Category:Weapon Perks: Difference between revisions

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Each weapon has their own set of 5 weapon perks, which you can see while examining your weapon in your inventory. Unlike [[Weapon Traits]], these perks are NOT always active and need combat skills to be unlocked. They are part of what makes every weapon stronger and better, as they can modify various stats of a weapon, for example higher damage or more range.
Each weapon has their own set of 5 weapon perks, which you can see while examining your weapon in your inventory. Unlike [[Weapon Traits]], these perks are NOT always active and need combat skills to be unlocked. They are part of what makes every weapon stronger and better, as they can modify various stats of a weapon, for example higher damage or more range.
All weapons have 5 perks that unlock when you are proficient enough with the corresponding weapon skill. [[Small Guns]], [[Big Guns]], [[Energy Weapons]] and [[Hand-to-Hand Combat]] weapons unlock new perks at skill levels 150, 175, 200, 225 and 250.
[[Throwing]] weapons unlock perks at skill levels 100, 125, 150, 175 and 200.


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Revision as of 23:54, 15 October 2023

Each weapon has their own set of 5 weapon perks, which you can see while examining your weapon in your inventory. Unlike Weapon Traits, these perks are NOT always active and need combat skills to be unlocked. They are part of what makes every weapon stronger and better, as they can modify various stats of a weapon, for example higher damage or more range.

All weapons have 5 perks that unlock when you are proficient enough with the corresponding weapon skill. Small Guns, Big Guns, Energy Weapons and Hand-to-Hand Combat weapons unlock new perks at skill levels 150, 175, 200, 225 and 250.

Throwing weapons unlock perks at skill levels 100, 125, 150, 175 and 200.

List of Weapon Traits
Name Effect
Accurate +10% hitchance
Better Crits +1 to critical rolls
Better Knockouts Knockouts last 0.6 seconds longer.
Better One Hex +10% one-hex
Blinding Strike -10% Critical Perception for Blinds and Disorients
Bonus Damage +5% damage
Bonus Ranged Damage +2 damage on each bullet
Bonus Rate of Fire -5% AP cost for shooting
Crippling Strike -10% Critical Endurance for Cripples
Deep Wounds +35% Bleed damage when crit
Faster Reload -20% AP cost for reloading
Finisher +30% damage on targets with debuffs
Hit The Gaps -10% Damage Resistance & -10% Damage Threshold
Ignore AC -33% of target's Armor Class
Knockback +20% Knockback chance
Knockout Strike -10% Critical Strength for Knockouts
Less Spread -2 Spread
More Area of Effect +1 Area of Effect
More Bleed +20% Bleed damage
More Crits +10% to Base Critical Chance
More Dakka +20% bullets in a burst
More Spread +2 Spread
Piercing Strike -10% Critical Agility for Armor Bypasses & Armor Bypass 15% more effective
Quick Scope -33% AP for Aimed Shots Penalty
Silent Death +50% damage in sneak and attacking from behind
Slaughter Shot +20% critical damage
Slayer Up to +30% damage to low hp targets
Suppression More chance per bullet to suppress