“It sings of sorrows that have not yet come to pass.”
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Recurve Bow. Draw quickly and move faster while this weapon is equipped. [Reload] : Use while drawn to cancel the shot.
Durable yet light bowstring. • Greatly increases handling speed • Slightly increases stability
Stable, high-friction bowstring. • Slightly increases accuracy • Increases stability
Excellent snapback. • Decreases accuracy • Faster draw time • Slightly increases handling speed
Light and easy to draw. • Slightly faster draw time • Slightly decreases accuracy • Increases handling speed
Tightly strung bow. • Greatly increases accuracy • Slightly slower draw time • Slightly decreases stability
Simple balanced string. • Slightly increases accuracy • Slightly increases handling speed • Slightly increases stability
Unbreakable bowstring. • Slightly increases accuracy • Slightly faster draw time
Light and stable shaft material. • Increases stability
Thinner arrows to increase nocking speed and weapon handling. • Increases handling speed • Increases reload speed
Heavy and consistent. • Greatly increases accuracy • Slightly decreases stability
Aerodynamic and light. • Slightly increases accuracy • Slightly increases stability
Feather-light with good control. • Slightly decreases accuracy • Greatly increases stability
Modern fletching for straight paths. • Increases accuracy
Passively grants 5 Aim Assist, 15 Airborne Effectiveness, and a 10% decreased ADS Animation Duration. While no allies are within 15 meters: Bonuses are increased to 10 Aim Assist, 30 Airborne Effectiveness, and a 20% decreased ADS Animation Duration.
Grants the following benefits while hipfiring: • 25 Stability and 15 Aim Assist • 2.7° larger Precision Aim Cone Angle • 30% decreased Accuracy Cone Size • 20% increased Aim Assist Falloff Distance • 20% increased Damage Falloff Distance The Damage Falloff increase does not apply to The Last Word, Shotguns, Sniper Rifles, and Fusion Rifles. PvP-specific note: the Precision Aim Cone Angle increase essentially just allows you to hit Crits while aimed above or slightly to the side of the head. (This is already the default behavior of Submachine Guns, Sidearms, Bows, Machine Guns, and Linear Fusion Rifles so it does not affect them)
Weapon Kills grant 10% Grenade Ability Energy. Kills with Sniper Rifles, Shotguns, Glaives, and Fusion Rifles grant 20%. Using your Grenade Ability refills the Magazine with a 3 second cooldown. Ability energy gained may be significantly decreased based on your selected ability's Chunk Energy Scalar. Learn more about this mechanic in our explainer blog post on the Clarity website.
Precision Hits decrease Draw Time by 25% for 3 seconds. Buff is removed on stow.
Weapon Kills grant 10% Melee Ability Energy. Kills with Sniper Rifles, Shotguns, Glaives, and Fusion Rifles grant 20%. Dealing Melee Damage grants 35 Handling for 3 seconds. Ability energy gained may be significantly decreased based on your selected ability's Chunk Energy Scalar. Learn more about this mechanic in our explainer blog post on the Clarity website.
While moving at a minimum of 2 meters per second: Grants a Stack of 'Perpetual Motion' after 2 seconds and a second Stack after 10 seconds. Each Stack provides 10 Stability, 10 Handling, and 10 Reload Speed. All Stacks are removed if movement speed is below 2 m/s for 0.5 seconds. Works and can activate while stowed.
Deals increased damage against Minibosses, Bosses, and Vehicles, as well as Players in their Super Ability. Damage increase by Ammo Type: • Primary Weapons: 20% [60%] • Special Weapons: 15% [20%] • Power Weapons: 10% [20%]
Weapon Kills grant a Stack of 'Swashbuckler' for 4.5 seconds. Maximum of 5 Stacks. (Glaive) Melee Kills grant all 5 Stacks instantly. Damage increase at 1|2|3|4|5 Stacks: 6.7% | 13.3% | 20% | 26.6% | 33.3% Stowing the weapon removes the buff.
Grants the following benefits for your first shot (of the burst): • 20 Aim Assist and 25 Range • 5% decreased Accuracy Cone Size • 10% decreased Accuracy Cone Growth Special weapons only receive 50% of the benefits. Stats are rounded up. Firing the weapon prevents the perk from activating for 3 seconds.
Weapon Kills grant 1 Stack of Adrenaline Junkie for 4.5 seconds. Grenade Kills grant all 5 Stacks instantly even if the weapon is stowed. Adrenaline Junkie benefits: • 20 Handling • 6.7%|13.3%|20%|26.6%|33.3% increased damage at 1|2|3|4|5 Stacks
While Aiming Down Sights: • Increased Body Shot damage • 15% decreased Auto Aim Cone Size (No effect on Magnetism AKA reticle stickiness) Body Shot damage increases: • Auto/Scout Rifle, Bow, Hand Cannon: 20% • Pulse/Trace Rifle, Sidearm, SMG: 10%
Scoring a Kill grants 1 [2] Stacks of 'High Ground' for 7 seconds. Maximum of 3 Stacks. Weapon damage increases at 1|2|3 Stacks: 10% [5%] | 17.5% [10%] | 25% [15%] While you are not airborne: Damaging targets that are 2 meters [5 for Primary weapons] lower in elevation than the ground you stand on immediately grants all 3 Stacks [Primary weapons only grant 1 Stack] of the buff. The damage increase is applied to the shot triggering the perk as well. The reference point of enemies' elevation is generally their lowest point.
Scoring Hits with the weapon grants 2 Paracausal Fluid x2 for 3 seconds. Buff drops to Paracausal Fluid x1 when stowed. Paracausal Fluid x2 grants ? Handling, 50 Mobility, and 50 Charge Rate (Swords). Note: test if it actually gives Mobility still.
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