Home > News > Warhammer 40,000: Darktide Unveils Battle for Tertium Update and Adeptus Arbites Class

Warhammer 40,000: Darktide Unveils Battle for Tertium Update and Adeptus Arbites Class

Aug 08,25(3 weeks ago)

Fatshark, the developer behind Warhammer 40,000: Darktide, has launched the Battle for Tertium update, accompanied by the new Adeptus Arbites class DLC. Full patch notes follow below.

The Adeptus Arbites, Darktide’s debut class DLC, is available today, June 23, at approximately 7am PDT / 4pm CEST, priced at $11.99 / €11.99 across all platforms.

Alongside this, the free Battle for Tertium update revamps the core player experience, offering a sharper narrative focus centered on the conflict within Tertium, according to Fatshark.

Play

Players will now engage in a linear campaign featuring new mission debriefs and integrated cinematics. This progression system is crafted to onboard new players smoothly while gradually unlocking features previously tied to character levels, the studio explained.

Unlike the previously randomized experience for new players, the Battle for Tertium narrative introduces maps, enemies, and characters in a structured sequence. Fatshark aims for this to help players explore the game’s elements at a more balanced pace.

Story missions function like standard missions but with stricter control over enemy spawns. Fatshark hinted at new voice-over lines during missions and fresh debrief cinematics upon mission completion.

Players with characters at level 10 or above can opt to skip the story or start it from the beginning. Those who change their minds can exit the campaign using the Personality Scourge at the Barber-Chirurgeon.

Note that skipping the story upon first login is irreversible. To experience the story after skipping, players must create a new character. Fatshark noted that the ability to replay story missions at any time is still in development.

Narratively, the Arbites arrive post-Battle for Tertium events. While playable through the new campaign, some story scenes may not directly address Arbites characters. Fatshark recommends experiencing the Battle for Tertium with a core character first.

Additionally, a new mission board system alters how players interact with missions and difficulties. Missions are no longer locked to specific difficulties, allowing players to choose a mission and then select their preferred difficulty, expanding options across all skill levels.

The difficulty system has also been revamped. Players now unlock higher difficulties by completing missions rather than leveling characters. “Prove your skills at your current maximum difficulty to access the next tier,” Fatshark stated, aiming to encourage new players to master the game progressively while ensuring veteran teammates are qualified.

Progress is made by completing missions at your highest unlocked difficulty. Failures slightly reduce progress but won’t demote you to a lower difficulty. Higher difficulties require more mission completions to unlock. For existing characters, difficulty progression will adjust based on their level and completed missions.

The Battle for Tertium update marks a major milestone for Darktide as the co-op first-person Warhammer 40,000 title approaches its third anniversary. Following a rocky launch, Fatshark’s improvements have earned the game a ‘mostly positive’ Steam user review rating.

Warhammer 40,000: Darktide Battle for Tertium Update Patch Notes:

Quality of Life Enhancements

Increased maximum operative slots to 8. Expanded weapon loadout slots to 8. Added approximately 900 new banter dialogues, including interactions between the original cast and Arbites.

Weapon Adjustments and Balances

Catachan "Devil's Claw" Swords

These updates enhance the crowd control and reliability of the Devil’s Claw sword family.

Light attack profiles now have stronger offensive capabilities, with heavy strikedown and special riposte profiles receiving significant boosts to armor damage modifiers against specific armor types.

Base stamina has been improved, minimum block time reduced, and most attacks can now be executed while sprinting, making the weapon more responsive in varied scenarios.

All attack animations have been refined for better alignment with active windows, ranges, and hitboxes.

For the Mk I, a new heavy strikedown attack is added, accessible only from Light 3. Light 3 is now reachable from the push action and has an enhanced baseline power multiplier.

These changes provide additional single-target attack options for a mark previously limited in this area.

For the Mk IV, the Light 4 attack’s power level multiplier has been increased to make it more rewarding given its position in the attack chain.

For the Mk VII, power level multipliers for the pushfollow and Light 3 attacks have been raised, and combos following a riposte attack have been adjusted.

After a successful special parry, the combo now chains into the pushfollow attack instead of Light 3, creating a unique chain while still allowing access to Light 3.

Detailed Changes - Catachan "Devil's Claw" Swords

Damage Profiles

Light Vanguard: 1st target damage increased from {40, 80} to {60, 100}.

Dev Note: This adjustment also applies to Turtolsky Heavy Swords’ special followup light attacks.

Light Strikedown / Light Strikedown Stab: 1st target armor damage modifier vs. Maniac increased from 1 to 1.25. 1st target damage increased from {100, 200} to {115, 230}. 2nd target damage increased from {25, 60} to {40, 80}.

Dev Note: These changes also affect Turtolsky Heavy Swords’ pushfollow attacks and the Maccabian Mk V Duelling Sword Light 3 attack.

Heavy Strikedown: 1st target armor damage modifier vs. Unarmoured increased from 1 to 1.1. 1st target armor damage modifier vs. Unyielding increased from 0.75 to 1.25.

Riposte: 1st target armor damage modifier vs. Unarmoured increased from 1 to 1.25. 1st target armor damage modifier vs. Unyielding increased from 1 to 1.25. 1st target armor damage modifier vs. Carapace armor increased from 0.25 to 0.5.

All Marks

Added sprint compatibility to most attacks and attack starts. Reduced block minimum time from 0.3 to 0.225. Updated stamina template: Base stamina increased from 4 to 4.5. Adjusted damage windows, hitboxes, and ranges for multiple attacks. Updated Inspect screen to fix attack gestalt icons (visual change only).

Mk I

Added new heavy strikedown attack with 540 power level multiplier, chaining only from Light 3. Light 3 now chains to Light 2 / new heavy strikedown instead of Light 1 / Heavy 1. Push now chains to Light 3 / Heavy 1 instead of Light 1 / Heavy 1. Reduced Heavy 2 chain time to start attack from 0.55 to 0.5. Reduced push chain time to start attack from 0.35 to 0.3. Added 545 power level multiplier to Light 3 (from default 500). Added 535 power level multiplier to pushfollow attack (from default 500).

Mk IV

Reduced Heavy 1 windup from secondary start from 0.56 to 0.46. Added 550 power level multiplier to Light 4 (from default 500).

Mk VII

Changed pushfollow damage profile from Light Strikedown to Light Strikedown Stab. Riposte now chains to pushfollow / Heavy 1 instead of Light 3 / Heavy 1. Added 535 power level multiplier to Light 3 (from default 500). Added 525 power level multiplier to pushfollow attack (from default 500).

Atrox Tactical Axes

Despite solid mobility, Tactical Axes had only average sprint performance.

Sprint profiles have been significantly enhanced, and most attacks and attack starts are now executable while sprinting.

Special attack damage has been substantially increased, and a new heavy strikedown profile for vertical or uppercut attacks has been introduced, with boosted damage and Carapace armor modifiers.

All attack animations have been refined for improved alignment with active windows, ranges, and hitboxes.

For the Mk II, a power level boost was added to the Light 3 attack, as it’s deeper in the attack chain, and to both special attacks, which are slower than other marks.

For the Mk IV, both heavy attacks’ damage profiles were upgraded, and chain timings slightly reduced due to their vertical or uppercut directions.

For the Mk VII, all light attacks received a power level boost due to their higher movement speed penalty compared to other marks, and the Heavy 2 profile was updated to the new heavy strikedown.

Detailed Changes - Atrox Tactical Axes

Damage Profiles

Light Assassin: Added 3rd target.

Heavy Strikedown (diagonal): Armor damage modifier vs. Carapace armor increased from 0.25 to 0.3.

Added new heavy strikedown profile for vertical and uppercut attacks, matching diagonal properties except: 1st target damage increased from {100, 200} to {115, 230}. 1st target armor damage modifier vs. Carapace armor increased from 0.3 to 0.5.

Special Stab: 1st target damage increased from {25, 50} to {70, 140}. Removed crit chance bonus.

Special Strikedown: 1st target damage increased from {25, 50} to {60, 120}. 1st target impact increased from {8, 16} to {10, 20}. Removed crit chance bonus.

All Marks

Updated sprint template from “default” to “assault”. Forward acceleration increased from {0.15, 0.4} to {0.4, 0.8}. Forward deceleration increased from 1.25 to 2.1. Sprint speed modifier adjusted from {-0.5, 0.5} to {-0.25, 0.85}. Increased action total time for most heavy attacks, making combo chaining more forgiving. Added sprint compatibility to most attacks and attack starts. Adjusted damage windows, hitboxes, and ranges for most attacks. Extended buffer time for special input from 0.2 to 0.4.

Mk II

Added power level multiplier 515 to Light 3 (from default 500). Added power level multiplier 550 to Special 1 and Special 2 (from default 500).

Mk IV

Changed damage profile of Heavy 1 and Heavy 2 from heavy strikedown (diagonal) to new heavy strikedown (vertical/uppercut). Reduced chain times to start attack and special attack from Heavy 1 and Heavy 2 from 0.5 to 0.4. Added power level multiplier 515 to Heavy 2 (from default 500).

Mk VII

Changed damage profile of Heavy 2 from heavy manufactured to new heavy strikedown (vertical/uppercut). Added power level multiplier 550 to Light 1, Light 2, Light 3 (from default 500).

Shock Mauls

While reliable for staggering enemies, Shock Mauls lacked in damage output and overall appeal.

Damage against the 1st target has been increased across most profiles, with significant boosts to heavy strikedown and special attacks.

Base stamina and dodge templates have been improved, and hitboxes and active windows of some attacks were adjusted for better animation alignment.

For uppercut-direction attacks (Light 3 on the Mk Ia / Light 4 on the Mk III), the attack active window start was slightly delayed to improve weakspot connections.

For the Mk Ia, power level multipliers were added to Light 3 and Light 4 attacks to make them a more compelling combo option compared to defaulting to Heavy 1.

Detailed Changes - Shock Mauls

Damage Profiles

Light Strikedown: 1st target damage increased from {100, 200} to {115, 210}.

Light Vanguard: Cleave adjusted from “light” to “medium”. Cleave values from {3.0, 6.0} to {4.0, 9.0}. 1st target damage increased from {100, 150} to {110, 165}.

Heavy Relentless: 1st target damage increased from {110, 260} to {120, 270}.

Heavy Strikedown: Cleave adjusted from “big” to “light”. Cleave values from {8.5, 12.5} to {3.0, 6.0}. 1st target damage increased from {140, 350} to {160, 390}. Removed 4th target damage override (from 0 to {30, 50}).

Light Relentless: Armor damage modifier vs. Maniac reduced from 0.8 to 0.75. Armor damage modifier vs. Carapace armor reduced from 0.75 to 0.4. 1st target damage increased from {80, 150} to {90, 165}.

Special Attack: Sticky damage tick increased from {10, 70} to {30, 80}. Stun damage tick increased from {40, 50} to {50, 65}.

All Marks

Updated stamina template: Base stamina increased from 4 to 4.5. Sprint cost per second adjusted from {1.5, 0.5} to {1.25, 0.75}. Inner angle block cost reduced from {1.5, 0.5} to {1.0, 0.5}. Updated dodge template: Effective dodge limit adjusted from {3, 4} to {3, 5}. Maximum effective dodges at high mobility stat increased from 4 to 5. Dodge distance increased from {0.85, 1.0} to {0.9, 1.1}. Dodge speed adjusted from {1.0, 1.2} to 1.0.

Mk Ia

Changed Light 1 damage profile from Light Relentless to Light Vanguard. Added power level multiplier 530 to Light 3 (from default 500). Added power level multiplier 550 to Light 4 (from default 500). Adjusted hitboxes for Light 3 and Light 4. Tweaked damage windows for Light 4 to improve weakspot connections.

Mk III

Adjusted hitboxes and damage windows for Light 1 and Light 2. Tweaked damage windows for Light 3 to improve weakspot connections.

Tigrus Heavy Eviscerators

The Eviscerators’ impact was overshadowed by Relic Blades, which offered superior cleave and solid single-target performance.

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