Warhammer 40k: Darktide — What Are Wounds?

What are Wounds in Darktide? Rejects pushing through any difficulty will need them, but they become necessary the higher you go.

Some of the terminology in Warhammer 40k: Darktide can be confusing to the new players. Fatshark added more explanations for stat terms in-game with launch, but some are still obtuse. "Wounds" is one such term that the game doesn't explicitly describe, and you'll want to know what Wounds means.

Our guide will answer the question: what are Wounds in Warhammer 40k: Darktide?

Additional Tally on the Health Bar

The term "Wound" comes from the original tabletop Warhammer 40k game, which in the case of Darktide means an additional tally on the health bar. This means you can be picked back up an additional time, before being killed and having to be rescued.

Rejects have three Wounds by default, and it can be increased by as many Wounds as your Curio selection can muster. Though, the default amount is two on Heresy.

You won't run into this stat before you unlock the ability to equip Curios, which comes at level eight. You eventually have three total Curio slots, with the final coming at Trust level 24.

An additional point or two in Wounds certainly won't hurt as you start pushing into Malice, and especially on Heresy Threat level. On Uprising or below, you may not need them unless you are new to your class or are still learning the ropes to the game.

Do you need Wounds to be a good teammate in Darktide? No, but if you're particularly reckless or pushing into higher difficulties, you're going to want at least one additional Wound to survive. Be sure to check out the rest of Darktide guides right here on GameSkinny.


Sergey has been a freelancer in the video games industry for more than five years, writing for various publications around the world. His favorite games are MtG, Dark Souls, Diablo, and Divinity: Original Sin.

Published Dec. 15th 2022

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