The Psyker Atheneum

Everything that can be known about the Psyker class. A collection of discovered and hidden mechanics as well as synergies between things, talents, curios, weapons, current meta and example builds. All the information you find here has been verified with the live game and distinctions are made between what information is accurate and what is approximate.

If you are new to Psykers in Darktide, this guide may be a heavy read. However, if you are already familiar with Psykers in the game and you are looking to step up your skills and knowledge, you have definitely found the correct place.

Written and managed by me with some help from the Psykers on the official Darktide psyker-class discord channel.

Link to the guide in Steam

12 Likes

Great guide but some criticism regarding the following section:


Unless that bug got reintroduced, this has not been the case for a long time.
Last time i checked, both resistances worked fine, reducing the damage taken from the flame patch.

Max toughness as a curio stat is almost never worth taking.
Increasing your HP over increasing your toughness, will result in you losing a lower % of your max HP in almost every single situation where you take health damage.

Regarding the curio perks, you can almost always dodge a sniper shot, so i do not recommend taking sniper resistance.
If you struggle with snipers 1 shotting you after you got downed, you might want to run one wound curio.
Unlike sniper shots, poxburster explosions are sometimes unavoidable (for example because your teammates make a mistake). So imo even poxburster resistance would be more useful than sniper resistance.

I agree with toughness regen speed.
Also, gunner resistance is quite useful.
5% HP is also a good stat, because it is useful for any type of hit you might take.

3 Likes

Unless that bug got reintroduced, this has not been the case for a long time.
Last time i checked, both resistances worked fine, reducing the damage taken from the flame patch.

It has been re-introducing itself on and off with the patches. Seems that they ninja fixed it again for this patch or the one before. I have edited the guide to reflect the changes.

Max toughness as a curio stat is almost never worth taking.
Increasing your HP over increasing your toughness, will result in you losing a lower % of your max HP in almost every single situation where you take health damage.

I strongly disagree. Every time you have 100% toughness it means you can make a mistake and take no damage to your health bar to begin with (apart from few attacks like sniper shot or mauler/crusher overheads). This also increases the effectiveness of your toughness regeneration which we have plenty of and avoids chip corruption from that attack. Both styles work, but I prefer going all in on toughness and that provides excellent results for me. I can provide screenshots of match logs if you want.

Regarding the curio perks, you can almost always dodge a sniper shot, so i do not recommend taking sniper resistance.

But that one time when you can’t see it coming it’s going to hurt and a lot. Sniper shot is one of the few things that can simply end a run. Almost all of the other stuff you can see coming and learn to position better. At times there is just nothing you can do about a 360 no-scope quick shot through the railing and that sniper resistance perk makes all the difference when that happens.

If you struggle with snipers 1 shotting you after you got downed, you might want to run one wound curio.

In Auric Maels you don’t really afford to go down. Hence the sniper resistance for the case when you can’t see it coming. I would argue extra wounds are completely useless at the hardest difficulties.

Unlike sniper shots, poxburster explosions are sometimes unavoidable (for example because your teammates make a mistake). So imo even poxburster resistance would be more useful than sniper resistance.

That’s a positioning error on your part as a Psyker. If this was a Zealot guide I would agree.

As long as you only get hit while at 100% toughness, it does not matter how much max toughness you have.

If you get hit by two melee attacks in a row, the first attack will be absorbed by your toughness, while the second one will deal damage to your hp, based on the % of your toughness missing after the first attack.
Investing into more max toughness will make you lose a smaller absolute amount of hit points, since a larger % of your toughness remains after taking the first hit.
However, investing into max HP instead, will make you lose a smaller relative amount of your max HP, which is more important.

Unless you only take single melee hits with a time interval in between, which allows you to get back to 100% toughness only if you increased your max toughness, getting more survivability out of increasing your max toughness rather than increasing your max HP, is quite difficult.

If you are getting shot by ranged units a lot, increasing your toughness can be useful, because you will not take any health damage from ranged attacks as long as toughness is up.
Taking a bunch of (ranged)hits can actually result in you losing a smaller % of your max hp, if you invested into toughness.
If increasing your max toughness would be useful for you, because you tend to take a lot of ranged damage, you should probably start with running gunner resistance perks on your curios, rather than investing into toughness at the cost of max HP.
However, you are not suggesting to run gunne resistance curio perks in the above mentioned section of your guide.

Yes it does. But if you have plenty of toughness regen, it does not really matter if you need to regen 70% or 40% of your toughness.

Some attacks effectively ignore your toughness, so additional max toughness provides no value there.


The same thing could be said about bursters.

But that one time when you can’t see or hear it coming it’s going to hurt and a lot. Burster explosions are one of the few things that can simply end a run. Almost all of the other stuff you can see coming and learn to position better. At times there is just nothing you can do about a burster jumping out of a door, or from behind a bunch of bulwarks/crushers and that burster resistance perk makes all the difference when that happens.


I did not see your guide specifying that you are talking about auric maelstrom only.

I personally do not have any issues with snipers downing or killing me. I might get hit by a sniper once every 20 matches or so. To me, that is not worth taking a few sniper damage resistance perks. Apparently, the sniper issue is quite subjective.

Generally speaking, if a player frequently dies completely after running out of wounds, they should probably equip 1 wound curio (or step down a difficulty).
If you die sometimes, because a sniper hits you when you are sitting on 1/2 wounds, you can avoid that by taking 1 wound curio. You can drop your sniper resistance perks and run 3x 5% max HP or max toughness instead, which will almost entirely offset the HP or toughness lost from swapping to the +1 wound main stat.

If you want to reduce the damage you take from snipers, you might also want to switch from max toughness to max hp, since toughness is of no value, when a sniper shoots you.


Unless you run premades only, where you always have someone else taking care of bursters in a safe manner, this is not true.

If it is your opinion, that no psyker should ever try to push a burster, or stand anywhere near a teammate when a burster is closing in, then all poxburster hits could indeed be blamed on positioning errors.

If that is not what you are trying to tell me, i guess you have to agree that me taking damage due to

  • a teammate shooting the burster that i am pushing
  • a teammate failing to push a burster that is going for them

is not my fault.

1 Like

:face_vomiting:

Everything else in your reply I agree with.

1 Like

I think I have a pretty good understanding of how toughness works in this game but I have seen good players disagree about curios before. It would be interesting to see some modelling of +toughness vs +health.

My theory has always been that because the bleedthrough damage from melee is based on a % of total toughness a bigger toughness pool will mean less bleedthrough and less need for health. Also, toughness is a renewable resource.

Happy to be educated though, this has bothered me for a while.

This is correct, but the effect of increasing your max toughness is still almost always worse than increasing your max HP.
See below.
Should you pick +Health or +Toughness? - Warhammer 40,000: Darktide / General Discussion - Fatshark Forums (fatsharkgames.com)

1 Like

Unless you run premades only, where you always have someone else taking care of bursters in a safe manner, this is not true.

99% of the time I que solo and push poxbursters all the time, at auric damnation people don’t really shoot poxbursters that are close to the team. The only exception is if you stand near a corner and someone doesn’t realize it is coming in as they can’t see it. Don’t stand near corners when poxbursters are around. Take a step back.

The The Psyker Atheneum was fantastic! There’d been some changes since my own tests and at least for a few of those I went to confirm that the stuff seems right! Massive plus for mentioning the importance of stamina curio for psykers too, bc that’s seriously true. :joy:

There was some stuff I don’t agree with or don’t think is as simple as that with the meta section tho, but imo that’s just Darktide being Darktide. Too many different ways to do things making it impossible to summarize most builds or tactics in an encompassing way.

Anyway, I skimmed through most of it and while there’s like 100 points I’d like to address, or ask more about (there was quite a but stuff there that was new to me!) etc, I’ll just bring up a few points now to keep it brief. Some of these might have been addressed but I just missed it.

  • Vent - Stagger also scales with distance from the cone’s center line (crosshair). Regardless of your peril and up to a very long distance, you can push back bursters & most specials if you put the crosshair directly on their face.
  • Force Swords - Obscurus & Deimos specials produce 4 hits, each of them capable of stacking many on-hit / on-weakspot-hit blessings / talents. Deimos push/push-attack comboes straight into H2, making it absolutely fantastic for dealing away with specials & elites. Force Sword’s push-attack has a 9m range. Also worth mentioning their push in general is abnormally wide, deep and its stagger strong, letting them control horde on a completely different level from most any other weapon. Since psykers have 2x shorter stamina decovery delay than most and Kinetic Deflection so stamina spenditure doesn’t compromise blocking, Force Swords can easily handle even getting completely surrounded by a massive mob by just using push → attack 1-2x → repeat.
  • I don’t remember if it was mentioned but a 6-stack soulblaze from Vent & Creeping Flames with Warp Rider (and maintaining peril at about 50%+ after) is enough to kill all horde & snipers on Damnation.
  • Channeling didn’t mention this, but at least some of this stuff was listed somewhere later: You can slide, dodge, and dodge+slide while charging or channeling any staff or ability. BB’s forward slide cancels if you switch from secondary to primary mode during it, but you should keep the secondary pressed until the end for that peril efficiency anyway. Smite channel doesn’t allow for forward slides but dodges & dodge+slides to side or back work just fine. These are essential basic movetechs for T5+ both for mobility & positioning as well as ranged defense.
  • great since you’ll be paying way more peril to put out way less DPS against the things that count, all for trash that wouldn’t matter anyway.
  • close to a 6-stack SB’s full duration to die to it

Also sorry but as a former Trauma main I really can’t agree that a Blazing Spirit & Nexus is a good investment at all. Believe me, I’ve tried (so, so many times). Trash mobs take about ~8s iirc to die from a 6-stack SB, where a single epicenter hit will kill them instantly and anything else will CC them indefinitely anyway. Yet the 6 SB (capped) on its own does little to nothing to most specials/elites. Trauma synergizes with next to none of the crit talents like True Aim, isn’t fast or consistent enough to stack & maintain Mettle & Perfect Timing, and its own crit bonus dmg / stagger is negligible anyway.

Meanwhile the cost is everything else. Since +flak is mandatory for trash breakpoints, the +crit means no +25% unyielding / carapace / maniac. Then ofc you lose Flurry so another -30% DPS there on top of far less peril efficiency so even more in practice. Just as importantly, Trauma usage revolves around its different stagger / knockdown / kill breakpoints to control the field, and Flurry’s speed buff is central to being able to do that effectively. And finally losing out on Rending Shockwave means yet another multiplicative and team-wide ~25% dmg on iirc unyielding, flak and way more than that vs. carapace, and bc RShockwave applies the full effect to everything within the outer explosion radius, its range is so massive that it basically guarantees its debuff to everything in a massive area.

To oversimplify: A SB trauma becomes less than a shadow of its true potential, all for the sake of passively maybe slowly burning out the things that never mattered anyway. Outside of fun novelty builds like using In Fire Reborn for ult spams, SB trauma just doesn’t work in my experience. :frowning_face: Certainly not well enough to even be compared to one with Flurry & Rending as a meta choice. Imo. :sweat_smile:

Anyway! Sorry for the long post, but I also have a question to anyone who might know. I don’t have creature spawner so I’ve never been able to test something about Disrupt Destiny:

How do the buffs (+15% Damage, +30% Critical Damage and +37.5% Weakspot Damage) stack together? Usually +X% dmg applies to all dmg, including finesse, but crit / weakspot bonuses only apply to the portion of base crit / weakspot over body dmg only, yet they apply in full to both their own column and the crit & weakspot column. Finesse bonuses are normally additive, so 30% from one source and 20% from another means just 50% in total.

So if an attack does say 100 / 150 / 150 / 200 dmg to base / weakspot / crit / critWeakspot, how is it buffed by DD? Say you get a crit weakspot hit:

  1. Is it crit bonus (200-100 = 100x0.3 = 30) + weakspot bonus (100x0.375 = 37.5) so 200+30+37.5 = 267.5 + base bonus to a total of 267.5x1.15 = 307.63? Which would be massive.
  2. Or bc assumptions are dangerous with Darktide (which hates multiplicative buffs, and DD has 3 tiers of multiplication), is this some special case where really each column only gets its own highest bonus and that’s that. So body dmg = x1.15, crit = x1.3 (total or finesse portion only), and crit&weakspot gets x1.375 (total or finesse portion only)?
  3. Or basically anything else?

God this got long. Anyway, thanks for the fantastic guide with so, so much good stuff in it! Community contributions like this can never be thanked enough! :heart:

1 Like

Bomber resist is unironically one of the strongest curio perks in the game right now and I will fight anyone who would disagree. It reduces the damage tickrate on toughness by the % of the curio resist on both fire and pox, which is the most deadly and regular damage you will take in games. You can dodge snipers and gunners, you can’t dodge fire and gas. To anyone who disagrees, test it yourself in the Psykanium; it takes less than 30 seconds.

I would rate Bomber>Gunner>Sniper, but would take 40% Bomber+Gunner before I take a single 20% Sniper. My Personal curios are (Bomber/Block/Stamina), (Bomber, Gunner, Stamina), (Gunner/Block/Stamina).

Toughness Regeneration Speed literally only applies to coherency toughness, which is less than 3 toughness per second, and does nothing while you are clutching. There is no way in this universe I waste x3 curio perks on something that gives me less toughness than any single talent in the Psyker tree. The fact the guide doesn’t even mention block cost reduction is pretty telling on how much testing went into curio perks. When you combine stamina regen, block cost, and Kinetic Deflection, you are literally immortal in melee sans disablers. Combine that with Warp Expenditure and blocking actually heals you. You can factually block x2 bosses and x3 ragers at the same time, while sprint sliding infinitely, completely safe. This is how you easily clutch your games on Auric Maelstrom/HSTG. I use an Illisi with 80 quell speed and Deflector to render my Psyker a bastion of defense, infinite rubbing to heal on-demand, spam the special on everything and quell cancel tech.

Corruption Resistance being listed as garbage doesn’t even make any sense while you have Grim Resistance at A, lmfao. Corruption resistance applies to grim book tickrate, Hound damage, Poxburster damage, Nurgle damage, corruption goo damage, and post-toughness pox gas damage. How in the world is that ‘garbage’ tier, lol? If anything Grim Resistance is universally garbage tier. I would put Corruption resistance at least in B tier.

1 Like

I agree about bomber resist esp for psyker. most of our movement speed comes from buffs getting slowed hurts A LOT. but in general i would still list curio perks as toughness+whatever you struggle with personally. I have no need for sniper resist because usually i only end up eating sniper shots as ogryn because of the bad dodges and massive hitbox.
on my psyker i have 3x toughness, 1 corruption, 1 gunner, 1 bomber and 3x combat ability

I don’t leave home without 3*stam regen

1 Like

Some feedback on your curio section from a lvl 1650 Psyker main.

If you use a +3 stam curio then you will always get oneshot by mauler overheads (in all the setups I tested at least, there might be a fringe exception that would require a silly build). But if your health + toughness is high enough and you start at full hp then you’ll survive, just. So depending on how much you value removing one of the two hard oneshot mistakes, then dropping the +3 stam curio is arguably a good idea. With peril blocking you can already block a ton even without the extra stam, so it would only be in a very extreme situation that more stam helped you survive. You only need one or more percent stam to push, so total stam isn’t helping your sustained push rate. Therefore, the stam curio generally only gets you a little bit more sprint time, but at the cost of making you vulnerable to a mauler overhead oneshot, and generally weaker because less total toughness or health. I wouldn’t say stam is bad, but it is questionable enough that maybe it shouldn’t be an auto pick.

You overrate the toughness regen speed perk, by a lot, imo. Assuming we’re talking about experienced auric Psykers, they shouldn’t be relying on coherency toughness regen to get back to full toughness. Coherency comes back at a fixed rate, has a fairly long delay (even with curio toughness regen perks), depends on teammates position, etc, and so cannot be relied on to get to max toughness. And the more total toughness you have the worse it is. On the other hand all the talent sources of toughness regen come back by a percent. We have Quietude, which is basically toughness on demand and will often get you back to max before coherency even begins to tick. If a build is constantly taking chip damage then it probably need to invest in another toughness regen talent.

You underrate combat ability regen, by a lot, imo. It is the only thing on a curio that can in any way increases your offensive potential. With 3x 4% it knocks about 3 seconds off every shriek cooldown. Regardless of how much other cooldown reduction you are pulling that still means getting to shriek or gaze again 3 seconds sooner. If you’re playing aggressively at high peril and cycling ult on cooldown then you’ll get the benefit of those 3 seconds more often than not. If you’re running bubble then this consideration obviously doesn’t apply. It is the only curio perk that I’d put at S tier personally.

You also underrate corruption resistance, by a bit, imo. It is the only resistance that applies to many sources of damage. Most significantly, it helps keep you away from dropping below one wound just from damage. Pox bursters are probably the most common, as having a couple of them shot and exploded in your face can take you directly from max health to awaiting rescue with the corruption eating your first wound and their damage knocking you down to eat the second. A bit of corruption resistance prevents this. It is also handy to take less corruption when pushed over by a pox hound, or chasing a BoN, or caught in gas, or stuck in a net forever, or green flames. Of course all of that is avoidable, but things will go wrong, and so having a wide range of things that it helps mitigate means it ought to be rated higher than “garbage”.

Love you guide in general though, it helped a lot when I was first learning, so massive props for all the effort you’ve put into educating our siblings.

1 Like

I realise a lot of work is needed when the trees change, but does anyone have a refreshed gun-psyker build I could try out? Probably use an Illisi and (let’s say) Vraks IAG ~ the old Columnus mark.

I like Scriers. Disrupt Destiny more so than Psyonics. Would prefer Assail to Smite.

Try this. Two points left over to spend on what you like.

1 Like

Similarish to the above but here’s my scrier / DD build.

Can run this with just about any weapons you fancy.

Thank you.

Why “Purloin Providence” (bottom right, below Disrupt Destiny keystone) and to some extent Quietude ?

It looks like this is a high peril based build, but I wondered why you’d have it trickling away on kills? Forgive my ignorance as I’ve obviously not run it out yet! :slight_smile:

Here’s another, with a good demo of alternating between gun and assail at different points in the scrier’s cycle (target type allowing).