Itemization Overview - Dev Blog

Heyo Everyone,

Since June, we’ve been talking about the Itemization rework which is coming in the Unlocked and Loaded update this month. We’ve been working toward an open dialogue with players to receive feedback. We released an Introduction to Itemization dev blog, as well as two Q&A dev blogs answering your questions along the way (Q&A Pt.1 and Q&A Pt.2). Now it’s time for the big one.

The goal of this blog is to put it all together and to provide everyone with an overview of the Itemization rework! There is a lot to talk about so grab your favourite drink and dive in.

As a recap, the new Itemization rework consists of two systems:
Mastery and Power.

What is Mastery?

Mastery is a new system that was created to bring more player agency to Warhammer 40,000: Darktide. More specifically, we wanted to provide a stronger sense of progression when using weapons and ensure that we respected the time our fans invested into the game when tinkering and improving their gear.

Mastery thus became the central system to open the array of options available to players surrounding a weapon’s progression. This new system will make the players’ life easier: players simply have to use a weapon they like, which will result in the player progressing further in the Mastery track of said weapon’s family.

How Does Mastery Work?

Blessing Points: While progressing through the Mastery track of a weapon (or weapon family), players will receive Blessing Points. Blessing Points received through the Mastery track will allow players to unlock the Blessing of their choice. Each Blessing is split into four different Tiers. CORRECTION: In order to unlock Tier 2, players will have to spend 5 Blessing Points. For example, if a player has a weapon with 8 Blessings, they will need to spend at least 1 point in 5 of those Blessings. Then, they’ll be able to access Tier 2 blessings. They’ll need to spend 7 points to access Tier 3 and 8 points to access Tier 4. At the end of the Mastery track, players will be able to raise all blessings to Tier 4.

Unlocking Weapon Marks: Gone are the days where players needed to sift through a long list of weapons before finding the weapon Mark they were looking for. By progressing through the Mastery level of a given weapon family, players will unlock the various weapon Marks attached to it. Once players unlock access to a new Mark, they will receive the corresponding weapon. From there, players will be able to freely change from one Mark to another, to experiment more easily with their playstyle, and possibly discover their new favourite weapon.

Unlocking Perks: Perks are a bit different from Blessings. Whilst Blessing Tiers require players to invest Blessing Points to unlock, Perks will unlock as players progress through the Mastery track of a weapon family. Once players have unlocked the Perks, they will be able to change their weapon’s perks for a cost at the Shrine of the Omnissiah. (A maximum of two Perks per weapon at any time.)

Increasing the Power Cap: The Power Cap is something that brings together both new systems: Mastery and Power. (More details on the Power System discussed further below.) The Power Cap tells players what is the maximum amount they can increase their weapon’s stats at that point in their Mastery Progression of that weapon. The further a player is in their Mastery of a weapon, the more they can increase the weapon’s stats towards that weapon’s maximum potential.

Players will always be able to see the Power Cap, and they’ll want to keep a keen eye on this, as it will be directly linked to their capacity to upgrade their weapons through the Shrine of the Omnissiah (our crafting station).

To put it all together, players will be able to experiment with all the different aspects of a weapon through the Mastery system. Naturally, Darktide being a looter shooter, players will still have to hunt for the weapon with the optimal profile, but the surrounding experience of the thrill of the chase - such applying Blessings and Perks - has been overhauled to increase the player agency and provide players with the freedom to experiment. Once unlocked, Blessings and Perks will be able to be changed and interchanged, without being locked away. It is up to players to try things out and build the weapon of their choice.

Sacrifice - An Alternative to Mastery Progress

We have created the Sacrifice feature to help veteran players get value out of the hoards of weapons in their inventory, but also as a way to empower new players to catch up more easily with the rest of the playerbase. Sacrifice is a way to further gain experience on the Mastery track of a given weapon family, and (a bit of a) shortcut for the Mastery track.

Let’s say that a player wants to play a shotgun and improve its Mastery track. The player will go to the Shrine of the Omnissiah, where they will have a new option called “Sacrifice”. Players will ask Hadron (the NPC managing the Shrine, for the uninitiated), to teach them about a weapon family in exchange for weapons they do not wish to use, granting them experience for the Mastery track within the shotgun family. Players can give any type of weapons to Hadron from Redeemed Rarity (Green) onward, in order to progress in any given Mastery track. That said, if they sacrifice the right weapon family (i.e. the weapon family that they are trying to gain experience in), they will get extra experience.

All of the options above provide various choices for players to think about. Say a player gets a Transcendent rarity weapon with stats reaching their max potential that they do not have use for, will they sell it to get more resources? Or will they Sacrifice it to improve their Mastery track? All these systems are intertwined and interconnected to provide a more exciting experience to players.

How Do Players Access the Masteries Menu?

The Mastery menu will be found as a tab within the Operative menu, in between the Cosmetics and Talents tabs. When clicking on the Mastery menu, players will be greeted by a list of all the weapons available for their operative’s class (when starting a new class for the first time, players will have to unlock their unique weapons as they level up in Darktide). Once they have selected a weapon in the Mastery menu, they will get to a screen displaying Blessings and the Mastery progression track, the latter displaying rewards (which will unlock automatically as players gain experience with a weapon). On the left of the screen they will have the Tiers of Blessings they currently have access to. Once a player has unlocked and distributed Blessing Points, they will merely have to go to the Shrine of the Omnissiah to apply their Blessings in exchange for crafting materials.

One good thing to remember is that with all the sweeping changes coming with Itemization Overhaul, we have been rethinking the in-game currency economy. This means changing a Blessing, Perk or even Consecrating (i.e. upgrading) a weapon will be cheaper than it was in the past. Since we are introducing the Empowerment mechanic that increases stats of weapons to their allocated maximum potential, we wanted to decrease the price of all other options at the Shrine of the Omnissiah.

An Important Note: We’ve mentioned that when playing a new class for the first time, players will have to unlock the Mastery of weapons by levelling up their characters. However, Blessings are also tied to player accounts, not characters. If a player has been progressing with a Zealot and they move to a Veteran , the progress on the Blessings of the weapon these classes share will already be unlocked, and the Mastery progress will remain the same.

What Will Happen to My Current Weapons?

We will not be removing any existing weapons. Existing weapons will remain exactly the same. The only difference is that players will be able to see their weapons’ stats potential. If a player’s weapons are not at their maximum potential, they will be able to upgrade them accordingly. We will not be removing any Blessings, Perks or anything else.

How Do Blessings Migrate into the New System?

We made a direct translation of the Blessings players have learned from the previous system into the new system. This will translate directly into the Mastery track of their relevant weapon family. What does that mean exactly? This is going to get mathy, so put on your glasses and take out your calculators.

For the sake of example, let’s say we have 10 Blessings available in a given weapon Mastery. (Note: The amount of blessings available per weapon will vary.) We take the experience from this specific Mastery Track from 0 to the Maximum, and we divide its progress bar by the amount of Blessings attached to it - in our case, 10. Since each Blessing has four Tiers, each of the 10 segments is then divided by 4, giving a total of 40 segments. This is when we go into the collection of Blessings from a player.

Continuing with the example above: If a player has all of the 10 Blessings unlocked at a given Tier, we will look at each Tier obtained by the player for each Blessing and allocate its corresponding segment of experience to the Mastery track. If a player has obtained a Tier 4 Blessing, the player will gain ¼ of the Blessing’s subdivision on the Mastery track. That said, we wanted to ensure that our migration felt generous; if a player knows a Tier 4 but not Tier 1, 2 or 3, the migration system will automatically grant a bit over two additional segments, bringing it to over 75% of the segment’s progress for that Blessing. In a nutshell, if a player has a Tier 4 Blessing they will automatically get a bit over 75% of the progress corresponding to the Blessing on the Mastery track. Similarly if a player has a Tier 3 Blessing they will receive exactly 75% of the progress. And if they know Tier 3 and 4 of a Blessing (but not Tier 1 and 2), then they will get 100% of the progress for that segment.

Continuing with the example above (of a weapon with 10 blessings): if a player has obtained 6/10 Tier 4 Blessings, the players should then be able to fully unlock (3x) Tier 4 blessings right away. The interesting thing with this migration system is that it acts a bit as a reset (in a good way). Sure, players might want to simply repick the Blessings they previously had, but it also grants players the opportunity to unlock Blessings they might have had on their radar, but never unlocked with the previous system.

What is the Power System?

In past communications, we have already touched base on Power as it is tightly interconnected to the Mastery system, but we are here taking a deeper dive into this new system. (Note: This is called the Power system, and the action of raising a weapon’s stats is to Empower the weapon.)

Similarly to the current system in Darktide, the Power System outlines the weapon and its stats. But the novelty is that players will also be able to see a weapon’s maximum potential, i.e. how far players will be able to push a given weapon’s stats.

The Power menu is where players will go if they want to increase the five statistics of a weapon, i.e. if they want to attain the maximum potential of their weapon. For example if they have a weapon displaying 70 damage but has a maximum potential of 75 damage, they would use the Power menu to increase the weapon’s power to its maximum potential.

By simply clicking on Power, players will progress toward the maximum potential of their weapons. All stats are raised equally. Players do not choose which stats to increase. By raising the power level of a weapon, all the stats will increase. As mentioned before, players will need to check if their Mastery is high enough in order to Empower their weapon further (check the Power Cap).

The weapon rating in itself will not comprise Blessings and Perks as in the previous Itemization system. It will instead focus on the stats themselves.

Depending on the Power of the weapon itself, the cost for Empowering it will increase. The cost will increase by increments of a 100 Power, which means that costs will increase when a weapon will go from 100 to 200, and 200 to 300 etc. Therefore, the resources needed to Empower a weapon will also change depending on where a player is on the Power curve of a weapon, e.g. if a player has a weapon at Power 500, they will have to pay a higher cost in diamantine than in credits.

The Power system is located at the Shrine of the Omnissiah (the crafting station), where players will be greeted by the traditional “Entreat Hadron” or the new “Sacrifice” menu we spoke about earlier in this dev blog. Players will find the Empower menu below the Consecrate option.

Modification Points

Players might’ve seen from the early WIP screenshots where Modification points were initially part of the design of the Power system. The logic was to have a budget on each weapon combination, and that budget would increase each time players Empowered the weapon until a maximum was reached. We have decided to remove this feature.

Switching Marks

As mentioned above, Marks will be unlocked by progress through Mastery. To equip a Mark, players will simply have to go to the Loadout menu (which has also received a bit of a facelift!) With Unlocked and Loaded, players will be able to see the weapon families in the weapon selection menu with the following options: Cosmetic, Inspect and Mark. By selecting Mark, players will get access to a menu that will allow them to swap from one Mark to another. As a reminder, once a player has unlocked a Mark, they will get the default Mark of that newly unlocked Weapon Family.

Weapons Across Classes

Extended Availability of Weapon Families for Human Classes

As part of this update, we will extend the availability of specific weapon families to all human classes (Veteran, Zealot, Psyker).

These weapons were previously locked to only one or two of the three human classes, but these will now be usable by all of them. As an example, the Veteran will be able to use the Saber. We took the opportunity with the Unlocked and Loaded update to reinforce the different player fantasies and provide more choices to players. If a player plays a Veteran and they want to be a Squad Leader, and they feel that the Saber is part of the tool kit of the Squad Leader, they can now lean more into their fantasy and equip it!

However, we made sure that the weapons that are key to the identity of each class will remain uniquely available to that class.

We hope that this will expand the gameplay experience and open up new interesting builds for players!

Detailed List:

  • Turtolsky Heavy Swords

    • Added also to Veteran and Psyker.
  • Maccabian Duelling Swords

    • Added also to Veteran and Zealot.
  • Orestes Assault Chainaxes

    • Added also to Psyker.
  • Braced Autoguns

    • Added also to Psyker.
  • Accatran Recon Lasguns

    • Added also to Zealot.
  • Combat Shotguns

    • Added also to Psyker.

Quality of Life Improvements

The Itemization Overhaul coming with Unlocked and Loaded was also the occasion for us to revise several features and elements, and improve the experience of Darktide for players.

Discarding AKA. Selling Weapons

Players used to only get Credits when selling weapons, and the amount of Credits was determined by the item’s Rating. This will still be the case once Unlocked and Loaded deployed. But in addition to the Credits, players will get additional crafting resources based on the rarity of the weapon sold. From Profane (Grey) to Anointed (Blue) rarities, players will only get Credits back; at Exalted (Purple) players will get Plasteel in addition to Credits; and finally, at Transcendent rarity (Orange) players will get Diamantine added to the mix.

Bulk Actions

One of the major quality of life features coming with the Itemization Overhaul in the Unlocked and Loaded update revolves around Bulk Actions. We have included the option to Discard/Sell weapons in bulk. We have also implemented a filter system that allows players to get rid of certain weapons in bulk right away. For example, players could set a filter to remove all Redeemed rarity weapons in their inventory.

Favourite Weapons

Since bulk action is always a bit of a risky operation that could see a player lose their best weapon, we also implemented a “favourite” feature. Players will be able to set weapons as their favourites through the Loadout menu. When listing a weapon as a favourite, it will never show in the Bulk Actions menu or in the Sacrifice menu at the Shrine of the Omnissiah. Players will know it is their favourite as it will have a recognizable icon. In addition, there is no limit to the number of weapons players can set as their favourite.

Changes in Existing Menus

Similarly to the Loadout, the Armory Exchange’s Requisition Weapons and Curios is now segmented between Ranged, Melee and Curios. This segmentation will allow us to increase the amount of items to be sold in each category.

Changes to Weapon Generation and Acquisition (Edited: 23 Sept, 2024 - 15:25 CEST)

We have changed the way weapons are generated in certain areas of Darktide. Now that players will have more options to Empower and upgrade weapons, some stores such as Brunt’s Armory will display slightly lower weapon quality by default - i.e. weapons from Brunt’s Armory will not be immediately at maxed power, but a set range of weapons will be available instead. On the other hand, weapons from Sire Melk’s Requisitorium will all have been maxed.

On that note, the Emperor’s Gift will also be handing out better weapons than with our previous system. With the Itemization Overhaul, receiving a good weapon after a mission will not mean that players will not be able to use it - on the contrary. We want to encourage players to tinker and try out other weapons.

Miscellaneous Questions

Question
Looks good! Genuinely hope there are cosmetic rewards for fully mastering a weapon. Come on FatShark! Just one free skin, just a scrap.

Answer
Yes! There will be one cosmetic weapon to be earned per weapon after unlocking the penance by finishing a weapon’s mastery track.

Question
Is there going to be an option to lower the stats on a weapon?

Answer
No, we can not remove stats from weapons.

Question
Ballpark Estimate, if we start completely fresh on a weapon group Mastery/empower level, approximately how many normal damnation runs would it take to start getting choice tier 4 Blessings and Perks? 5-10 games? 20-50? 100+?

Answer
Numbers can be tricky there because there are so many factors to account for, but yes, around 5 to 15 games would be enough to have access to T4. (That would be starting completely from zero, and without using the sacrifice feature.)

Alright, let us know if you have any more questions below. Thank you for reading and we’ll be going through the comments.

For the Emperor!

– The Darktide Team

53 Likes

Awesome.

Iv purposely not farmed all the blessings etc so I can progress loads of weapons.

In other words, caveman like see shiny number go up.

8 Likes

Cant wait to start playing Darktide again!

6 Likes

That’s it? Why couldn’t this be implemented, please? There are a few weapons in the game where having a certain modifier low is sometimes a valid choice to make (Force swords and Warp resistance modifier for instance).

What if I wanted to intentionally weaken my character to say, play with low level friends or even PUGs, so that I’m on a similar power level as they are? It would be great to have a power slider to previous power levels of a weapon once you reach a threshold or once your weapon is at maximum power.

It’s good to read that favouriting items will now be a base game functionality. As for the rest of content in the blog - nothing here is exactly novel as I’ve read about it from the previous announcements, but I’m glad to be here for this update to go live :slight_smile:

7 Likes

Looks great, this is how the game should have been on release. Shame it took 95% of the player base to get here.

5 Likes

I do, I have one! Me again, so, when are we getting official confirmation on the ability to launch a private match with only one player? I seem to remember that being something that was promised on release or in a patch shortly after. But it’s been almost 2 years and it’s still not in the game. So who’s the dev that’s working on this promised feature and can give us a Dev Blog? Or is it that no one is working on it and Fatshark won’t confirm it for some reason? You could shut me up right now with a single announcement post saying “we lied, solo mode will never be implemented, we’re not working on it and won’t be working on it.”

Edit: in case you’re curious what an official announcement looks like:

6 Likes

imma be real, just give us a modded realm

this sucks

2 Likes

Nice? Glad there is a QoL for inventory and weapons. Summary feels very friendly for new players and not like a punishment for veterans (but I still think marks shouldn’t be locked by progression, I bet some first marks would be a reason of hate)

I’d ask to consider something like a “weapons spirit” = if youre running for example with T-hammer so chances to getting T-hammer as mission drop is increased. Seems like a lot of new games takes that and it feels good

1 Like

Are there any plans to bring in Red weapons like what VT1/2 had with maxed stats?

Random comment on the above question: The way Vermintide and Darktide works doesn’t make randomized stats particularly appealing, specifically because the game is so heavily reliant on breakpoints, and outside of hitting a critical breakpoint to 1 or 2-shot X enemy, it offers very little for the player after that.

While I understand the desire to artificially pad time with RNG stats, I’d prefer it if you artificially padded time by allowing players to grind their favorite weapons up to ‘red’ quality, a so-called perfect weapon, like we have in VT2. It’d likewise be nicer if things like perks weren’t needed in a perfected weapon due to the breakpoint issue, and you could allow, just spitballing here, a third blessing to really shake up player choice since the blessings actually are interesting.

And, of course, with new power, comes new difficulty modes. Yes yes.

Also, will there be any plans to add ways to convert crafting materials from 1 form to another, I.E. Diamantine to Plasteel?

With this style of system, as seen in VT2, players often will find themselves with an abundance of X resource, and 0 of Y resource, and the ability to convert would be greatly appreciated.

6 Likes

Luv me blogs,
Luv me reworks,
Luv me updates,
At’ kaos (not racist, just dont like em’)

Simple as’

13 Likes

Folds his arms and nods

Simple as.

9 Likes

Looks great.

I’m looking forward to this patch launch. Deliberately not maxed out all the blessing to ensure some fun to be had advancing.

Roll on 26th.

Do we have a rough time of patch launch?

6 Likes

Mod cap removed, neat. Also liking all of the QoL features listed. My inventory will be so easy to dig through now.

4 Likes

i’m sorry but are you people f*cking insane ?

ONLY WAY WE HAD TO CHOOSE WHAT WEAPONS WE GET

LOL

2 Likes

Going to try and pull back in the people who dropped this… and buy a few copies to pull people in with this change.

5 Likes

Does this also apply to Melk’s shop, or is he still as is?

2 Likes

Buy a weapon and pay some currencies to upgrade it, what’s the issue?

6 Likes

Dude relax and take a breather. Sheesh

I think they’re implying that you can’t get a max weapon from brunt’s but you can still upgrade those weapons to max stats with materials

3 Likes

So many ways to get decent weapons in the new system. Brunts was always an rng lottery so i dont think this change will have much of an effect.

5 Likes

elaborate? they got rid of the shittiest part that was “mod points” limit

6 Likes