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What do Darktide’s weapon symbols mean?

Warhammer 40K: Darktide tips
– Darktide classes guide
– Darktide system requirements
– Can you play Darktide solo with bots?
– Darktide curios guide

Every weapon in Darktide has a rating number. The higher that number, the more points will be spread across its attribute bars. That doesn't mean all its bars will be higher, however. Though a higher rating often means a better weapon, sometimes those extra points won't have been spent wisely. Keep an eye out for high-rating weapons with low damage bars in particular. 

As for what those attributes mean, some are self-explanatory, like reload speed, but others are a little more opaque. Here's what the more confusing ones mean.

  • Mobility: Bonus dodge distance. This is more complex than it sounds. Each weapon type has a different base dodge distance, and a different number of dodges you can perform in a row before that distance drops off until you reset the chain by performing a block or attack. A low mobility rating on a weapon type that begins with a high dodge distance, like a combat knife, might still be better than high mobility on a weapon like an axe that begins with a low dodge distance. In Vermintide 2, Mobility also made you better at sprinting and might do something similar in Darktide, but if so it’s a slight improvement I haven’t been able to detect.
  • Cleave Targets: The number of enemies that will be damaged in a single swing. You can increase this by swinging the mouse horizontally as you attack.
  • First Target: How much damage the first enemy hit by a cleave will take.
  • Cleave Damage: How much damage will spread to subsequent enemies in a cleave.
  • Finesse: Bonus weak point damage.
  • Defences: Reduces the stamina costs of blocking.
  • Penetration: Reduces the amount of damage negated by carapace armor.
  • Stopping Power: How likely it is to stagger enemies on hit.
  • Crowd Control: How likely a shield is to stagger enemies on push.
  • Collateral: How much suppression it causes, reducing enemies’ aim and sending them into cover.
  • Stability: Reduces the amount of recoil when firing and the amount of sway in ADS.
  • Ammo: Can influence the total amount of ammo carried as well as the amount of ammo in each clip. This is the one bar with actual numbers next to it, so make sure to check them. 
  • Charge Speed: How fast it powers up charged attacks.
  • Warp Resistance: Reduces the amount of peril generated, peril being the stuff psykers build up as they use their abilities and which needs to be managed carefully to prevent their brains blowing up.
  • Quell Speed: Increases the speed peril drops off.