Advanced weapons, as well as some regular ones, have perks that alter weapon stats and/or behavior. Further perks can be added to weapons with mod packs. Additionally, every exotic and unique weapon has unique perk that belong to only that weapon and cannot be applied to other weapons through modification.
Non-AV weapons in branch levels may have manufacturer perks.
See also: Armor perks, Utility.
Perks[]
Name | Effect | Mod packs | Restrictions |
---|---|---|---|
Auto-calibrating | After killing 50 enemies with the weapon this perk was applied to[1], applies the Auto-calibrated perk instead:
This weapon is auto-calibrated (+1 optimal range, +10% damage) |
AC, Technical station | |
Autoloader | Reloads the weapon instantly upon moving | B on shotguns/launchers | Ranged weapons |
Balanced X | Reduces minimum range by X | A on semi/auto/rotary | Rifles/Launchers only |
Barbed X | Applies bleeding status effect | B on any weapon | |
Calibrated X | Increases optimal range by X | A on any gun | Ranged weapons |
Cleaner X | Bonus damage against low-tier enemies (60 or less HP) | P on SMG/shotgun/melee | |
Critical X | Increases critical chance by X (additive) | A on any weapon | |
Efficient | Reload ammo efficiency doubled | B on pistol/rifle/SMG | Ranged weapons |
Exalted bane | +25% damage vs exalted enemies (checks the name, not group, of the enemy) |
A on any weapon | |
Extended Mag X | Increases magazine size by X | B on pistol/SMG/rifle | Ranged weapons |
Finisher X | X bonus damage against enemies with less than 50% health | ||
Focused | Smaller blast radius, but +10 damage | P on launcher | Launchers only |
Frenzy X | X bonus damage after a kill, stackable.[2] | P on any weapon | |
Fresh mag X | X bonus damage if weapon is fully reloaded before attack | P on pistols | Ranged weapons |
Grenadier | Double damage after throwing a grenade | ||
Guarded X | Increase melee guard by X (additive) | B on melee | Melee only |
Guard shield | Increases melee guard range by 1 | B on melee | Melee only |
Haze | Creates smoke cloud in affected area | Launchers only | |
High explosive | Bigger blast radius (+1 to area) but -10 damage | Launchers only | |
Hunter X | X bonus damage against high-tier enemies (more than 60 HP) | P on rifle/melee/launcher | |
Loading Holster | Swapping to the weapon reloads it instantly | B on shotgun/launcher | |
Longshot X | X bonus damage at range 5+ | P on rifle/pistol/launcher | Ranged weapons |
Mechabane | +25% damage against robotic enemies | A on any melee weapon | |
Molten X | Applies burning status effect | P on any weapon | |
Point Blank X | X bonus damage at range 1-2 | P on SMG/shotgun | Ranged weapons |
Precise | Half the aim bonus is a multiplicative bonus to damage | A on pistol/SMG/launcher | |
Resilient | Reduces pain's effect on accuracy by half | A on melee | |
Retaliate | The pain modifier doubles as a multiplicative bonus to damage | A on melee/shotgun | |
Ripper X | X bonus damage to biological enemies which are below 100% health | P on any except launcher | |
Rush X | X bonus damage after a move | ||
Scope | Adds Aim bonus to critical chance | Innate on most semis | |
Second chamber | Doubles magazine size[3] | B on shotgun/launcher | Ranged weapons |
Specialist | +100% damage after class skill use | ||
Speed-loader | 75% faster reload when empty | B on pistol/SMG/rifle | Ranged weapons |
Spin-up | Spins up to fire +2 and +4 shots | Innate on rotary weapons | |
Stabilized X | Increases max range by X | A on any gun | Ranged weapons |
Surrounded | 33% damage reduction when 3 or more enemies are within sight | B on melee | |
Swap harness | Reduces swap-to time by 75%. Stacks with Juggler. | B on any weapon | |
Zombiebane | +50% damage vs former humans |
- ↑ The weapon needs to score the final blow, not merely be equipped. This is relevant with perks like Gunslinger
- ↑ Lasts 5 turns unless refreshed. Lost upon weapon swap.
- ↑ Single-chamber weapons will reload both shots with a single reload action.
Advanced perks[]
Name | Effect | Mod packs | Restrictions |
---|---|---|---|
Deadly X | Increases base damage by X | ||
Demonbane | +25% damage vs demons | ||
Disruptive X | Applies disabled effect to robotic enemies | E on any weapon | |
Freezing X | Slows the action speed of enemies | C on any weapon | |
Momentum | Damage is increased by 50% of your dodge value | ||
NanoTech | Reloading does not require ammo | N on any weapon | Ranged weapons |
Poisoned X | Applies poisoned status effect. | ||
Sustain X | Creates X units of ammo (in magazine) for each kill with the weapon | S on any weapon | Ranged weapons |
Toxic | Creates toxic cloud in affected area | rocket only | |
Tracking module | 100% additive bonus to accuracy | rocket only | |
Triggerhappy | Increases bullets fired with each fire action by 1 | multi-shot weapons | |
Vampiric X | Heal X on killing a non-robotic enemy | V on any |
Exotic perks[]
Name | Effect | Weapon(s) |
---|---|---|
9 inch nails | Weapon requires multitools to reload | Nail gun, Super nailgun |
Advanced EMP | Strongest EMP status effect, freezes non-mechanical units | CRI EMP rifle |
Anti-armor | Triple damage to armor, 100% crit chance vs mechanical enemies | 7.62 pierce rifle |
Antiriot | +2 damage for each extra enemy in sight | 7.62 riot SMG |
Arc-powered | This weapon recharges ammo, can't be manually reloaded | CRI blaster |
BFT | Fires a big ball of supercharged plasma - seeks enemy lifeforms after detonation. | BFT9K |
Concussion | Affects hurt enemies with a status that reduces their damage by 50% | 12ga elephant gun, .44 flintlock |
Epidemic | Enemies that die after contacting the toxin explode in a toxic cloud | Bio launcher |
Firefly | Gibbed enemies explode | .44 HE revolver |
Git gud | Each kill permanently increases crit chance by 1% | AWP 7.62 long rifle |
Jackhammer | Fully automatic shotgun, firing in bursts of 3 | 12ga jackhammer |
Master Calibration | +50% critical chance within optimal distance | 9mm calibrated |
Peacekeeper | +1 damage for each kill until reload (max 5) | 7.62 gatling |
Plasma blade | This weapon has a self-powered plasma blade and deals plasma damage | CRI sword |
Rinse, Repeat | Auto-reload on kill, higher chance of gibbing | 12ga super shotgun |
Rocket rack | Compact storage of rockets | Micro launcher |
Shredder | Shots cause bleeding, +50% damage vs bleeding targets | 9mm frag shotgun |
Splatter | Applies bleed status effect on organic enemies around killed enemy | .44 JAC SMG |
The Emperor Protects | Convert pain% to crit chance, ignore pain accuracy penalty | 9mm storm SMG |
TacScope | Aiming adds aim bonus to critical chance, +50% aim action bonus | 9mm tactical rifle |
Unflinching aim | Ignore pain accuracy penalties | .44 deagle |
Unique perks[]
Name | Effect | Weapon(s) |
---|---|---|
Hammerhead | Fires piercing bullets at extreme velocities, piercing enemies and cover. | Hammerhead |
History[]
- First ten weapon modifiers were introduced in the patch 0.8.4.
- Frenzy, Vampiric, Disruptive, Barbed, Poisoned, Molten, Toxic, Haze and Freezing were introduced in the patch 0.8.5.
- In patch 0.9.0, the HP threshold for Hunter and Cleaner bonuses was raised to 60 hp.
- As of patch 0.9.1, Cleaner and Finisher can no longer be selected for weapons with high base damage.
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