Musket Skills are one of the Weapon Skill Masteries available in New World. Muskets are long-ranged weapons that boast superior firepower in exchange for long reload times. Muskets use Ammunition for every shot and each shot travels in a straight line almost instantaneously, potentially requiring more precise aim than the Bow depending on player skill level.
Musket Skills are made up of the Sharpshooter and Trapper trees.
What attributes improve Musket damage?
Damage dealt with Musket Skills can be improved by assigning points to Dexterity and Intelligence
Musket Attacks
- Standard Attack: Deals 100% Thrust damage
New World Musket Skills
Sharpshooter Tree Active Abilities
Powder Burn
Overload musket with gun powder, causing the next shot to deal 110% Weapon damage and cause a Burn status effect that deals 20% weapon damage per second for 9 seconds. Does not stack or combine with other overload shots. Cooldown: 15 seconds.
Upgrades:
- Backdraft - Standard Musket shots deal 12% additional damage while target is on fire.
- Chronic Trauma - If Powder Burn is a Headshot, extend Burn duration for 13 seconds.
Power Shot
Overload musket with gun powder, causing the next shot to deal 150% weapon damage. Does not stack or combine with other overload shots.
12s Cooldown
Upgrades:
- Initial Engagement - When you hit with power shot gain Empower, causing attacks to deal an additional 10% damage for 5 seconds.
- First Blood - +10% additional damage to targets with full health.
- Bullseye - Power Shot Headshots reduce Power Shot's cooldown by 15%.
Shooter's Stance
Player enters a shooting aim stance to enhance shooting performance. Shots deal 100% weapon damage. While in stance mobility is reduced to zero, and reload time is reduced by 75%. Mode will exit after three shots.
18s Cooldown
Upgrades:
- Shoot More: Shots fired before exiting stance increased to five.
- Marksman: If 3 consecutive shots hit the same target, reduce all other Musket cooldowns by 25%.
Sharpshooter Tree Passive Abilities
Critical Reload
Landing 3 Headshots within 10 seconds of each other grants an instant reload.
Greater Accuracy
Accuracy penalty while hipfiring removed.
Ballistic Advantage
Removes damage Fall off from standard musket shots on targets more than 50 meters away.
Hit Your Mark
Increased Headshot and Critical hit damage to target the further the target is away from the player, for a max of 15% at up to 100 meters away. Does not forgo damage fall off.
Called Shot
Increase Musket damage by 5% if aimed down sight for more than 3 seconds.
Empowering Headshot
On successful headshot: Grant Empower, increasing all Musket shot's damage by 10% for 5 seconds.
Heightened Precision
While aiming, successful hits with a musket grant a stackable 2.5% damage. This effect ends when a player stops aiming down sight for more than 5 seconds between shots. (Max 6 stack)
Called Shot Resupply
Standard attack headshots reduce all musket ability cooldowns by 10%.
Sniper
Adds an optional 3x zoom view for all musket aim shots. Use Mouse Wheel up and down to zoom in and out while aiming. Also grants a 15% damage increase to all Headshots.
Trapper Tree Active Abilities
Stopping Power
Overload musket with gun powder, causing the next shot to deal 120% Weapon Damage, staggering target and knocking them back 3 meters. Does not stack or combine with other Overloaded shots.
15s Cooldown
- Lasting Impression: Targets hit with Stopping Power are Exhausted; reducing stamina regeneration speed by 10% for 8 seconds.
- Supplementary Repulsion: Targets hit with Stopping Power are slowed by 10% for 8 seconds.
Traps
Throw a trap that last for 20 seconds. When triggered it causes target to be Rooted, immobilizing target for 3 seconds. Cooldown: 20 seconds.
- Trapped Damage: Traps apply Rend to target increasing damage to trapped targets by 20% for 3 seconds.
- Scent of Blood: Regen 100% of weapon damage done as health when dealing damage to trapped targets.
- Double Trap: Ability to have two active traps.
Sticky Bomb
Throw a short range bomb that sticks to anything it makes contact with. Detonation will occur 3 seconds after impact dealing 235% weapon damage to all targets within 3m.
12s Cooldown
- Unflinching Walk: Sticky bomb grants player 40 stamina when it deals damage with an explosion.
- Sticky Slow: Direct hits with the Sticky Bomb cause the target to be Slowed by 15% for 3 seconds.
Trapper Tree Passive Abilities
Salt On The Wounds
+10% increased damage to targets below 30% health.
Weakened Defense
Increases the stamina damage from standard shots dealt to enemies blocking with shields by 50 and deal 10% of Armor Penetration to targets that aren't blocking with a shield.
Hustle
After a Dodge: Gain Haste, increasing movement speed by 10% for 3 seconds.
Energy Burst
Attacking a target with an active debuff restores 5 stamina.
Back It Up
Walking/Strafing movement speed Increased by 10% when an enemy is within 8 meters of player.
Empowering Weakness
Hitting a target with an active debuff triggers Empower, increasing player's damage to be increased by 5% for 5 seconds.
Tactical Reload
Dodging Reloads the musket. (Can only trigger once every three seconds)
Kick 'Em When They're Down
Deal 10% extra damage to targets with an active crowd control effect.(Slow, Root, Stun)
Lethal Combo
Increases Musket Damage by 20% against targets affected by Trapper Tree status effect.
Musket Abilities Comparison Table
Quick Search of Sword and Shield Abilities
Name |
Tree |
Type |
Effect |
Tier |
Requirement |
---|---|---|---|---|---|
|
Sharpshooter | Active | Overload musket with gun powder, causing the next shot to deal 110% Weapon damage and cause a Burn status effect that deals 20% weapon damage per second for 9 seconds. Does not stack or combine with other overload shots. | Tier II | 1 Tier I bility |
|
Sharpshooter | Active | Overload musket with gun powder, causing the next shot to deal 150% weapon damage. Does not stack or combine with other overload shots | Tier I | N/A |
|
Sharpshooter | Active | Player enters a shooting aim stance to enhance shooting performance. Shots deal 100% weapon damage. While in stance mobility is reduced to zero, and reload time is reduced by 75%. Mode will exit after three shots | Tier III | 1 Tier II Ability |
|
Sharpshooter | Upgrade | Standard Musket shots deal 12% additional damage while target is on fire. | Tier III | Powder Burn |
|
Sharpshooter | Upgrade | If Powder Burn is a Headshot, extend Burn duration for 13 seconds. | Tier IV | Backdraft |
|
Sharpshooter | Upgrade | When you hit with Power Shot gain Empower, causing attacks to deal an additional 10% damage for 5 seconds. | Tier II | Power Shot |
|
Sharpshooter | Upgrade | +10% additional damage to targets with full health. | Tier III | Initial Engagement |
|
Sharpshooter | Upgrade | Power Shot Headshots reduce Power Shot's cooldown by 15%. | Tier IV | First Blood |
|
Sharpshooter | Upgrade | Shots fired before exiting stance increased to five. | Tier IV | Shooter's Stance |
|
Sharpshooter | Upgrade | If 3 consecutive shots hit the same target, reduce all other Musket cooldowns by 25%. | Tier V | Shoot More |
|
Trapper | Active | Overload musket with gun powder, causing the next shot to deal 120% Weapon Damage, staggering target and knocking them back 3 meters. Does not stack or combine with other Overloaded shots. | Tier II | 1 Tier II Ability |
|
Trapper | Active | Throw a trap that last for 20 seconds. When triggered it causes target to be Rooted, immobilizing target for 3 seconds | Tier I | N/A |
|
Trapper | Active | Throw a short range bomb that sticks to anything it makes contact with. Detonation will occur 3 seconds after impact dealing 235% weapon damage to all targets within 3m. | Tier III | 1 Tier II Ability |
|
Trapper | Upgrade | Targets hit with Stopping Power are Exhausted; reducing stamina regeneration speed by 10% for 8 seconds. | Tier III | Stopping Power |
|
Trapper | Upgrade | Targets hit with Stopping Power are slowed by 10% for 8 seconds. | Tier V | Lasting Impression |
|
Trapper | Upgrade | Traps apply Rend to target increasing damage to trapped targets by 20% for 3 seconds. | Tier II | Traps |
|
Trapper | Upgrade | Regen 100% of weapon damage done as health when dealing damage to trapped targets. | Tier IV | Trapped Damage |
|
Trapper | Upgrade | Ability to have two active traps. | Tier V | Scent of Blood |
|
Trapper | Upgrade | Sticky bomb grants player 40 stamina when it deals damage with an explosion. | Tier IV | Sticky Bomb |
|
Trapper | Upgrade | Direct hits with the Sticky Bomb cause the target to be Slowed by 15% for 3 seconds. | Tier V | Unflinching Walk |
|
Sharpshooter | Passive | Landing 3 Headshots within 10 seconds of each other grants an instant reload. | Tier I | N/A |
|
Sharpshooter | Passive | Accuracy penalty while hipfiring removed | Tier II | 1 Tier I Ability |
|
Sharpshooter | Passive | Removes damage Fall off from standard musket shots on targets more than 50 meters away. | Tier III | 1 Tier II Ability |
|
Sharpshooter | Passive | Increased Headshot and Critical hit damage to target the further the target is away from the player, for a max of 15% at up to 100 meters away. Does not forgo damage fall off. | Tier V | 1 Tier IV Ability |
Called Shot |
Sharpshooter | Passive | Increase Musket damage by 5% if aimed down sight for more than 3 seconds. | Tier I | N/A |
|
Sharpshooter | Passive | On successful headshot: Grant Empower, increasing all Musket shot's damage by 10% for 5 seconds. | Tier II | |
|
Sharpshooter | Passive | While aiming, successful hits with a musket grant a stackable 2.5% damage. This effect ends when a player stops aiming down sight for more than 5 seconds between shots. (Max 6 stack) | Tier V | 1 Tier IV Ability |
|
Sharpshooter | Passive | Standard attack headshots reduce all musket ability cooldowns by 10%. | Tier IV | 1 Tier III Ability |
|
Sharpshooter | Passive | Adds an optional 3x zoom view for all musket aim shots. Use Mouse Wheel up and down to zoom in and out while aiming. Also grants a 15% damage increase to all Headshots. | Tier VI | 10 previous Abilities |
|
Trapper | Passive | +10% increased damage to targets below 30% health. | Tier I | N/A |
|
Trapper | Passive | Increases the stamina damage from standard shots dealt to enemies blocking with shields by 50 and deal 10% of Armor Penetration to targets that aren't blocking with a shield. | Tier II | 1 Tier I Ability |
|
Trapper | Passive | After a Dodge: Gain Haste, increasing movement speed by 10% for 3 seconds. | Tier III | 1 Tier II Ability |
|
Trapper | Passive | Attacking a target with an active debuff restores 5 stamina. | Tier IV | 1 Tier III Ability |
|
Trapper | Passive | Walking/Strafing movement speed Increased by 10% when an enemy is within 8 meters of player. | Tier I | N/A |
|
Trapper | Passive | Hitting a target with an active debuff triggers Empower, increasing player's damage to be increased by 5% for 5 seconds. | Tier II | 1 Tier I Ability |
|
Trapper | Passive | Dodging Reloads the musket. (Can only trigger once every three seconds) | Tier IV | 1 Tier III Ability |
|
Trapper | Passive | Deal 10% extra damage to targets with an active crowd control effect.(Slow, Root, Stun) | Tier V | 1 Tier IV Ability |
|
Trapper | Passive | Increases Musket Damage by 20% against targets affected by Trapper Tree status effect. | Tier VI | 10 previous Abilities |