Equipment Perks

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Weapons and armor can have special **perks** on them which benefit the player. "**Uncommon**" or better equipment have some perks by default (the amount depends on the rarity of the item), and more perks can be added by enhancing the item (perks are added at +4, +8, and +10). Perks can be Tier 1, 2 or 3 depending on item quality (regular/superior/flawless) on generation, with higher tiers being better (perks added by enchanting are always Tier 1 regardless of item quality). Common equipment can have perks added by enhancing them to +4 (cannot be enhanced beyond +5).

There are some passive perks which just increase one of primary stats: Health, Attack, Defence, Support, Stamina, Crit. Chance and so on. This is usually described in the game.

There are also active perks which aren't described in the game which require meeting some condition to activate.

This page needs additional information, as most active perks (and certain passive perks) require research to better understand the effect.

**Disclaimer: Please be advised that any value may change as a result to the ongoing game balancing.**

## Innate Perks

Innate perks are perks which are present on an item when it is generated (whether by loot drop or by Synthesis). They cannot be changed in any way at this time.

### Rarity

Rarity determines the number of innate perks an item will generate with, as shown below.

Rarity
 **Legendary** | 3

\*some Uncommon items have been observed to generate without any perks; this is likely a bug

### Item Quality and Tiers of Effect

Weapons and Armor generate with a quality tag associated with them which can be Regular, Superior, or Flawless. The quality of an item determines the Tier of effect the innate perks on the item will have (enhancement perks which can be added to an item after generation will always be tier 1 regardless of item quality).
**NB:Items created via synthesis will always be regular quality**

Quality and Tiers
* synthesizing equipment does not currently generate superior or flawless qualities based on 151 items crafted.
 Regular
 Superior
 Flawless

### Passive Perks

Passive Perks provide a static boost to one or more of the players attributes. This boost is always active when the item is in use and affects everything the player does. Notable exception being boosts to critical chance (and possibly critical power) on weapons which seem to only increase the critical chance of the weapon it is on.

#### Primary Perks

Primary passive perks will boost one or more primary stats, and will be listed first among the perks on an item. Equipment of any rarity other than **Common** can have a primary passive perk.

#### Secondary Perks

Secondary passive perks can generate on equipment of **Rare**, **Epic**, or **Legendary** rarity. They boost various non-primary stats, and will be the second perk listed on items which have them (right after primary passive perks). Each item slot can only have one of four possible perks for their secondary passive, slot restrictions are listed on the table below.

### Active Perks

Active perks are perks whose effects only apply after the player meets some sort of activation criteria. They can be recognized by the lack of any explaining text. One active perk is randomly assigned to equipment of **Epic** or **Legendary** rarity. They cannot be added to existing equipment.

[NB] - *Blade Master iLvl43 raid gear "Dragonhunter's Helm" currently uses "Pants" type active effects instead of "Head"*

#### Observed Activation Criteria

* Killing an enemy
* Hitting an enemy
* Being hit by an enemy
* Using an ability
* Hitting an ally

#### New Active Perks

These can appear only on the new epic/legendary gear from dungeons and raids (Ancients/Thaedris/Fractured/Celestial. Some have new activation criteria. Some will appear as "Blade Master" or "Essence Mage" when in game. These all have equivalents for both classes and are just slight rewordings - they are combined on this page.

##### New Activation Criteria

* On throw - Projectile Thrown (Essence Mage)/Weapon Thrown (Blade Master)
* On movement ability - Teleport Used (Essence Mage)/Dash Used (Blade Master)
* Weakpoint hit
* Ultimate ability used
* On crit

#### Buffs and stacks

Certain active perks with a cooldown can activate more than once simultaneously if the effect is on more than one items, eg Godking's Passion which goes 8%, 16%, 20% with two items. The maximum buff is unchanged, you just stack the effect faster. (needs testing on more effects)

## Enhancement Perks

Enhancement perks are perks which can be added onto any piece of equipment after it has been generated (including **Common** items). Enhancement perks will be listed after innate perks (if any) on items they have been added to. See Enhancement for more detailed information on how to enhance a piece of equipment.
When an item is enhanced to +4, +8, and +10, an additional tier 1 perk is added onto the item. These perks will boost one of five stats, with the options being Attack, Constitution, Affinity, Health, and Stamina. Perks added by Enhancement will always be tier 1 regardless of the Quality of the item being enhanced. The effects of enhancement perks are passive, and as such are always applied.