You can customize the Psychic Powers available for the Psyker Inquisitor during battles.
Due to the unique talents of the Psykers they are the only Inquisitors who are permitted to use Psychic Powers.
Although they can wield weapons just as anybody else, they are also capable of unleashing unnatural powers in combat.
- You can set up these Powers by using the Tome of Power, which can be found at the Command Bridge.
- You have a different Psychic Power setup for each weapon set, and you choose the priority that will determine the order of importance for your various Psychic Powers. Every Psyker weapon has one fix skill, but the other Active skill slot(s) are allocated for your own Psychic Powers, which will follow each other in the same order that you set up on the Priority panel. The Power in the first slot of the Priority Panel will appear first in your empty weapon skill slots, followed by the rest, right to the last in the row. You can see the actual skill set in the right bottom: that’s the one you will use in combat.
- You can boost your Psychic Powers with extra abilities by equipping Power masteries. The blue masteries are unlocked at the start, but the yellow and purple ones must be learned from the Psyker’s unique Psychic Debuffs and Psychic Combat skill trees. You can find them at the character’s skill panel.
Note that not every mastery can be used for certain Psychic Powers.
warp heat | cooldown | ||
---|---|---|---|
Endurance
Self
|
10 per use |
60 sec |
Grants +15% damage reduction to the caster for 30 seconds |
Warp Speed
Self
|
11 per use |
60 sec |
+25% damage and -25% colldown to all weapon attacks for 45 seconds (does not stack) |
Bio-Lightning
Medium Range Warp
|
5 per use |
1 sec |
Medium range force discharge that deals Warp damage |
Haemorrhage
Long Range Warp
|
10 per use |
10 sec |
Long range area attack that deals Warp damage and causes Bleeding |
Enfeeble
Long Range
|
5 per use |
10 sec |
Long range area attack that Stuns or Slows enemies |
Constrict
Long Range Warp
|
15 per use |
5 sec |
Deals Warp damage to a single enemy if the target has no Suppression bar or its Suppression status is red |
warp heat | cooldown | ||
---|---|---|---|
Fiery Form
Self Heat (Fire)
|
30 per use |
25 sec |
Creates a fiery aura around the character for 10 seconds that deals continuous Heat damage to enemies it touches. It also provides +15% Damage Reduction, +50% damage to Heat attacks and +20% damage to other attacks |
Inferno
Self
|
40 per use |
40 sec |
Creates a column of fire for 20 seconds that seeks out enemies and deals Heat damage |
Spontaneous Combustion
Long Range Heat (Fire)
|
8 per use |
1 sec |
Long Range attack that ignites a single enemy, dealing Heat damage. If the target is killed by the initial attack, an explosion occeurs that deals damage to enemies within 3 meters |
Molten Beam
Long Range Heat (Fire)
|
5 + 2 per use |
0.5 sec |
Channeled beam attack that deals Heat damage |
Firestorm
Long Range Heat (Fire)
|
30 per use |
6 sec |
Long range area attack that deals Heat damage and ignites targets |
Extermination
Self Heat (Fire)
|
10 per use |
30 sec |
Summons 3 columns of fire on the nearest enemies. The columns follow their targets and deal Heat damage for 5 seconds. Holding the attack button creates 2 additional columns per second on the nearest enemies not yet targeted by one. The caster suffers additional Warp Heat and instant Warp damage for each extra column created |
warp heat | cooldown | ||
---|---|---|---|
Misfortune
Self
|
10 per use |
60 sec |
Changes the armour category of Heavily Armored enemies to Armoured and Armoured enemies to Unarmoured against the caster's attacks for 10 seconds |
Precognition
Self
|
25 per use |
60 sec |
100% Damage Reduction bonus for 60 seconds. Each hit suffered reduces the duration by 5 seconds and generates 2 Warp Heat |
Foreboding
Self
|
10 per use |
60 sec |
+50% damage bonus to kinetic attacks for 30 seconds. Also reduces shot spread |
Precognitive Dodge
Self
|
10 per use |
605 sec |
+25 Dodge against all Ranged attacks for 30 seconds |
Death Augury
Self
|
20 per use |
120 sec |
A protective ward that remains active until triggered by an attack that would kill the character. It averts the death blow, heals the character to 50% Health and 50% Suppression Resistance, but also adds 65 Warp Heat (does not stack) |
Divine Shot
Self
|
10 per use |
60 sec |
For the duration of 30 seconds, the first hit on each target deals +100% damage |
warp heat | cooldown | ||
---|---|---|---|
Crush
Long Range Warp
|
7 per use |
3 sec |
Long range single target attack that deals Warp damage |
Shockwave
Self Warp
|
10 per use |
6 sec |
Knocks targets down and deals Warp damage in 360° around the character within a 6 meter radius |
Levitation
Self
|
1 per use |
1 sec |
Toggle on/off levitation skill. Provides +25% Movement speed and the ability to bypass traps and mines undetected. Using any other skill automatically turns levitation off |
Telekine Dome
Self
|
15 per use |
40 sec |
Creates a 6 meter radius force dome that moves with the caster. Allies under the dome have +30% damage reduction bonus against Ranged attacks. The bonus does not apply against attackers inside the dome. Duration: 10 sec |
Assail
Long Range Physical (Blunt)
|
10 per use |
5 sec |
Long range attack that deals kinetic damage in a 2 meter wide streak and destroys cover |
Maelstrom
Self Warp
|
8 per use |
1 sec |
Channeled area effect attack that deals continuous Warp damage to enemies around the caster, regardless of cover |