recursal/Fanatic-Fandom huggingface dataset:
Excoriation

For the Tier 1 version, see Repudiation.

**Excoriation** is a Tier 2 Animus Speculum that specializes against Daemonic targets.

## Overview

Excoriation is a weapon added in the Execution Force DLC for the Culexus Assassin class. It has slightly increased Damage, as well as a moderate Damage bonus against Daemonic targets, but also has a reduced Range. Upgrading it further improves both the base Damage, and Damage bonus against Daemonic targets.

It has the highest Damage out of any Tier 2 Animus Speculum, and has the highest when targeting Daemonic enemies. However, it also has the lowest Range out of any option, reducing its effectiveness. It is otherwise functionally identical to the default version, providing no other tactical benefits.
Resilience in Faith

For the Tier 1 version, see Refuge in Faith.
For the Tier 3 version, see Power in Faith.

**Resilience in Faith** is a set of Tier 2 Terminator Armour that specializes in Focus.

## Overview

Resilience in Faith is a mid-game set of Armour that improves on the Refuge in Faith. It now provides +3 Max HP, the same +2 Armour as before, and now grants +15% Focus as standard. With upgrades, the Armour increases to +3 like before, the Focus to +25%, and it also gains a +1 Willpower bonus.

The improvements to the Refuge in Faith's stats are relatively minor, only gaining +1 HP and +5% Focus in total. But the addition of a point of Willpower allows the Knight to be more liberal with their ability usage, potentially giving them more opportunities for its Focus to trigger Autos or Afflictions.
Purity Seal Of Precision

The **Purity Seal Of Precision** is a type of Wargear that improves **Range** for Ranged Weapons.

## Overview

The Purity Seal Of Precision is a piece of Passive Equipment that grants **+2 Range** for **Ranged Weapons**.

It combines well with weapons that have low **Range** or **Damage**, such as the Soulflare, allowing them to be more effective when dealing with enemies in cover.

## Trivia

* It is one of only two pieces of Equipment in the game that has one variant. The other is the Artisan Nullifer Matrix.
Mantle of the Elect

**Mantle of the Elect** is a set of Tier 3 Terminator Armour that specializes in Force Strike.

## Overview

Mantle of the Elect is a set of unique late-game Armour that has no other variants. It provides +2 Max HP and +3 Armour, and grants a +1 Damage bonus for Force Strikes, as well as +10% Focus. When upgraded, the Armour increases to +4, the Force Strike bonus to +2 Damage, and the Focus to +20% total.

This is the only Armour set that provides a bonus to Melee Weapon Damage. It understandably pairs well with classes that are built around Melee attacks, such as Justicars and Paladins. It otherwise has a below-average HP bonus, but is one of the few Terminator Armour sets to also provide an increase to Focus.
Domina Liber Daemonica

The **Domina Liber Daemonica** is a type of Wargear that improves **Melee Crit Damage** and chance.

## Overview

The Domina Liber Daemonica part of the Relics of Titan pre-order bonus. It grants **+2 Melee Crit Damage**, and **+15% Melee Crit** chance.

This makes it effectively a combination of the **Tier 1** Liber Daemonicum and **Tier 2** Augurium Scrolls. This makes for a strong combination, as players would have to invest in two **Passive Equipment** items in order to achieve similar or better bonuses.
Prosecutor

For the Tier 2 version, see Imperator.

The **Prosecutor** is a set of Tier 1 Falchions that can afflict Bleed.

## Overview

The Prosecutor is a low level weapon that deals damage over time. It's otherwise identical to a regular set of Falchions, but it also comes with the Bleed Affliction, giving a 25% chance to afflict Bleed for 2 Turns. When upgraded, this Duration increases to 3 Turns, and it also grants +10% Focus.

Bleed deals 2 Damage per turn, meaning that when fully upgraded this weapon can deal up to 10 Damage with a single strike, assuming you let the enemy live for 3 turns. This damage ignores Armour, but only applies once the enemy has finished their turn, giving them a chance to attack you before they die.
Purity

For the Tier 1 version, see Devotion.
For the Tier 2 version, see Piety.

**Purity** is a set of Tier 3 Power Armour that specializes in Resistance.

## Overview

Purity is the final version of the Piety and Devotion Armour sets. Compared to the former, it now provides a +4 HP bonus as standard, as well as granting +45% Resistance. When upgraded, the HP bonus increases to +6 HP, the Resistance to +65%, and it gains +1 Armour just like the Piety set.

This is a somewhat minor improvement over Piety, as the only difference is +1 HP and +15% Resistance. The Resistance is notable though, as at +65%, Knights will be able to resist roughly two out of three Afflictions that they get exposed to. When combined with other Resistance bonuses, it can easily make a Knight almost completely immune to most Afflictions.
Mantle of Will

For the Tier 2 version, see Credenda of Will.
For the Tier 3 version, see Triumph of Will.

**Mantle of Will** is a set of Tier 1 Power Armour that specializes in Willpower.

## Overview

Mantle of Will is a set of early Power Armour focusing on ability usage. It provides a +2 HP bonus, as well as granting +2 Max Willpower. When upgraded, this bonus increases to +3 Willpower.

This is one of the more beneficial early-game Armour sets, as the bonus is immediately useful for abilities like the Force Strike or Psybolt. This allows the Knight to be more liberal with these, and other abilities, increasing their overall damage output or utility.
Pain's Refuge

For the Tier 2 version, see Fate's Refuge.
For the Tier 3 version, see Judgement's Refuge.

**Pain's Refuge** is a set of Tier 1 Power Armour that specializes in Move Speed.

## Overview

Pain's Refuge is a set of Armour that players can find early, built around mobility. It provides a +2 HP bonus, and starts with a +1 Move Speed buff. When upgraded, this bonus doubles to +2 Move Speed total.

It is a very simple Armour set, and benefits Knights that need to cover a lot of distance. By its nature, it is more beneficial to Melee-oriented Knights, such as the Interceptor, allowing them to attack targets in a single action that would normally take two.
Fortitude

For the Tier 1 version, see Stave of Hope.
For the Tier 2 version, see Law's Balance.

The **Fortitude** is a Tier 3 Warding Stave that specializes in Resistance.

## Overview

The Fortitude is the top-tier variant of the Law's Balance and Stave of Hope. Compared to the former, it starts with the same 4 base damage, but now has +25% Resistance and a base +10% Crit chance. When upgraded, the Damage increases to 5 total, Resistance to +40%, and Crit chance to +20%.

Like before, this is a relatively minor improvement over the Law's Balance. It only has an extra +5% Resistance, in addition to the +1 Damage and +10% Crit chance. At +40% total, the Resistance is only starting to get somewhat reliable without any other buffs, and the weapon is otherwise average in most other aspects.
Deadhand

For the Tier 2 version, see Deadeye.
For the Tier 3 version, see Deadheart.

**Deadhand** is a Tier 1 Executioner Pistol that specializes in Damage.

## Overview

Deadhand is a weapon added in the Execution Force DLC for the Eversor Assassin class. It has slightly increased Damage, but also has a reduced Range. Upgrading it also adds a small Crit Damage bonus.

It functions similarly to the default version, but with a noticeably shorter effective Range. The Crit Damage bonus helps to increase its overall damage output, but it requires other Equipment to make it consistent.
Prodigy's Mantle

For the Tier 1 version, see Prodigy's Ward.
For the Tier 2 version, see Prodigy's Arms.

**Prodigy's Mantle** is a set of Tier 3 Power Armour that specializes in Servo Skulls.

## Overview

Prodigy's Mantle is the final version of the Prodigy's Arms and Prodigy's Ward. It now provides +5 Max HP by default, and also grants +1 Armour, +2 Servo Skull Ammo, and +4 Servo Skull Range by default. When upgraded, the Max HP increases to +7, and the Servo Skull Ammo bonus increases to +3 total.

This is a significant improvement over the Prodigy's Arms, offering a variety of bonuses. It has +2 more HP, and now has a point of Armour, which is uncommon for Power Armour variants. The most significant difference is the increase in Servo Skull Ammo from +2 to +3.

This allows for even more liberal Servo Skull usage during missions, particularly for the Apothecary class, which also has an ability granting Servo Skull charges, as well as the ability to equip two of them at once.
Immaculate Deed

For the Tier 2 version, see Saint's Judgement.
For the Tier 3 version, see Elrin's Oath.

The **Immaculate Deed** is a Tier 1 Psycannon that specializes in Damage.

## Overview

The Immaculate Deed is an early-game weapon that can be difficult to use in some regards. Its main feature is its increased base Damage of 6, and it can be upgraded to also increase its Psychic Onslaught Damage to 5 total.

The catch is that it only has an Ammo count of 1. This means that without class abilities or the Extended Magazine item, you won't actually be able to use Psychic Onslaught, as it requires 2 Ammo to fire.
Mantle of Purity

**Mantle of Purity** is a set of Tier 1 **Terminator Armour** that specializes in Plague Immunity.

## Overview

Mantle of Purity is a unique set of early-game Armour that's added to the player's inventory when playing with the Execution Force DLC. It provides **+2 Armour**, and grants the wearer Immunity to the **Plague** Affliction, preventing its damage over time effect. When upgraded, it provides an additional **+2 Armour**, along with **+4 HP**, and extends the Immunity to the **Hobbled** and **Immobilized** Afflictions as well.

This fills a similar role to the Shield of Purity Power Armour set, allowing the wearer to ignore enemies and hazards that would normally Afflict **Plague**. This is one of the most common Afflictions, so having Immunity to it can be helpful. The fact that it's immediately placed in the player's inventory when starting a new game also means it serves as an early upgrade for any unit that's able to wear Terminator Armour.

It is especially useful when encountering the Tentarus Hive missions added with this DLC, as the wearer will be able to completely ignore the long-range attacks from the Hive, so long as they still have Armour points remaining.
Shadowfire

For the Tier 3 version, see Shadowmark.

**Shadowfire** is a Tier 2 Exitus Rifle that specializes in Support Fire.

## Overview

Shadowfire is a weapon added in the Execution Force DLC for the Vindicare Assassin class. It has increased Range, a slightly higher Ammo count, and the Support Fire Auto, which gives a chance for the unit to also shoot at a target when an Ally does. Upgrading it further increases Range and Ammo, giving significant bonuses in both areas.

The Support Fire Auto does 3 Damage, has a 50% chance to trigger, and can fire up to twice per turn. The weapon's key upgrades enhance this playstyle, by giving it a large effective Range, and significantly more Ammo to allow for Support Fire shots. Otherwise, it has one of the highest Ranges for an Exitus Rifle, matched only by the Tier 3 Shadowmark.
Darig's Edge

The **Darig's Edge** is a Tier 1 Force Sword that specializes in Crits.

## Overview

The Darig's Edge is a low-tier weapon that is immediately available in the Armoury when starting a new campaign. It is identical to a default Force Sword, except that it also has a +5% Crit modifier. It has no further upgrades.

This serves as an alternative to the default version before the player is able to unlock other variants. The Crit modifier is relatively negligible, and only serves to make this a slightly more viable weapon than the alternative.
Absolution

For the Tier 2 version, see Catechism.
For the Tier 3 version, see The Argent Mace.

The **Absolution** is a Tier 1 Crozius Arcanum that specializes in the Vulnerable Affliction.

## Overview

The Absolution is an early-game weapon that makes the Crozius more consistent. It is identical to the default version, but has a +2 Damage modifier for its Force Strike, and now has a 35% chance to trigger Vulnerable. When upgraded, the Duration for Vulnerable increases to 2 Turns, and the weapon gains a +10% Crit modifier.

This serves to make Vulnerable more consistent to afflict, and allows it to persist longer in the event that it does. The increased overall Damage helps, but requires Willpower to make use of, and the Crit modifier is relatively minor on its own, especially since the weapon has no built-in Crit Damage bonus.
Daemonflayer

For the Tier 2 version, see Daemonbane.

The **Daemonflayer** is a Tier 3 Halberd that specializes in damage to Daemonic targets.

## Overview

The Daemonflayer is an improved version of the Daemonbane. It has the same 5 base Damage, and +1 Damage against Daemonic Targets, but now starts with a +20% Crit chance versus Daemonic Targets. When upgraded, this increases to +4 Damage and +40% Crit against Daemonic enemies. Like the previous variant, it also lacks the First Strike Auto common to most Halberds.

This is a substantial upgrade over the Daemonbane, nearly doubling the bonuses for both Damage and Crit chance. This means against Daemonic targets, Knights can expect to do at least 9 Damage even without using Force Strike. While the weapon doesn't have any Crit Damage itself, the high Crit chance can also help on classes with Crit-based Autos.
Mace of the Abjurer

The **Mace of the Abjurer** is a Tier 2 Crozius Arcanum that specializes in the Nullify Affliction.

## Overview

The Mace of the Abjurer is a unique weapon added in the Execution Force DLC. It does an average amount of Damage, but is notable in that it Afflicts **Purge** with its Force Strikes, removing all of the target's **Mutations**, and has a 50% chance to apply the **Nullify** Affliction for every attack. It has upgrades for Damage, bringing the total to 5, as well as adding a **15% Crit** chance, and **15% Resistance** for the wielder.

This is one of only two Crozius Arcanum that replaces the standard **Vulnerable** Affliction, the other being the Mace of Terror. Overall, it's a more support-oriented weapon, focusing less on damage output, and more on debuffing the target and providing resistance for status effects.
Conviction

For the Tier 1 version, see Condemnation.
For the Tier 3 version, see Ogen's Edict.

The **Conviction** is a set of Tier 2 Falchions that specialize in Crits.

## Overview

The Conviction is a mid-game weapon built around its defining trait. It has 5 base Damage, it starts with +20% Crit chance, and its Force Strike also has a +20% Crit modifier instead of the usual Damage. When upgraded, the base Crit chance increases to +30%, and the Force Strike bonus to +40% total.

This gives the weapon a +70% chance to Crit at max, allowing it to regularly make use of Precision Targeting and trigger other bonuses. It does not have any Crit Damage built in, so it benefits from being paired with classes that have Crit Damage abilities, Autos, or make use of items such as the Liber Daemonicum.
Necromite

**Necromite** is a Tier 3 Phase Sword that specializes in Executions.

## Overview

Necromite is a weapon added in the Execution Force DLC for the Callidus Assassin class. It has slightly increased Damage, a moderate Crit chance, and comes with the unique Auto, **Mortification**, which reduces the unit's Cooldowns when they Execute a target. Upgrading it increases the Crit chance bonus, and makes **Mortification** reduce Cooldowns even further.

Compared to other Phase Swords, it has the highest base Crit modifier, and is the only one that comes with the **Mortification** Auto. This allows a unit to rapidly reduce their ability Cooldowns, especially when combined with the Callidus Assassin's passive ability, Instrument of Justice.
Shroud of the Damned

For the Tier 1 version, see Shadow's Refuge.

**Shroud of the Damned** is a Tier 3 Synskin Bodyglove that specializes in the Culexus Assassin's Life Draining Touch Attack.

## Overview

Shroud of the Damned is a set of Armour added in the Execution Force DLC for the Culexus Assassin class. It provides a substantial amount of HP, as well as the **Vicious Strike** property, which increases the amount of Damage dealt by the Culexus Assassin's **Life Draining Touch** Attack. Upgrading it further increases both the HP and Damage bonuses, as well as adding the **First Strike** Auto, giving the unit a chance to strike enemies that move next to them.

Compared to other Tier 3 Synskin Bodygloves, it is the most offensively-oriented. It provides the highest Damage bonus for **Life Draining Touch**, as well as having the **First Strike** Auto for more damage opportunities. It also provides a large amount of HP, only beaten by options that specialize in it.
Blessing of Faith

For the Tier 1 version, see Mercy.

The **Blessing of Faith** is a Tier 2 Daemon Hammer that specializes in Stun power.

## Overview

The Blessing of Faith is an improved version of the Mercy. It starts with an increased base Damage of 5, and the same +1 Stun bonus for Force Strike instead of Damage, but now it also has a base +1 Stun modifier as well. When upgraded, the Damage can be increased to 6 total, the Force Strike Stun to +2, and the weapon also gains Knockback like its predecessor.

This is a very effective weapon for Stun builds, as it can inflict 2 Stun with standard strikes, and up to 4 for a single point of Willpower. This gets even stronger when paired with a Paladin, who have a class ability that also increases Force Strike Stun by +1, bringing the potential total to 5 Stun.

In addition, the Knockback aspect also allows for some crowd control utility, either to knock enemies into environmental hazards, or group them up for further area-based Stun attacks.

## Trivia

* The ranged equivalent of this weapon is the Soulhammer Storm Bolter.
* In early versions of the game, this weapon had the same name as the Test of Faith Psilencer.
Psycannon

The **Psycannon** is a ranged weapon available to several classes.

## Overview

The Psycannon is initially only an option for Purgators and Purifiers, but can also eventually be unlocked for the Justicar and Paladin classes.

It generally has the highest base Damage out of any Ranged weapon, and the same max Range as the Storm Bolter, but usually has a lower total Ammo count compared to other options. For Knights that can equip it, this is usually a strong option if they don't tend to shoot a lot during turns.

## Abilities

### Psychic Onslaught

Psychic Onslaught is an ability that can be activated during standard attacks to add a Blast Area, dealing damage to all enemies within. The Blast Damage is usually less than the main target, 4 for the base weapon compared to its standard 5 Damage, and each use costs +2 Willpower and +1 additional Ammo (2 total). It cannot deal Stun damage by default.

This ability excels when enemies are grouped around environmental explosives, allowing for follow-up blasts. It starts strong in the early-game, when most groups are made up of large numbers of fodder enemies, such as Poxwalkers. As campaigns progress though, Psychic Onslaught falls off slightly as tougher enemies are introduced in smaller groups.

### Overwatch

Overwatch is an ability that establishes a cone area in front of the Knight, where they will shoot any enemy that moves through the zone. This will typically end the Knight's turn, with the number of shots taken depending on how many Action Points they still had remaining.

This is mostly used to set up ambushes on arriving enemy reinforcements, or if the Knight has no other better options. It's important to make sure that the Knight has enough Ammo for the number of shots, otherwise the effect can end early. This ability can also be found on Storm Bolters.
Sinflayer

The **Sinflayer** is a Tier 1 Psycannon that can afflict Bleed.

## Overview

The Sinflayer is a unique weapon added in Update XIII, with no other variants. It has lower than average base damage, and its Psychic Onslaught doesn't do any extra damage, but it makes up for this with a 100% chance to apply the Bleed Affliction. It can be upgraded to increase its Ammo count to 3, as well as increasing the Area of its Psychic Onslaught to 3 as well.

The idea of this weapon is supposedly to use Psychic Onslaught to apply Bleed to groups of enemies, however its small Ammo count limits how often you can do this, assuming you have enough Willpower to use it repeatedly.

As a Tier 1 weapon, it's also limited by upgrades, as the player will likely not have the ability to upgrade the weapon until they've already started getting higher tier options.
Redemption

For the Tier 3 version, see Vindication in Glory.

The **Redemption** is a Tier 1 Narthecium that specializes in damage to Organic targets.

## Overview

The Redemption is a weapon that players can find early with more offensive power. It has identical stats to the default Narthecium, but also comes with +2 Damage and +10% Crit boosts against Organic targets. When upgraded, these increase to +3 Damage and +20% Crit respectively.

Most enemies in the early-game are considered Organic targets, so it's a worthwhile choice for most combat scenarios. It's only when dealing with Bloom Spawn objectives, or when enemies like the Plague Bearer start appearing, where it starts to fall off in damage output.

## Trivia

* There is no Tier 2 variant of this weapon, it jumps straight from Tier 1 to 3.
Librarian

> As a veteran psyker, the Librarian banishes and bursts Daemonkind from the inside out using devastating psychic attacks.
>
> Spotlight - Advanced Classes | Warhammer 40,000: Chaos Gate - Daemonhunters

The **Librarian** is one of the advanced classes in Warhammer 40,000: Chaos Gate - Daemonhunters.

## Overiew

The Librarian is a class that specializes in **Psychic** Abilities. They can be built in a variety of ways that cover offense, defense, and support in equal measure. Their most noteworthy ability is **Gate of Infinity**, which is a form of **Teleport Move** that can eventually be upgraded to **Teleport** all Knights at the same time. To facilitate this, they typically have very high amounts of **Willpower**.

## Loadout

Due to their reliance on **Psychic** Abilities, Librarians have one of the most basic sets of equipment for any Grey Knight. They only have access to the basic array of **Melee Weapons**, the Storm Bolter, and no other unique items. Their only noteworthy aspect is that, like most advanced classes, they can only equip Terminator Armour.
Incinerator

The **Incinerator** is a ranged weapon available to Purgators and Purifiers.

## Overview

The Incinerator is a short-range weapon only available to the heavy weapons classes. All of its attacks are cone-based, so it excels in dealing large amounts of damage to multiple targets. Because it has no single-target attacks, it cannot Crit, and it cannot be used with the Astral Aim ability found on some classes.

In terms of stats, it is average across the board except for a few key areas. As mentioned, it has half the Range of most other options (less when compared to Psilencers), but has a wide Arc to make up for it. Its other major difference is that it cannot cause Stun by default. The are only two variants that can be upgraded with Stun, the Helscorcher and the Piety's Ashes.

## Abilities

### Flames of Purity

Flames of Purity is an ability which can be activated during standard attacks to boost the Damage. It costs +2 Willpower and consumes all the remaining Ammo. For most Incinerator variants, this is a +1 Damage boost for every 2 Ammo consumed by default.

Since most Incinerators have 3 or less Ammo though, this means the Damage boost is usually only +1. There are some Incinerators with a higher bonus though, and you can also combine it with class abilities or the Expanded Magazine item to increase the Ammo count.

### Promethium Spray

Promethium Spray is the equivalent of the Overwatch ability found on most other ranged weapons. It creates a Fire Hazard over a wide area, and also consumes the remaining Ammo.

Enemies moving through the Hazard take a small amount of damage and have a chance to gain the Burning Affliction. The Range of this ability is increased by +1 for every 2 Ammo used, meaning that in most cases this is only a +1 Range increase.
Prodigy's Arms

For the Tier 1 version, see Prodigy's Ward.
For the Tier 3 version, see Prodigy's Mantle.

**Prodigy's Arms** is a set of Tier 2 Power Armour that specializes in Servo Skulls.

## Overview

Prodigy's Arms is mid-game set of Armour that improves on the Prodigy's Ward. It now provides a +3 HP bonus, and has the same +1 Servo Skull Ammo buff as before. When upgraded, the Max HP increases to +5, the Servo Skull Ammo increases to +2 like before, but it also gains a +4 Range bonus for Servo Skulls.

This is a relatively minor improvement over the Prodigy's Ward, having the same Servo Skull Ammo bonus, and only +1 extra HP. Its main difference is the Servo Skull Range buff, allowing for easier positioning and usage of Servo Skulls during turns.
Scourge of the Damned

For the Tier 1 version, see Blade of Infernus.
For the Tier 2 version, see Blade of the Forsworn.

The **Scourge of the Damned** is a Tier 3 Force Sword that specializes in Damage.

## Overview

The Scourge of the Damned is the top-tier version of the Blade of the Forsworn and Blade of Infernus. It's nearly identical to the former, just with an increased starting Damage of 6. It has the same +2 Damage modifier for Force Strike and lack of Stun, and the same +1 Damage and +10% Crit upgrades.

This makes it a very minor upgrade over the Blade of the Forsworn, as it behaves identically except for having 1 extra point of Damage. Depending on how much the player values raw Damage, and their available resources, it might not be worth switching this weapon immediately.
Psilencer

The **Psilencer** is a ranged weapon available to several classes.

## Overview

The Psilencer is an option for Purgators and Purifiers, and can also be used by Interceptors with the appropriate ability. Its main strengh is its Range, which is the highest of any weapon, allowing it to reach out to distances beyond most other options, and sometimes beyond visual range with certain variants.

Unlike the Storm Bolter and Psycannon, this weapon does not have an equivalent to Overwatch, limiting its use when ambushing reinforcements. Otherwise, this is a flexible weapon that offers options for several different scenarios.

## Abilities

### Disruptshot

Disruptshot is an ability which can be activated during standard shots to afflict Disrupted. This is an effect that prevents the target from triggering any Autos and cancels abilities like Overwatch. It costs +1 Willpower for each use.

There are very few enemies in the game that are immune to the Disrupted Affliction, including several bosses. This allows you to completely disable certain abilities that are the main focus of most fights, effectively turning the afflicted enemy into a simple target like any other.

### Scattershot

Scattershot is a short range, cone-based attack that consumes all of the weapon's Ammo. It grants +1 Damage for every 2 Ammo used, and costs +1 Willpower for each use.

Because this empties the weapon, this is usually only worthwhile when hitting two or more targets. It often requires the weapon to be reloaded before being able to fire again, effectively taking 2 Turns.

## Trivia

* Assets in the game files suggest that this was originally considered as an option for Terminator Armour. In the final game though, the classes that can use this weapon are all limited to Power Armour.
Boneblight

For the Tier 1 version, see Jaric's Hunter.
For the Tier 2 version, see Dire Strike.

The **Boneblight** is a Tier 3 Storm Bolter that specializes in Armour Piercing.

## Overview

The Boneblight supercedes the Dire Strike and Jaric's Hunter. On top of the Armour Pierce effect, the default version only has small improvements over Dire Strike, namely an increase to 4 Ammo and +15% Crit. The main difference is the ability to upgrade the weapon's base Damage to 6, allowing Psybolt to reach 8 Damage with Armour Pierce when fully upgraded.

This is a good all-around Storm Bolter, with high damage and decent stats in all areas. It's still somewhat limited by its short range, but this a solid option for Knights that aren't being used for any particular Ranged builds.
Rad Grenade

* Tier 1
* Tier 2
* Tier 3

The **Rad Grenade** is a type of Wargear that Afflicts **Bleed** over an area.

## Overview

The Rad Grenade is a Grenade type that was introduced in Update XIII. It deals its damage over time through the **Bleed** Affliction, rather than direct damage.

Each **Tier** increases the amount of **Bleed** dealt. The **Tier 2** version increases it to **+5 Bleed**, and the **Tier 3** version to **+7 Bleed**, with it also increasing the blast radius to **Area 3**.

In prolonged fights, it will deal more damage than the equivalent Frag or Krak Grenades, as the **Bleed** damage carries over between turns, reducing by 1 for each turn until it runs out.

However, because **Bleed** damage is only applied at the end of a unit's turn, it still allows the enemy to attack before it dies. It benefits most from hit and run tactics, where the enemy is forced to chase the squad, or specialist units that can make use of **Bleed**, such as the Eversor Assassin.

## Effects

* Tier 1
* Tier 2
* Tier 3
Covenant

For the Tier 2 version, see Writ of Agony.
For the Tier 3 version, see Apostate's Doom.

**Covenant** is a Tier 1 Neural Shredder that specializes in Area.

## Overview

Covenant is a weapon added in the Execution Force DLC for the Callidus Assassin class. It has identical stats to the default version, but has an extended Range. Upgrading it further increases the Range.

It actually has the longest Range out of any Neural Shredder, with later versions choosing to increase the Arc instead. Even then, because the cone widens as the Range increases, it still has a substantial overall Area. Otherwise, it functions identically to the default version, with no major stat differences.
Final Justice

For the Tier 1 version, see Hammer of the Chosen.
For the Tier 2 version, see Legato's Grip.

The **Final Justice** is a Tier 3 Daemon Hammer that specializes in Crits.

## Overview

The Final Justice is the top-tier version of the Legato's Grip and Hammer of the Chosen. Compared to the former, it now starts with +2 Crit Damage and +10% Crit chance. When upgraded, these increase to +4 and +20% respectively, in addition to unlocking the 25% chance for Righteous common to all the variants. This can grant the Knight +1 Action Points per turn when they get a Melee Crit.

Even at this tier, the Crit chance is still relatively low. So unless the Knight is built for it, the most reliable way to trigger Righteous is still attacking Stunned targets. This means the Crit Damage is often unnecessary, as most Stunned targets can just be instantly executed.

In addition, the 25% chance for Righteous to trigger is also quite low, though this can be improved with Focus buffs, such as with the Sanctic Shard item. Doing so often requires the Knight to give up the Crit bonuses provided by items like the Augurium Scrolls though.
Bellux

For the Tier 1 version, see Twin Lascannon.

The **Bellux** is a Tier 2 Twin Lascannon that specializes in Crits.

## Overview

The Bellux is an upgraded version of the Twin Lascannon for the Dreadnought. It has greater Damage, a higher base Crit chance, and more Ammo. Upgrading it further increases the Crit chance and total Ammo count.

Compared to other Tier 2 Right Arm Weapons, it has good Damage and Range, the largest amount of Ammo, and can reliably cripple most enemies. Its only real downside is that it has no means of damaging multiple enemies at once.
Catus

For the Tier 2 version, see Fallax.

**Catus** is a Tier 1 Neural Shredder that specializes in Afflicting Disrupted.

## Overview

Catus is a weapon added in the Execution Force DLC for the Callidus Assassin class. It has identical stats to the default version, but also has a large chance to Afflict Disrupted, removing enemy **Overwatch** and preventing them from using Autos. Upgrading it further increases the chance for this Affliction.

Compared to other Tier 1 Neural Shredders, it functions similarly to the default version, but is more effective against enemies that rely on Autos. As it is a cone attack, it can potentially Disrupt multiple targets in a single shot.
Fury's Pride

**Fury's Pride** is a Tier 1 Synskin Bodyglove that specializes in Equipment usage.

## Overview

Fury's Pride is a set of Armour added in the Execution Force DLC for the Eversor Assassin class. It is identical to the default version, but provides an extra Passive Equipment Slot. Upgrading it adds a moderate HP bonus.

It is one of two Synskin Bodygloves that provide an additional Wargear slot, the other being the Tier 2 Skull of the Slayer. This gives a certain degree of flexibility, as the unit can increase various stats such as Crit chance, HP, or Focus depending on their preferences.

## Trivia

* Its icon is identical to the Skull of the Slayer.
Faultless

**Faultless** is a Tier 1 Exitus Rifle that specializes in Crits.

## Overview

Faultless is a weapon added in the Execution Force DLC for the Vindicare Assassin class. It is identical to the base Exitus Rifle, but has an added Crit modifier. Upgrading it increases this Crit bonus further, providing a moderate boost.

It is a straightforward upgrade over the base model, allowing users to more regularly trigger **Precision Targeting**. This allows the user to cripple targets more consistently, removing some of their more dangerous abilities and limiting their options in combat.
Shadowmark

For the Tier 2 version, see Shadowfire.

**Shadowmark** is a Tier 3 Exitus Rifle that specializes in Support Fire.

## Overview

Shadowmark is a weapon added in the Execution Force DLC for the Vindicare Assassin class. It has an exceptionally long Range, slightly higher Damage and Ammo stats, and comes with the Support Fire Auto, which gives a chance for the unit to also shoot at a target when an Ally does. Upgrading it significantly increases the Ammo, improves the Support Fire shot Damage, and also grants a small amount of Focus for triggering Afflictions and Autos.

It has the highest Range and Ammo stats out of any Exitus Rifle, only somewhat matched by its predecessor. Compared to Shadowfire, it has more Damage, slightly more Ammo, and provides extra Focus. This works for all Autos and Afflictions, including Shadowmark's own Support Fire Auto.
Purgation Skull

The **Purgation Skull** is a type of Wargear that **Purges** and can later **Burn** enemies.

## Overview

The Purgation Skull is a Servo Skull type added in Update XIII. It is used to **Purge** enemies of their Mutations, with higher tier versions also applying a **Burning** Affliction.

Each **Tier** increases the amount of **Ammo** each Servo Skull has. The **Tier 2** version also Afflicts **Burning** for **3 Turns**, and the **Tier 3** version increases this to **Burning** for **5 Turns**.

This gives Knights more options for **Purging** enemies of **Mutations**, especially as using a Servo Skull does not cost an **Action Point**. The addition of the **Burning** Affliction at higher **Tiers** also allows it to be used for some damage, although that involves leaving the target alive to **Burn** for several turns.

## Effects

* Tier 1
* Tier 2
* Tier 3
Anathema

For the Tier 1 version, see Exanima.

**Anathema** is a Tier 3 Synskin Bodyglove that specializes in Willpower.

## Overview

Anathema is a set of Armour added in the Execution Force DLC for the Culexus Assassin class. It provides a substantial amount of HP, as well as bonuses in both Willpower and Focus. Upgrading it further increases the Willpower and Focus amounts.

It grants both the most Willpower and Focus out of any Synskin Bodyglove, benefitting units who heavily utilize both their Abilities and Autos. Its main downside is that it provides the least amount of HP at this Tier, only slightly above some of the lower Tier options.
Drystan's Talon

For the Tier 2 version, see Sword of Drasus.
For the Tier 3 version, see The Stoic's Blade.

The **Drystan's Talon** is a Tier 1 Force Sword that specializes in Parry.

## Overview

The Drystan's Talon is a weapon players can find early, focusing on defense. It is identical to a standard Force Sword, except its Parry chance is 75%. When upgraded, Parry gets an additional use per turn, and the weapon also adds a +10% Crit modifier.

This makes for a good weapon when dealing with melee enemies, as not only are you very likely to succesfully Parry attacks now, you'll also be able to potentially do it twice each turn. It offers no benefit against ranged enemies though, other than the small +10% Crit modifier.
Hammer of the Righteous

The **Hammer of the Righteous** is a Tier 3 Crozius Arcanum that specializes in Litanies.

## Overview

The Hammer of the Righteous is a late-game weapon with a unique bonus. It starts with an increased base Damage of 5, but it also grants +2 max Willpower, and comes with the Enhanced Litanies ability, removing the Willpower upkeep for Litanies each turn. When upgraded, the Damage increases further to 6 total.

This weapon allows Chaplains to be much more free with their other abilities, as they can now activate a desired Litany at the start of a mission and keep it on for the entire duration. It doesn't remove the initial Willpower cost of casting or swapping Litanies, but will save a lot if the Knight only uses one.
Law's Balance

For the Tier 1 version, see Stave of Hope.
For the Tier 3 version, see Fortitude.

The **Law's Balance** is a Tier 2 Warding Stave that specializes in Resistance.

## Overview

The Law's Balance is a slightly improved version of the Stave of Hope. Compared to the former, it has an increased base Damage of 4, and starts with +20% Resistance. When upgraded, this increases to +35% Resistance, and it also gains +10% Crit chance.

This is a relatively minor upgrade over the Stave of Hope, only gaining +5% Resistance, in addition to the Damage and Crit chance bonuses. The Resistance and Crit chances are still relatively low, and the weapon has no other defining characteristics when compared to other options.
Lifegiver

For the Tier 1 version, see Tauma's Salve.

The **Lifegiver** is a Tier 2 Narthecium that specializes in Battlefield Medicine.

## Overview

The Lifegiver is a mid-game weapon that improves on the Tauma's Salve. Compared to the former, it now starts with a base Damage of 4, and has the same improved Battlefield Medicine that heals for 6 damage. When upgraded, this increases further to 8 total health restored, and the weapon also gains the same Biomancy Upgrade which extends durations for an additional turn.

This is a relatively minor improvement over the Tauma's Salve, adding only +1 Damage and +1 Healing. This makes this weapon somewhat underwhelming compared to the previous version, especially when trying to heal the more severe wounds inflicted by the tougher enemies in the mid-to-late game.
Saevus

For the Tier 1 version, see Carnage.
For the Tier 3 version, see Traitor's Ruin.

**Saevus** is a Tier 2 Power Sword that specializes in Damage.

## Overview

Saevus is a weapon added in the Execution Force DLC for the Eversor Assassin class. It has increased base Damage, as well as a moderate Crit chance bonus. Upgrading it increases the Damage further, and also adds a bonus to **Eviscerate** that adds a Crit bonus per point of Bleed Affliction on the target.

It has the second-highest Damage after its successor, the Tier 3 Traitor's Ruin. It also has a significant Crit modifier, that can be increased when using **Eviscerate** on a target with Bleed. When combined with Precision Targeting, this gives options for either crippling a key target, or applying a new stack of Bleed.
Champion's Plate

For the Tier 1 version, see Prodigy's Plate.
For the Tier 2 version, see Hero's Plate.

**Champion's Plate** is a set of Tier 3 Power Armour that specializes in Hit Points.

## Overview

Champion's Plate is the top-tier version of the Hero's Plate and Prodigy's Plate. It provides a +8 HP bonus by default. When upgraded, this increases to +12 Max HP, and it gains the same +1 Armour and Passive Equipment Slot as the previous version.

This is an incremental improvement over the Hero's Plate, only gaining +2 Max HP. It has the most defensive value out of any Power Armour set, and even rivals some Terminator Armour variants, having higher Hit Points but less Armour.
Augurium Scrolls

* Tier 1
* Tier 2
* Tier 3

The **Augurium Scrolls** is a type of Wargear that improves **Melee Crit** chance.

## Overview

The Augurium Scrolls is a piece of Passive Equipment that grants **+10%** / **+15%** / **+20%** extra **Crit** chance for **Melee Attacks**, depending on **Tier**.

It is well-suited for **Melee**-oriented classes, especially those that have the **Ruthless Precision** ability, which has a **50%** chance to grant **+1 Action Point** whenever the Knight lands a **Melee Crit**.

## Effects

* Tier 1
* Tier 2
* Tier 3
Seeker Skull

The **Seeker Skull** is a type of Wargear that can be used to scout enemy positions and Afflict **Vulnerable**.

## Overview

The Seeker Skull is a type of Servo Skull that is used for scouting. It can Reveal enemies without being seen, and also applies **Vulnerable** in an area, causing enemies to take **+2 Damage** from all sources for its **Duration**.

Each **Tier** increases the amount of **Ammo** each Skull has, and the **Duration** of the **Vulnerable** Affliction. The **Tier 2** version also increases it to **Range 25**, and the **Tier 3** version changes the effect radius to **Area 3**.

It can be used as both a scouting and support tool. Revealing enemies early allows Knights to plan their approach, while the **Vulnerable** Affliction can be used either preemptively or during combat, as Servo Skulls do not cost an **Action Point** to use.

## Effects

* Tier 1
* Tier 2
* Tier 3
Endbringer

The **Endbringer** is a Tier 2 Halberd that specializes in Executions.

## Overview

The Endbringer is a unique midgame weapon with several bonuses, and has no other variants. Its main feature is that it has the Executioner Auto, which grants an extra Action Point for the first execution. It combines this with 5 base Damage, a Force Strike that adds +1 Stun instead of Damage, and a base +10% Crit chance.

When upgraded, most of these bonuses are doubled. The Force Strike goes up to +2 Stun, the amount of extra actions given from executions is increased to +2, and the Crit bonus goes up to +20% total.

This makes the Endbringer very strong when used in Stun builds, as it can both set up executions and benefit from them. Its Force Strike allows it to deal up to 3 Stun for 1 Willpower, and this Knight will gain 3 Action Points when executing instead of the usual 1.
Rod of the Ancients

For the Tier 1 version, see Titan's Ward.
For the Tier 2 version, see Rod of Heracus.

The **Rod of the Ancients** is a Tier 3 Warding Stave that specializes in Aegis Reaction.

## Overview

The Rod of the Ancients is the final version of the Rod of Heracus and Titan's Ward. Compared to the former, it has the same base Damage of 4, but now has a 100% chance to trigger Aegis Reaction, and starts with a +1 Armour bonus for Aegis Shield. When upgraded, the Damage increases to 5, and the Armour bonus to +2 total.

Unlike the Rod of Heracus, this starts with the maximum Aegis Reaction chance without upgrades. Now players must upgrade the Damage to keep it in line with other melee options, and the Aegis Shield is now stronger by default even before upgrading. This ideal for tank-based builds that already focus on lots of Armour, allowing them to use their actions to attack instead.
Halberd

The **Halberd** is one of the default melee weapons for most classes.

## Overview

The Halberd is a more offensive-based melee option for Knights. It deals the standard amount of Damage in its base form, and shares the same +1 Damage bonus for Force Strike that most other weapons have. Its main advantage is that it comes with the First Strike Auto, allowing the Knight to automatically strike the first enemy that moves next to them.

## Abilities

### Force Strike

Force Strike is an ability which is shared by most melee weapons. By default, it can be activated during standard attacks to boost the Damage, though certain weapons can have different bonuses. For most weapons, this a +1 Damage boost, and each use costs +1 Willpower.

This is mostly used to ensure kills on targets that wouldn't otherwise be finished off with standard strikes. For weapon variants with different bonuses though, this can be used to apply Afflictions, or trigger Autos, such as those granted by Crits.

### First Strike

First Strike is an Auto that gives the Knight a 25% chance to automatically attack the first enemy that moves next to them each turn. This uses the weapon's base Damage, so it scales with the higher tier Halberds. Because it's an Auto, this chance can be increased with abilities and items that grant Focus, and there are also certain Halberd variants that have a higher chance or more uses in a turn.

This is similar to the ability found on Blightlord Terminators. It differs though in that this is a passive that always has a chance to trigger, where as Blightlord Terminators need to manually activate the ability for a 100% chance.
Silver Brand

For the Tier 2 version, see Fidelis.

The **Silver Brand** is a set of Tier 1 Falchions that can afflict Weakened.

## Overview

The Silver Brand is a weapon that players can find early that is effective against Melee enemies. It starts with +10% Crit, but also has a 25% to afflict Weakened, decreasing an enemy's Melee damage by 2. This can only trigger once per turn. When upgraded, the Crit chance increases to +20%, and the chance for Weakened increases to 50%.

In the early-game, most enemies primarily use ranged attacks, so this weapon is mostly only useful against Poxwalkers. By the time Plague Bearers start showing up, players will likely be finding Tier 2 weapons. This weapon is notable though for having the highest Crit chance for any Tier 1 set of Falchions.
Scorn

For the Tier 3 version, see Pale.

The **Scorn** is a Tier 1 Halberd that specializes in Area Damage.

## Overview

The Scorn is an early-game weapon designed around crowd control. It replaces the standard Force Strike Damage bonus with an Area attack over 2 radius. When upgraded, this Area increases to 3 units, and the base Damage of the weapon increases to 5.

This makes for a strong weapon when dealing with tightly-grouped enemies, such as Poxwalkers. While the upgrades further strengthen the weapon, and restore the Damage lost from Force Strike, it's unlikely that the player will be able to unlock these before finding other, higher-quality weapons.

## Trivia

* There is no Tier 2 variant of this weapon, it jumps straight from Tier 1 to 3.
Fate's Refuge

For the Tier 1 version, see Pain's Refuge.
For the Tier 3 version, see Judgement's Refuge.

**Fate's Refuge** is a set of Tier 2 Power Armour that specializes in Move Speed.

## Overview

Fate's Refuge is an intermediate set of Armour that builds on the Pain's Refuge. It now provides a +4 HP bonus, and starts with the same +1 Move Speed as before. When upgraded, this bonus again increases to +2 Move Speed, but it now also gains Immunity to Hazards.

Compared to the Pain's Refuge, the improvements here are relatively minor, only gaining +2 Max HP. The key difference is the Immunity to Hazards, allowing this Knight to move through enivornmental hazards like fire that would normally damage them. As such, this makes for a situational improvement, as hazards may not be a factor in most battles.