% flat per increasing Havoc Rank:

Havoc Rank
1
2 to 10
11 to 20
21 to 30
31 to 39
40
Ranged DR
89%
88% to 80%
79% to 70%
69% to 60%
59% to 51%
50%

While this 'inverted' scaling seems counter-intuitive at first, it can be assumed that it was chosen to account for the base difficulty increases (from Malice up to Damnation/Auric) and also for the additional Havoc modifiers (especially more enemy health). The current implementation ensures a somewhat consistent effect over all Havoc Ranks: high damage reduction when enemies have comparatively low health, and lower damage reduction when enemies have high health.


The Blight Spreads
Icon       
Mechanics
Reports indicate a large concentration of highly corrupted enemies in this area. Beware!

This mutator grants a chance that enemies spawn corrupted:

Chance
Breeds*
 10%
Armored Groaner, Groaner, Bruisers, Poxwalker, Scab Shooter, Stalkers, Bulwark, Crusher, Gunners, Scab Mauler, Ragers, Reaper, Shotgunners, Bombers, Flamers, Mutant, Poxburster, Pox Hound, Sniper, Daemonhost
 20%
Scab Captain
 100%
Plague Ogryn
* Enemy breeds that are not listed cannot spawn corrupted.

Enemies affected by 'The Blight Spreads' receive the following changes:

• adds greenish VFX with fly-like particles to enemies' bodies
• when a corrupted enemy dies, there is a chance that the corruption spreads to other enemies within 3m
• when a corrupted enemy dies, a puddle of Nurgle Slime is created on the ground; this slime has the same properties as the slime created by Beast of Nurgle (see the 'Player Debuffs' section below) except for lasting for 19s and dealing 5 base corruption damage (Damnation/Auric) per tick which increases to 6.25 corruption damage per tick while sliding or dodging on slime
Havoc Hidden Modifiers (Part I)
Reduced Player Health
 
stat buff: max_health_modifier

Reduces a character's maximum health; also applies to health while downed. Stacks additively with max health buffs from curio blessings, curio perks and small talent nodes.

For example, an Ogryn playing a Havoc Rank 30 mission with three +21% health curios, each with a +5% health curio perk, and a 10% health small talent node will have his base max health of 300 increased by 300x(-0.35+0.63+0.15+0.1)=159 to 459 health total. If this Ogryn drops all health curios and only keeps the small talent node, his base max health of 300 would be reduced by 300x(-0.35+0.1)=-75 to 225 health total.

Modifier Tiers
Health Reduction
Havoc Ranks
Tier 1
 -15%
active from 1 to 10
Tier 2
 -20%
active from 11 to 20
Tier 3
 -25%
active from 21 to 22
Tier 4
 -30%
active from 23 to 25
Tier 5
 -35%
active from 26 to 40


Reduced Player Toughness
 
stat buff: toughness

Removes a flat amount of toughness from a character's base maximum toughness. Stacks additively with flat toughness increases from small talent nodes, the sum stacks multiplicatively with toughness percentage buffs from curio blessings and curio perks.

For example, a Veteran playing a Havoc Rank 34 mission with one +15 toughness, one +25 toughness small talent node, and three +16% toughness curios will have their base max toughness of 100-45+15+25=95 increased by 95x0.48=45.6 to 140.6 toughness total (HUD rounds up: 141).

Modifier Tiers
Toughness Reduction
Havoc Ranks
Tier 1
 -10
active from 2 to 11
Tier 2
 -15
active from 12 to 18
Tier 3
 -30
active from 19 to 23
Tier 4
 -40
active from 24 to 32
Tier 5
 -45
active from 33 to 40


Reduced Coherency Toughness Regeneration
 
stat buff: toughness_regen_rate_modifier

Reduces a character's base amount of toughness regenerated while in coherency; stacks additively with the same buff from Toughness Regeneration Speed (TRS) from curios, and talents like Ogryn's Lynchpin or Veteran's small talent node Inspiring Presence; stacks multiplicatively during calculation with Zealot's Fortitude in Fellowship and Loner.

Allies
in
Coherency
Coherency Regen
per second
w/o any buffs
Coherency Regen
per second
w/ T5 Modifier
Coherency Regen
per second
w/ T5 Modifier
w/ 3x30% TRS
Coherency Regen
per second
w/ T5 Modifier
w/ Lynchpin
Coherency Regen
per second
w/ T5 Modifier
w/ Fortitude
 0
0
0
0
0
1.875
 1
3.75
1.875
5.25
3.75
3.75
 2
5.625
2.8125
7.875
5.625
4.6875
 3
7.5
3.75
10.5
7.5
5.625

Modifier Tiers
Reduced Coherency Regen Rate
Havoc Ranks
Tier 1
 -15%
active from 2 to 12
Tier 2
 -20%
active from 13 to 15
Tier 3
 -30%
active from 16 to 24
Tier 4
 -40%
active from 25 to 33
Tier 5
 -50%
active from 34 to 40


Reduced Ammo Pickup Amount
Reduces the amount of ammo gained from small or big ammo pickups and from deployable ammo packs:

Pickup Type
Base Amount
T1 Modifier
T2 Modifier
T3 Modifier
T4 Modifier
T5 Modifier
Small
15%
12.75%
9.75%
7.5%
6.75%
6%
Big
50%
42.5%
32.5%
25%
22.5%
20%
Deployable
100%
85%
65%
50%
45%
40%

For example, playing a Havoc Rank 35 mission with a ranged weapon that has 56 max ammo in reserve, a small pickup will refill 56x0.06=3.36 ammo which is rounded up to 4; a big pickup will refill 56x0.2=11.2 ammo which is rounded up to 12.

Modifier Tiers
Ammo Amount Reduction
Havoc Ranks
Tier 1
 15%
active from 3 to 13
Tier 2
 35%
active from 14 to 20
Tier 3
 50%
active from 21 to 23
Tier 4
 55%
active from 24 to 29
Tier 5
 60%
active from 30 to 40


Reduced Quelling Speed
 
stat buff: vent_warp_charge_speed

Reduces the speed at which peril is quelled. Applies only to active quelling, passive quelling is unaffected. Stacks multiplicatively with the same buff from Psyker's talent Solidity and during calculation with the quelling buff from Celerity Stimm.

Modifier Tiers
Quell Speed Reduction
Havoc Ranks
Tier 1
 15%
active from 3 to 13
Tier 2
 35%
active from 14 to 20
Tier 3
 50%
active from 21 to 23
Tier 4
 75%
active from 24 to 29
Tier 5
 85%
active from 30 to 40
Havoc Hidden Modifiers (Part II)
Increased Terror Event Spawns
Increases a point modifier which scales the 'point budget' that the game uses as one of several systems to spawn enemies during terror events. This effectively increases the spawns of enemies during these events. 'Terror events' are all premade events in the game that are not controlled by the usual AI director. These events are essentially a list of elements/actions that is activated when players reach a certain area, and that the game will go through in order, until the end of the list, or until some other action/event stops it midway.

Modifier Tiers
Point Modifier
Havoc Ranks
Tier 1
 30%
active from 4 to 14
Tier 2
 40%
active from 15 to 18
Tier 3
 50%
active from 19 to 25
Tier 4
 60%
active from 26 to 32
Tier 5
 85%
active from 33 to 40


Increased Elite Health
Increases the maximum health of enemies with the elite tag.

For example, Ragers have 1250 health on Malice and 2000 health on Damnation/Auric. In a Havoc Rank 7 mission, Ragers would have 1250x1.1=1375 health. Whereas in a Havoc Rank 31 mission, Ragers would have 2000x1.25=2500 health.

Breeds with elite tag: Bulwark, Crusher, Gunners, Mauler, Ragers, Reaper, Shotgunners

Modifier Tiers
Health Increase
Havoc Ranks
Tier 1
 10%
active from 5 to 17
Tier 2
 15%
active from 18 to 22
Tier 3
 20%
active from 23 to 28
Tier 4
 25%
active from 29 to 38
Tier 5
 50%
active from 39 to 40


Increased Special Health
Increases the maximum health of enemies with the special tag.

For example, a Trapper has 562.5 health on Malice and 900 health on Damnation/Auric. In a Havoc Rank 9 mission, a Trapper would have 562.5x1.1=618.75 health. Whereas in a Havoc Rank 39 mission, a Trapper would have 900x1.5=1350 health.

Breeds with special tag: Bombers, Flamers, Mutants, Poxburster, Pox Hounds, Sniper, Trapper

Modifier Tiers
Health Increase
Havoc Ranks
Tier 1
 10%
active from 5 to 18
Tier 2
 15%
active from 19 to 24
Tier 3
 20%
active on 25
Tier 4
 25%
active from 26 to 37
Tier 5
 50%
active from 38 to 40


Increased Max Specials
Increases the maximum amount of specials that can be alive at the same time by a flat amount.

For example, on regular Auric without any active difficulty mutators (and without any triggered intervention systems like rush or speedrunning prevention), up to 8 specials can be alive at the same time. In Havoc Rank 36+ missions up to 14 specials can be alive at the same time (this is also accounting for 'The Emperor's Fading Light').

Breeds with special tag: Bombers, Flamers, Mutants, Poxburster, Pox Hounds, Sniper, Trapper

Modifier Tiers
Additional Specials
Havoc Ranks
Tier 1
 2
active from 5 to 14
Tier 2
 3
active from 15 to 23
Tier 3
 4
active from 24 to 25
Tier 4
 5
active from 26 to 35
Tier 5
 6
active from 36 to 40


Monster Buff
This modifier does two things: (1) Increases the maximum amount of monsters that can spawn by map triggers during a mission by a flat amount. (2) Increases the maximum health of enemies with the monster tag.

For example, a Plague Ogryn has 40000 health on Heresy and 60000 health on Damnation/Auric. In a Havoc Rank 17 mission, a naturally spawned Plague Ogryn would have 40000x1.2=48000 health. Whereas in a Havoc Rank 38 mission, it would have 60000x1.7=102000 health; if this Plague Ogryn is a 'weakened' one (60% less health), spawned as a result of 'The Emperor's Fading Light' (replacing a special), it would have 60000x0.4+60000x0.7=66000 health.

Breeds with monster tag: Beast of Nurgle, Chaos Spawn, Daemonhosts, Plague Ogryn

Modifier Tiers
Health Increase
Additional Monsters
Havoc Ranks
Tier 1
 10%
 1
active from 6 to 15
Tier 2
 20%
 1
active from 16 to 23
Tier 3
 30%
 2
active from 23 to 26
Tier 4
 40%
 3
active from 27 to 36
Tier 5
 70%
 3
active from 37 to 40
Havoc Hidden Modifiers (Part III)
Horde Buff
This modifier does two things for enemies with the horde tag: (1) Increases the maximum health. (2) Increases the hit mass which makes them harder to cleave.

For example, an Armored Groaner has 625 health and 1.5 hit mass on Damnation/Auric. In a Havoc Rank 36 mission, an Armored Groaner would have 625x1.3=812.5 health and a hit mass of 1.5x2.7=4.05.

Note that, due to the implementation, this modifier's buff to enemy hit mass gets overwritten by the related buff from toxic gas (see the 'Pox Gas' guide section above): So when the same Armored Groaner happens to be affected by toxic gas, they would have a hit mass of 1.5x2.5=3.75 instead. Weapon blessings like Devastating Strike, Perfect Strike, Savage Sweep, Shock & Awe, Sunder, and Wrath that buff an attack's effective hit mass limit can mitigate this effect.

Breeds with horde tag: Armored Groaner, Groaner, Poxwalker, Poxwalker (lesser mutated), Poxwalker (mutated)

Modifier Tiers
Health Increase
Hit Mass Increase
Havoc Ranks
Tier 1
 10%
 40%
active from 7 to 16
Tier 2
 15%
 80%
active from 17 to 19
Tier 3
 20%
 100%
active from 20 to 24
Tier 4
 25%
 150%
active from 25 to 34
Tier 5
 30%
 170%
active from 35 to 40


Increased Enemy Melee Attack Speed
Increases the animation speed of melee attacks (including kicks, punches, Bulwark shield pushes, etc) of enemies with the melee tag.

Note that this also increases the speed of the recovery animation of enemies after an attack has been blocked by players.

Breeds with melee tag: Armored Groaner, Bruisers, Bulwark, Crusher, Groaner, Mauler, Poxwalker, Poxwalker (lesser mutated), Poxwalker (mutated), Ragers

Modifier Tiers
Melee Attack Speed Increase
Havoc Ranks
Tier 1
 20%
active from 8 to 16
Tier 2
 35%
active from 17 to 21
Tier 3
 50%
active from 22 to 26
Tier 4
 75%
active from 27 to 31
Tier 5
 100%
active from 32 to 40


Enemy Ranged Attacks Buff
This modifier does two things for enemies with the close or far tag: (1) Increases the animation speed of hit scan ranged attacks. (2) Increases the number of shots fired per shooting action; does not apply to shotgun blasts. For example, a Dreg Stalker fires either 4 or 5 shots per action. In a Havoc Rank 35 mission, a Dreg Stalker would fire either 9 or 12 shots per action.

Breeds with the close or far tag: Gunners, Reaper, Scab Shooter, Shotgunners, Stalkers

Modifier Tiers
Ranged Attack Speed Increase
Number of Shots Modifier
Havoc Ranks
Tier 1
 10%
 25%
active from 8 to 16
Tier 2
 15%
 50%
active from 17 to 21
Tier 3
 20%
 75%
active from 22 to 26
Tier 4
 25%
 100%
active from 27 to 31
Tier 5
 30%
 125%
active from 32 to 40


Enemy Melee Corruption
Enables all enemy melee attacks to deal a specific portion of their damage as corruption damage. This effect stacks additively with the corruption damage ratio that some enemies (e.g. Poxwalker) have defined in their attacks' damage profiles by default.

For example, a Poxwalker deals 84 damage (Damnation/Auric) with melee attacks. By default, 25% of this damage is dealt as corruption damage when dealing health damage. So from one Poxwalker melee hit, a player would take 84x0.75=63 regular damage and 84x0.25=21 corruption damage. In a Havoc Rank 34 mission, a Poxwalker deals 25%+30%=55% of their damage as corruption damage, and a player would take (also accounting for the enemy melee power increase) 126x0.45=56.7 regular damage and 126x0.55=69.3 corruption damage from one Poxwalker melee hit.

Note that this modifier's effect can lead to players who are not on their last wound being killed right away (instead of being knocked down first) by melee hits that deal very high damage (e.g. Mauler or Crusher overhead attacks). This is due to the fact that the corruption damage portion, especially considering reduced player max health in Havoc missions, can be high enough to convert one or more health segments to full corruption during damage taken calculation, thereby 'skipping' the knock down condition.

The amount of corruption damage taken can be reduced by Corruption Resistance from curios.

Modifier Tiers
Corruption Damage Ratio
Havoc Ranks
Tier 1
 10%
active from 9 to 17
Tier 2
 15%
active from 18 to 21
Tier 3
 20%
active from 22 to 24
Tier 4
 25%
active from 25 to 32
Tier 5
 30%
active from 33 to 40


Increased Enemy Melee Power
Increases the power level of enemy melee attacks (including kicks, punches, stomps, Bulwark shield pushes, etc) which increases their damage.

For example, a Crusher deals 80 damage (Damnation/Auric) with his fist punch. In a Havoc Rank 29 mission, a Crusher would deal 112 damage with the same attack.

Modifier Tiers
Enemy Melee Power Increase
Havoc Ranks
Tier 1
 10%
active from 9 to 13
Tier 2
 20%
active from 14 to 15
Tier 3
 30%
active from 16 to 27
Tier 4
 40%
active from 28 to 31
Tier 5
 50%
active from 32 to 40
Havoc Hidden Modifiers (Part IV)
Increased Horde Spawn Rate
Increases the rate at which hordes and ambushes can spawn while regular horde pacing is active; this does not affect the amount of enemies spawned in hordes and ambushes.

Modifier Tiers
Horde Spawn Rate Increase
Havoc Ranks
Tier 1
 20%
active from 10 to 14
Tier 2
 40%
active from 15 to 19
Tier 3
 60%
active from 20 to 24
Tier 4
 80%
active from 25 to 29
Tier 5
 100%
active from 30 to 34
Tier 6
 120%
active from 35 to 39
Tier 7
 140%
active on 40


Increased Elite Roamer Spawns
Increases the amount of non-ogryn enemies with the elite tag in enemy roamer packs. 'Roamers' are ambient enemies that populate a map either by standing around in stationary groups or by patrolling around in small groups (these mini patrols are different from actual patrols). Roamers spawn ahead of players when progressing through the map and are unaffected by horde pacing. The compositions of roamer packs are predetermined and this modifier increases the maximum amount of non-ogryn elites that can spawn per pack.

Non-ogryn breeds with elite tag: Gunners, Mauler, Ragers, Shotgunners

Modifier Tiers
Elite Roamer Spawns Increase
Havoc Ranks
Tier 1
 15%
active from 10 to 19
Tier 2
 -
-
Tier 3
 50%
active from 20 to 28
Tier 4
 75%
active from 29 to 30
Tier 5
 100%
active from 31 to 40


Increased Ogryn Roamer Spawns
Increases the amount of elite enemies with the ogryn tag in enemy roamer packs. 'Roamers' are ambient enemies that populate a map either by standing around in stationary groups or by patrolling around in small groups (these mini patrols are different from actual patrols). Roamers spawn ahead of players when progressing through the map and are unaffected by horde pacing. The compositions of roamer packs are predetermined and this modifier increases the maximum amount of ogryn elites that can spawn per pack.

Elite breeds with ogryn tag: Bulwark, Crusher, Reaper

Modifier Tiers
Ogryn Roamer Spawns Increase
Havoc Ranks
Tier 1
 15%
active from 10 to 19
Tier 2
 -
-
Tier 3
 50%
active from 20 to 27
Tier 4
 75%
active from 28 to 30
Tier 5
 100%
active from 31 to 40
Player Debuffs (Part I)
Beast of Nurgle Vomit
Icon       
Mechanics
 
Being hit directly by Beast of Nurgle's vomit action applies a debuff that has the following effects:

stat buffs:
movement_speed
dodge_speed_multiplier


• Duration: 10s; can be refreshed when vomited on again
• Marks the player as a potential target to be consumed by Beast of Nurgle; Beast of Nurgle only tries to consume players that have been vomited on
• Reduces player movement speed by 15% (can stack up to 3 times); stacks additively with itself, the movement speed reduction from Nurgle Slime on the ground and with movement speed buffs from talents and weapon blessings; stacks multiplicatively with sprinting speed buffs (Arbitrator's Rapid Movement, Zealot's Swift Certainty)
• Reduces dodge speed by 10% (can stack up to 3 times); stacks multiplicatively with itself and with dodge speed buffs from Veteran's Weapons Specialist and Zealot's Inexorable Judgement
• Health Damage: the debuff itself deals no damage but the direct vomit hit that applies the debuff deals 2.8 base corruption damage (Damnation/Auric) per instance
• Toughness Damage: ignores toughness dealing damage immediately to health instead


Nurgle Slime
Icon       
Mechanics
 
Nurgle Slime on the ground can be created by Beast of Nurgle (vomit and slime trail), by the Phage Tree in Hab Dreyko, by corrupted enemies on death in Havoc missions ('The Blight Spreads'), and by map props like Corruptors (when destroying their eyes) or the lab tanks in Warren.

Since the map prop slime has no additional properties besides dealing corruption damage, this section details only the Nurgle Slime created by Beast of Nurgle; the Phage Tree slime has the same properties as the Beast of Nurgle slime (except for having half the duration and dealing twice as much corruption damage); 'The Blight Spreads' slime deals double the damage.

Nurgle Slime lasts for 20s; note that the yellow goo VFX is roughly 1s shorter than the actual effect duration. Nurgle Slime has the following effects on players who are in it:

buff keyword: zero_slide_friction

stat buffs:
movement_speed
dodge_speed_multiplier


• Reduces player movement speed by 20%; stacks additively with the movement speed reduction from Beast of Nurgle vomit and with movement speed buffs from talents and weapon blessings; stacks multiplicatively with sprinting speed buffs (Arbitrator's Rapid Movement, Zealot's Swift Certainty)
• Reduces dodge speed by 10%; stacks multiplicatively with dodge speed buffs from Veteran's Weapons Specialist and Zealot's Inexorable Judgement
• Removes friction while sliding on slime which allows to keep sliding until back on normal ground
• Tick Rate: every 0.35s; while sliding or dodging, every 0.25s
• Health Damage: 2.5 base corruption damage per tick (Damnation/Auric) which increases to 3.125 corruption damage per tick while sliding or dodging on slime; knocked down players take 75% less damage
• Toughness Damage: ignores toughness dealing damage immediately to health instead
Player Debuffs (Part II)
Ground Fire
Icons       
Mechanics





 
There are effectively four different ground fire templates that vary slightly in their effects on players: ground fire from (1) flamethrower trails of Dreg Tox Flamer and Scab Flamer, (2) Scab Bomber grenades, (3) Scab Flamer tank explosion and fire barrels, and (4) Dreg Flamer tank explosion.

(1) Dreg Tox Flamer / Scab Flamer (Flamethrower Trail)
buff keyword: prevent_toughness_replenish_except_abilities

stat buffs:
toughness_regen_rate_multiplier
spread_modifier


• Duration: 11s
• Extension: 1 unit; cell_size: 0.8
• Coherency Toughness Regeneration: disabled
• Toughness Replenishment: any toughness replenishment from melee kills, talents, or weapon blessings is disabled except for Arbitrator's Castigator's Stance, Veteran's Voice of Command and Zealot's Chorus of Spiritual Fortitude
• Tick Rate: every 0.35s
• Health Damage: deals 12 base damage per tick (Damnation/Auric) which increases over the first 17 ticks[i.imgur.com]; knocked down players take 75% less damage
• Toughness Damage: 4x multiplier
• Weapon Spread: after leaving ground fire, increases ranged weapon spread by 100% which decreases linearly over 1.75s until losing its effect; stacks additively with spread reductions from talents and weapon blessings

(2) Scab Bomber
buff keyword: prevent_toughness_replenish_except_abilities

stat buffs:
toughness_regen_rate_multiplier
movement_speed
spread_modifier


• Duration: 8s
• Extension: 55 units; cell_size: 1.1; adjusts to map geometry
• Coherency Toughness Regeneration: disabled
• Reduces player movement speed by 20%; stacks additively with other movement speed reductions and with movement speed buffs from talents and weapon blessings; stacks multiplicatively with sprinting speed buffs (Arbitrator's Rapid Movement, Zealot's Swift Certainty)
• Toughness Replenishment: any toughness replenishment from melee kills, talents, or weapon blessings is disabled except for Arbitrator's Castigator's Stance, Veteran's Voice of Command and Zealot's Chorus of Spiritual Fortitude
• Tick Rate: every 0.35s
• Health Damage: deals 15 base damage per tick (Damnation/Auric) which increases over the first 17 ticks[i.imgur.com]; knocked down players take 75% less damage
• Toughness Damage: 4x multiplier
• Weapon Spread: after leaving ground fire, increases ranged weapon spread by 100% which decreases linearly over 1.75s until losing its effect; stacks additively with spread reductions from talents and weapon blessings

(3) Scab Flamer (Tank Explosion) / Fire Barrel
stat buffs:
movement_speed
spread_modifier


• Duration: 12s (tank explosion), 15s (fire barrel)
• Extension: 85 units; cell_size: 0.85 (tank explosion), 0.75 (fire barrel); adjusts to map geometry; incentivizes enemies to path around it
• Reduces player movement speed by 25%; stacks additively with other movement speed reductions and with movement speed buffs from talents and weapon blessings; stacks multiplicatively with sprinting speed buffs (Arbitrator's Rapid Movement, Zealot's Swift Certainty)
• Tick Rate: every 0.5s
• Health Damage: deals 10 base damage per tick (Damnation/Auric); knocked down players take 75% less damage
• Toughness Damage: ignores toughness dealing damage immediately to health instead
• Weapon Spread: after leaving ground fire, increases ranged weapon spread by 100% which decreases linearly over 1.75s until losing its effect; stacks additively with spread reductions from talents and weapon blessings

(4) Dreg Tox Flamer (Tank Explosion)
buff keyword: prevent_toughness_replenish_except_abilities

stat buffs:
toughness_regen_rate_multiplier
spread_modifier


• Duration: 12s
• Extension: 85 units; cell_size: 0.7; adjusts to map geometry; incentivizes enemies to path around it
• Coherency Toughness Regeneration: disabled
• Toughness Replenishment: any toughness replenishment from melee kills, talents, or weapon blessings is disabled except for Arbitrator's Castigator's Stance, Veteran's Voice of Command and Zealot's Chorus of Spiritual Fortitude
• Tick Rate: every 0.35s
• Health Damage: deals 12 base damage per tick (Damnation/Auric) which increases over the first 17 ticks[i.imgur.com]; knocked down players take 75% less damage
• Toughness Damage: 4x multiplier
• Weapon Spread: after leaving ground fire, increases ranged weapon spread by 100% which decreases linearly over 1.75s until losing its effect; stacks additively with spread reductions from talents and weapon blessings
Player Debuffs (Part III)
Toxic Gas (Player Debuff)
Icon       
Mechanics
 
For details on the buffs enemies receive from toxic gas see the respective 'Maelstrom Mutators' section above.

There are effectively three different toxic gas templates that vary slightly in their effects on players: toxic gas from (1) Dreg Tox Bomber grenades, (2) the 'Pox Gas' mutator, and (3) Karnak Twins events.

(1) Dreg Tox Bomber
buff keyword: concealed

stat buffs:
toughness_coherency_regen_rate_multiplier
toughness_regen_rate_multiplier
toughness_replenish_modifier


• Duration: 16s
• Extension: 80 units; adjusts to map geometry
• Tick Rate: every 0.75s
• Health Damage: 10 base damage per tick (Damnation/Auric) of which 8 are dealt as corruption damage and 2 as regular damage; note that if a player does not yet have any corruption damage taken, the first tick deals 10 total damage (8:2 ratio) and subsequent ticks then only deal 8 base corruption damage per tick; knocked down players take 75% less damage
• Toughness Damage: 7x multiplier
• Coherency Toughness Regeneration: disabled
• Toughness Replenishment: any amount of toughness replenished by melee kills, talents, and the Momentum weapon blessing is reduced by 30%; stacks additively with the toughness replenishment buff from Ogryn's Feel No Pain (including Toughest!), Stay Close!, Too Stubborn To Die, or Veteran's Tunnel Vision, and multiplicatively with Psyker's Empyric Resolve
• Concealment: players inside toxic gas count as being 'concealed' which provides the same effect like Veteran's Smoke Grenade
• Outlines: players inside toxic gas do not see the outlines of team mates or pinged enemies; this also disables outlines applied by talents like Arbitrator's Execution Order, Psyker's Disrupt Destiny, or Veteran's Executioner's Stand and Focus Target!

(2) Pox Gas Mutator
buff keyword: concealed

stat buffs:
toughness_coherency_regen_rate_multiplier
toughness_regen_rate_multiplier
toughness_replenish_modifier


• Duration: between 16s and 20s; the build up phase of 8.5s has no effect
• Tick Rate: every 0.75s
• Health Damage: 10 base damage per tick (Damnation/Auric) of which 8 are dealt as corruption damage and 2 as regular damage; note that if a player does not yet have any corruption damage taken, the first tick deals 10 total damage (8:2 ratio) and subsequent ticks then only deal 8 base corruption damage per tick; knocked down players take 75% less damage
• Toughness Damage: 7x multiplier
• Coherency Toughness Regeneration: disabled
• Toughness Replenishment: any amount of toughness replenished by melee kills, talents, and the Momentum weapon blessing is increased by 50%; stacks additively with the toughness replenishment buff from Ogryn's Feel No Pain (including Toughest!), Stay Close!, Too Stubborn To Die, or Veteran's Tunnel Vision, and multiplicatively with Psyker's Empyric Resolve
• Concealment: players inside toxic gas count as being 'concealed' which provides the same effect like Veteran's Smoke Grenade
• Outlines: players inside toxic gas do not see the outlines of team mates or pinged enemies; this also disables outlines applied by talents like Arbitrator's Execution Order, Psyker's Disrupt Destiny, or Veteran's Executioner's Stand and Focus Target!

(3) Karnak Twins
buff keywords:
concealed
prevent_toughness_replenish_except_abilities


stat buff: toughness_regen_rate_multiplier


• Duration: gas phases during boss fight (Damnation/Auric) can last between 20s and 25s (first phase) and 15s and 22s (subsequent phases); with Hard Mode enabled, gas phases can last between 14s and 18s; gas during boss ambushes lasts until boss vanishes
• Tick Rate: every 0.25s
• Health Damage: up to 10 base corruption damage per tick (Damnation/Auric) which scales per time spent in toxic gas dealing full damage per tick after 12s; knocked down players take 75% less damage
• Toughness Damage: 3x multiplier
• Coherency Toughness Regeneration: disabled
• Toughness Replenishment: any toughness replenishment from melee kills, talents, or weapon blessings is disabled except for Arbitrator's Castigator's Stance, Veteran's Voice of Command and Zealot's Chorus of Spiritual Fortitude
• Concealment: players inside toxic gas count as being 'concealed' which provides the same effect like Veteran's Smoke Grenade
• Outlines: players inside toxic gas do not see the outlines of team mates or pinged enemies; this also disables outlines applied by talents like Arbitrator's Execution Order, Psyker's Disrupt Destiny, or Veteran's Executioner's Stand and Focus Target!
• When leaving toxic gas, deals one tick of 4 base corruption damage
Player Buffs
Spawn Grace
Icon       
Mechanics
 
Players who hotjoin a game receive the following buffs for 5s:

buff keyword: unperceivable

stat buff: damage_taken_multiplier


• Players are unperceivable so they cannot be targeted by enemies; this is similar to being invisible
• Players do not take any damage


Toughness Broken Grace
When toughness reaches 0, the power level of incoming enemy ranged hit scan attacks (excluding shotgun blasts) is reduced by a specific amount for a specific duration; does not apply to the attack that breaks toughness. This reduces the base damage of enemy attacks before any applicable damage reduction on the player side (talents, curios, etc) is considered. Alternatively, only for enemy shotgun blasts, the weapon spread of attacking units is increased for a specific duration. Once procced, these effects go on cooldown.

Power Level Reduction
Duration
Enemy Spread Increase
Cooldown
Uprising
80%
1.5s
300%
2s
Malice
70%
1.25s
250%
3s
Heresy
60%
1s
200%
5s
Damnation
50%
1s
200%
8s
Auric
50%
1s
200%
8s


Stamina on Damage Taken
function: add_stamina

Only while current stamina is below 50% of max stamina, taking any damage to toughness or health from enemy melee or ranged attacks (also from ground fire, toxic gas, and Nurgle slime) replenishes 1 flat stamina per damage instance. This effect has no internal cooldown and stops immediately when above 50% max stamina.


Dogpile Protection
When more than two slots are occupied around the player unit, the power level of incoming enemy melee attacks is reduced. This reduces the base damage of enemy attacks before any applicable damage reduction on the player side (talents, curios, etc) is considered.

Slots Occupied
1
2
3
4
5
6
7+
Power Level Reduction
 - 
 - 
10%
15%
30%
35%
50%

For example, if a player is fighting against two Scab Bruisers, each Bruiser deals 72 health damage (Damnation/Auric) per melee attack. If a player is fighting against four Scab Bruisers, each Bruiser now deals 61.2 health damage per melee attack; if fighting against six Bruisers, each Bruiser deals 46.8 health damage per melee attack, etc.

Slot system
Darktide's slot system is similar to Vermintide 2's slot system. It structures the game's melee combat on a fundamental level. There are three different types of slots: normal, medium, and large. A player unit can have up to 9 normal slots attached to it, up to 8 medium slots, and up to 5 large slots; large slots are occupied by monsters (Beast of Nurgle, Chaos Spawn, Daemonhosts, Plague Ogryn) and enemy ogryns (Bulwark, Crusher, Reaper), medium slots are occupied by Maulers and Ragers, and normal slots by any other enemy breed (including Captains/Twins). Enemies who are in ranged combat do not occupy these slots. The effective maximum amount of occupied slots can vary depending on certain factors during gameplay (large slots taking priority over medium slots over normal slots, overlapping slots getting disabled, navmesh limitations because of map geometry, etc).
5 Comments
kuli  [author] 28 Jun @ 8:55am 
Yes, this is how coherency works, it's a daisy chain. You don't have to be in radius with all team mates at once, just one that then is also in coherency with others, etc.
DiceDexter 28 Jun @ 8:47am 
Could you explain Coherency and Aura in this guide? A post on reddit claimed you can chain the Coherency radius together (so you touch at most 2 people instead of all 3) and still recieve the full benefit. Is that true?

Also great guides! Love them :)
kuli  [author] 24 Jun @ 11:33pm 
No, the rating is a bit of a fluff number for the UI. The stats on the item are what matters.
Rymd 24 Jun @ 8:09pm 
Heya, was wondering if the curio rating has any bearing on the power of the player akin to the gear system in Vermintide?
GeezusCryst 13 Oct, 2024 @ 9:47pm 
Extremely helpful as a new player thank you!