The 3 Best Things About The Warhammer 40,000: Darktide Game

When you destroy groups of infected enemies or fight with an invincible adamant enemy, the features of the weapon Warhammer 40,000: Dark tide can become a decisive factor between success and defeat. In addition, knowledge of what features need to be sought so that your weapon is as powerful as possible, can also be of great importance. With this in mind, here is every feature of weapons in Warhammer 40k: Dark tide.

All features of weapons Warhammer 40k Dark tide

  • Adhesive charge: your grenades stick to the monsters.
  • All or nothing: adds from 2% to 5% of strength, depends on endurance.
  • Bash: adds from 1% to 4% of the chance of a critical strike for three seconds when punishing enemies.
  • Between the eyes: relieves suppression (for himself) and gives immunity to suppression (for himself) for 0.6–0.9 seconds when it enters a weak place.
  • Bringing away: adds 2% of the power depending on how long you continue to shoot.
  • Burning spirit: the enemy receives from +1% to 2%/from +2% to 4% of Soul blaze charges during a critical impact.
  • Bralette: from +2% to 4% of bleeding effects from special attacks.
  • Bloodthirsty: 100% chance of a critical blow when killing a special attack.
  • Born in the blood: adds from 1% to 2.5% resistance when murder from close range.
  • Cruel impulse: ignoring the enemy mass of blows for 1.5–4.5 seconds when killing in a weak place.
  • Open: adds from one to four tears with a special attack of armored enemies.
  • Cavalcade: adds from 1% to 4% of the chance of a critical blow. It is summed up to five times, depending on the duration of continuous fire.
  • Inhibitory shelling: continuous shooting over time increases suppression.
  • Enchanted reboot: adds eight bullets loaded with critical hit.
  • Confident blow: adds from 5% to 8% resistance during chain strike.
  • Kara's Roulette: adds 4% to the chance of a critical blow for every empty camera in your weapons.
  • Death accuracy: adds from 27.5% to 50% of additional damage with a critical hit in a weak place.
  • Deadly blow: ignoring the enemy mass of strokes for 3.5 seconds when killing in a weak place.
  • Deadly Solar: adds from 5% to 6.5% of the force from one second to 1.375 seconds when murder from close range.
  • Decapitating: adds from 10% to 25% Rending for five seconds with the enemy One-Shot. Folds from three to five times.
  • Decimated: adds from 10% to 20% of strength when it gets.

It folds five times. Deflector: This weapon blocks the attacks of near and distant battle. In addition, the cost of the block is reduced by 3-12%. Destructive blow: ignore the enemy mass of blows during a critical hit. It lasts from two to four seconds. Dumped: adds from 1% to 2.5% damage from the near distance when re-hit. It folds five times. Efficiency: adds 33% to a decrease in the use of ammunition after you do not shoot for 4–5.5 seconds. Contractor: adds from 2% to 5% if re-entering a weak place. It folds five times. Exorcist: reduces from 2% to 5% danger when re-entering a weak place. Expansive: adds from 2% to 5% of the near-fight for four seconds with a defeat of three or more enemies with a long-range attack. Falter: adds from 30% to 60% of targeted staggering when it enters a weak place.

  • Flowering the flame: the main attack ignores from 30% to 60% of the resistance to stunning of burning enemies.
  • Fiery madness: gives 4% to 10% an increase in force against the nearest enemies by 1.75 seconds after the murder of the enemy from close range.
  • Fleet: adds one effect of bleeding with a critical blow.

The

  • The divider: adds from one to four stacks of bleeding with critical strikes.
  • Faced Channeling: Your secondary attack cannot be interrupted.
  • Free section, passing: adds from 2% to 5% of strength for five seconds, when each pellet in the shot falls into the same enemy.
  • It becomes hot!: adds from 1% to 4% of the chance of a critical blow, which depends on the level of heating.
  • Ghost: Immunity to Far Boy attacks from 0.4 seconds to one second when it enters a weak place.
  • Hunter for fame: adds from 4% to 10% resistance with elite murder.
  • Hammer blow: adds from 7.5% to 20% of the blow for 1.5 seconds when it hit. It folds five times.
  • Hand gun: adds from 20% to 35% damage with a critical blow.
  • Senecas: adds from 1% to 4% to the instant killing of enemies the size of a person with a chain heavy blow. It folds five times.
  • Hunter of the head: adds from 2% to 5% a chance of a critical blow when it enters a weak place until the next critical blow. It folds five times.
  • Gloves: adds from two to five strength for 3.5 seconds when it gets. It folds five times
  • Hit and run: immunity to long-range attacks 0.4-0.7 seconds when killing from close range.
  • Infernos: adds from two to three combustion charges with a critical blow to a maximum of six to nine charges.
  • Inspiring salvo: Gradually restore 10% resistance during continuous fire. Summarized up to five times.
  • Break: adds from one to four stacks of bleeding during strikes that are not related to weak places.
  • Dedication branch: adds from 10% to 25% to the first attack in the chain. Subsequent attacks are reduced from 10% to 25% power.
  • Man-Stopper: Dissection was increased during a critical blow.
  • Military killer: adds from 20% to 50% damage in vulnerable places of enemies with bleeding effects.
  • Impulse: adds from 7.5% to 15% resistance with multiple strikes in close combat.
  • There is no respite: adds from 12.5% to 20% damage when hit, scale with staggering.
  • Onslaught: chain charged attacks reduce their charging time from 4% to 10%. It folds five times.
  • Opening of a volley: adds from 7.55% to 15% of the power at the first shot of the volley.
  • Excessive pressure: adds from 2% to 5% of strength depending on the remaining ammunition. It folds five times.
  • The perfect blow: critical blows ignore the bonus to the mass of armor hits.
  • Pierce: Special attacks ignore the bonus to the mass of armor hits.
  • Fire consolidation: adds from 5% to 20% of force for each enemy that you have shook. It folds five times.
  • Accurate determination of the goal: adds from 5% to 20% of strength depending on the time of charging your special weapons and close combat attacks. Folds three times.
  • Point blank: adds from 15% to 20% a chance of a critical strike in long-range battle when killing for two seconds.
  • Paderborn: adds from 5% to 15% suppression and from 5% to 15% of recoil when murder from close range.
  • Power Cycle: Increased the duration of charged blows along the chain of charged blows.
  • Association: adds from 2% to 5% damage in a weak place and critical damage for five seconds with successful evasion.
  • Punishing fire: adds from 2% to 8% of the force of long-range attacks for three seconds with a special attack with multiple blows.
  • The punishing salvo: adds from 5% to 20% damage in vulnerable places in the second and third shots in a volley.
  • Fast flame: adds from 5% to 10% reloading, if it is empty.
  • Ring fire: adds from 15% to 30% damage when firing at enemies in the back.
  • Busyness: adds from 10% to 20% damage for three seconds with multiple hit.
  • Encouragingly accurate: adds from 4% to 10% resistance when killing a critical blow.
  • Destroying shock wave: adds from two to eight rending, escalating with the time of charging a secondary attack.
  • Increase speed: adds from 5% to 15% of the speed of movement by two seconds when activating special weapons.
  • Responsive blow: adds from 2% to 5% of a critical strike for five seconds with successful evasion.
  • Roaring forward: adds from 5% to 15% of the speed of movement during shooting.
  • Run and shoot: you can fire from this weapon during a sprint.
  • A ruthless blow to the back: adds from 20% to 50% gap when hit in the back.
  • Wild swing: adds from 100% to 200% of dissecting strike for three seconds with multiple hit in close combat.
  • Scattershot: adds 4% to the chance of a critical blow for four seconds with multiple hit.
  • Crushing effect: adds from one

  • High-speed load: adds from 4% to 10% of the reload speed for two seconds after gliding.

  • Cut: adds from 3% to 9% running speed, while the weapon is actively.
  • Separator: Your reinforced attacks increased the capacity of a dissecting blow.
  • Super-shot: adds from one to four tears with an enhanced blow.
  • Excellence: adds 5% of strength for five seconds with an elite murder. It folds five times.
  • Surgical: adds from 2% to 5% the chance of a critical blow when aiming. Build stacks over time. It folds five times.
  • Sustainable fire: adds from 6% to 15% damage in the second and third shots in a salvo.
  • Tenderizer: adds from 7.5% to 15% of your next attack when it gets a special action.
  • A terrifying salvo: suppress enemies within a radius of five to eight meters when killing from close range.
  • Pushing: adds from 5% to 20% of strength, escalating with a charging time during a heavy attack. Folds three times.
  • Thunder: the target receives from one to four charges of fragility by 5% when it hits. It lasts five seconds.
  • Growth thunder: the target receives from one to four stacks 5% of the effect, if already in a state of stunning. It lasts five seconds.
  • Raze transmission: reduces from 2% to 5% of your risk when it enters a weak place.
  • Trauma: adds from 5% to 10% of the blow to two seconds when re-hit. It folds five times.
  • Truck shore: adds from 2% to 5% of the force when it enters a weak point with a chain. It folds five times.
  • Strange blow: adds from 6% to 20% rating if the enemy’s weakness enters for 2.5 seconds. It folds five times.
  • Unstable power: adds from 2% to 5% of strength, depending on the danger.
  • Functioning force: heavy attacks ignore the bonus to a lot of blows from armor.
  • A vicious slice: adds from 2% to 5% damage to each enemy, already affected by the same attack.
  • Unstable effect: adds from 1% to 4% of charging speed at low overheating. Summarized up to five times.
  • CARPA flurry: adds from 4% to 10% of charging a consistent secondary attack. It folds five times.
  • Deformation of Nexus: increases the chance of a critical blow by 2-5% with various increments of the threat of up to four glasses.
  • Anger: adds from 10% to 20% of a dissecting strike when stricken. It folds five times. Want more information about Warhammer 40k: Dark tide? Find out how to fulfill Mallets Monstrous in Warhammer 40k Dark tide and how to defeat the Beast Núria in Warhammer 40k Dark tide.

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