New World: Musket - weapon abilities New World guide, tips
This page of the New World guide describes the skill Musket. You can find all active and passive skills and attributes related to Musket.
Last update: 22 November 2021
This page of the guide to New World contains information about the Musket abilities. You will learn what attributes to develop to deal more damage and check all the passive and active skills. Musket is a long-range weapon that deals high damage at the expense of a long reload. In contrast to the Bow, Musket shoots the projectile in a straight line, and therefore is easier to aim.
- Related attributes
- Sharpshooter - active skills
- Sharpshooter - passive skills
- Trapper - active skills
- Trapper - passive skills
Related attributes
Developing the Dexterity and Intelligence attributes increases the damage dealt with the Musket.
Sharpshooter - active skills
Powder Burn - reload the musket with gunpowder so that the next shot deals 110% weapon damage and ignites the target, dealing 20% weapon damage every second for 9 seconds. It does not accumulate, does not merge with other reloaded shots.
- Backdraft - standard musket shots deal 12% additional damage to burning targets.
- Chronic Trauma - in case of a Powder Burn headshot, burning will last 13 seconds longer.
Power Shot - reload the musket with gunpowder so that the next shot deals 150% weapon damage. It does not accumulate, does not merge with other reloaded shots.
- Initial Engagement - when you hit a target with a Power Shot, you gain a boost that increases the damage dealt by 10% for 5 seconds.
- First Blood - 10% additional damage dealt to targets with full health.
- Bullseye - A Power Shot headshot shortens the Power Shot cooldown by 15%.
Shooter's Stance - you take a shooting stance, which improves the quality of your shots. Shots deal 100% weapon damage. After taking the shooting stance, you can't move, and reload time is reduced by 75%. The shooting stance ends after three shots.
- Shoot More - the number of shots that can be fired before the end of the shooting stance increases to five.
- Marksman - if you hit the same target 3 times in a row, all musket cooldown times will be reduced by 25%.
Sharpshooter - passive skills
Critical Reload - Three headshots within 5 seconds of each other give instant reload.
Called Shot - if you aim for more than 3 seconds, musket damage will be increased by 5%.
Greater Accuracy - removes the penalty for accuracy when shooting from the hip.
Empowering Headshot - headshots provide Empower which increases all musket shots damage by 10% for 5 seconds.
Ballistic Advantage - damage is no longer reduced from standard musket shots fired at targets more than 50 meters away from you.
Well-aimed shot - Called Shot Resupply - headshots with standard attacks reduce all musket cooldown times by 10%.
Hit Your Mark - the further the target is located, the more critical and headshot damage you deal. Max. up to 15% damage and 100m. Does not remove the standard distance damage reduction.
Heightened Precision - hitting a target with a musket while aiming increases damage dealt by 2.5%. It can accumulate. This effect ends when you stop aiming or when more than 5 seconds have passed between shots (it accumulates up to 6).
Sniper - adds optional 3x zoom when aiming the musket. Use the mouse wheel to zoom in and out while aiming. It also increases headshot damage by 15%.
Trapper - active skills
Stopping Power - reload the musket with gunpowder so that the next shot deals 120% weapon damage, staggers the target and knocks them back 3 meters. It does not accumulate, does not merge with other reloaded shots.
- Lasting Impression - targets hit by the Stopping Force become exhausted - their stamina regeneration slows down by 10% for 8 seconds.
- Supplementary Repulsion - slows down targets hit by Stopping Power by 10% for 8 seconds.
Traps - throw a trap that lasts for 20 seconds. Once activated, it will ground the target, freezing them in place for 3 seconds.
- Trapped Damage - traps Rend the target, increasing the damage dealt by 20% for 3 seconds.
- Scent of Blood - restores health to 100% of weapon damage inflicted on trapped targets.
- Double Trap - allows you to have two active traps at the same time.
Sticky Bomb - a bomb that can be thrown at a short distance. It sticks to everything it hits. It will explode 3 seconds after it hits the target, and it will deal 175% weapon damage to all targets within 3 meters.
- Unflinching Walk - when the Sticky Bomb deals explosion damage, you will gain 40 stamina points.
- Sticky Slow - a direct hit with the Sticky Bomb will slow the target down by 15% for 3 seconds.
Trapper - passive skills
Salt On The Wounds - 10% bonus to damage dealt to targets with less than 30% health.
Back It Up - increases the walking and moving speed when shooting by 10% when the enemy is within 8 meters from you.
Weakened Defense - standard shots make enemies who use shields to block lose more stamina by 50 and increases armor penetration in targets who don't by 10%.
Empowering Weakness - hitting an enemy under a negative effect provides Empower that increases damage by 5% for 5 seconds.
Hustle - when you dodge, you gain Haste that increases your moving speed by 10% for 3 seconds.
Energy Burst - attacking an enemy under a negative effect restores 5 stamina points.
Tactical Reload - dodge reloads your musket (you can use it once every 6 seconds).
Kick 'Em when they're Down - deals 10% additional damage to targets under a subduing effect (slow, stun, ground).
Lethal Combo - increases the damage dealt by the musket to targets affected by effects from the Trapper skill tree by 20%.