All Knight passive Benefits
1. Introduction
2. Class Talents
Every Class gets their own unique benefit that suits their prefered playstyle. For the 8 classes, these are as follows:
- Apothecary - Can equip the Narthecium melee weapon, which unlocks healing abilities
- Purgator - Can equip Psylencer, Psycannon and Incinerator Weapons
- Interceptor - The melee attacks of the Interceptor cannot be parried by enemies
- Justicar - Gets +1 additional Armour when using the Aegis Shield ability
- Chaplain - Starts with +1 Armour at Level 1 and can only use Terminator Armour
- Paladin - Can equip Storm Shields and can only use Terminator Armour
- Purifier - Can equip Psylencer, Psycannon and Incinerator and is Immune to Hazards
- Librarian - Starts with 2 WP at Level 1 and can only use Terminator Armour
3. Baseline Talents
- Aegis Adept - +2 Armor on Aegis Shield use
- Blademaster - +5% Crit for all their melee attacks
- Crack Shot - +2 Crit Dmg for all their ranged attacks.
- Cultbane - +10% Crit for all melee and ranged attack vs Organic enemies
- Demonbane - +10% Crit for all melee and ranged attack vs Daemonic enemies
- Devoted Practitioner - Get 1 additional Ability Point at Rank 3, 5 and 9, but get -25% XP
- Deathless - NEVER die when receiving a critical Wound, but has -2 WP
- Duelist - +10% Afflict Chance (Focus) for melee Weapons
- Eagle Eye - +10% Range Crit Chance
- Enginebane - +10% Crit for all melee and ranged attack vs Mechanical enemies
- Farseer - +3 range for ranged attacks with Stormbolter
- Fast Recovery - +2 Healing received
- Great Destiny - +2 Max HP, + 1 Max Wp, +1 dmg for melee attacks, cannot gain resilience
- Indomitable - +2 Health at level 1
- Lightning reflexes - +10% Focus
- Omnissiahs Chosen - Double the Effect of Augmetics
- Provident - +1 Ammo for Ranged Weapons
- Quartermaster - +1 Use for all equipped Grenades
- Resilient - +10% Resistance
- Skull Keeper - +1 Use for all equipped Servo Skulls
- Sure Strike - +1 crit damage for all melee attacks
- Throwing Arm - +5 Range for all equipped Grenades
- Venerable Soul - +1 Max WP at lvl 1
4. Augmetics
These provide small bonuses to your Knights. As far as I know for now, you can achieve a maximum of 5 Augmetics per Knight.
Pro Tip: You can actually "gamble" for these. Save the Game one day before the knight recovers from his critical Injury. Then reload until you get an Augmetic that suits your knight.
- (Head) Psi-Booster - Get +1 WP
- (Head) Augmetic Eye - Get +5% Crit Chance for ranged weapons
- (Head) Cerebral Implant - Get +25% Kill-XP
- (Head) Cortex Implant - Get +5% Focus
- (Left Leg) Subskin Leg Armor - Get +2 Max HP
- (Left Leg) Enhanced Knee Joint - Get +5% Focus
- (Right leg) Augmetic Foot - Get +5% Focus
- (Torso) Respiratory Filter - Get +5% Resistance
- (Torso) Armor Reinforcement - Get +1 Armor
- (Torso) Augmetic Heart - Get +1 WP
- (Right Arm) Augmetic Elbow - Get +1 Crit Damage for melee weapons
- (Right Arm) Locomotion Augmetics - Get +5% Resistance
- (Right Arm) Synthmuscle - Get +5% Crit Chance for melee weapons
- (LeftArm) Muscle Casing - Get +1 Crit Damage for melee weapons
- (LeftArm) Elbow Actuator - Get +1 Range for ranged weapons
- (Left Arm) Augmetic Hand - Get +5% Crit Chance for ranged weapons
5. Event Talents
There are some very rare Events that can occur on the Star Map, where you get a chance to send one (or several) knights away for some time. Sometimes, they come back with a pretty significant new Talent. Since they are very rare, our List so far is pretty limited:
- Champion - Get +2 Max HP, +1 WP, +5% Crit Chance
This Talent comes from the Event where you can have your knights battle for honor - experemental vaccine - +5% resistance
If you get the Event with an infected Planet and chose to stay for research, all your Knights will get this passive
6. Final Words
Thanks to everyone who contributed to this Guide so far. If you find any new Talents that I haven't encountered so far, feel free to comment them
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