Difference between revisions of "Perks"

From FOnline 3 wiki
Jump to navigation Jump to search
m (Fixed a minor issue)
 
(25 intermediate revisions by 8 users not shown)
Line 1: Line 1:
[[Perks]] comprise three categories: [[level perks]], [[support perks]] and [[weapon perks]].  
+
'''Perks''' are powerful bonuses that can be unlocked once their requirements, usually related to [[experience]], are met.  
  
[[Level perks]] can be gained every 3 or 4 [[levels]], depending on what [[traits]] your character has, using the perk selection window that appears  on the character screen whenever it is possible for you to acquire a new ability.
+
There are six types of perks: [[level perks]], [[class perks]], [[support perks]], [[PvE perks]], [[weapon perks]], and [[armor perks]].  
  
Any [[support perk]] can be gained at any time through talking to an NPC that gives it, provided that your character meets its requirements. There is no limit as to how many [[support perks]] a character can have.
+
Some level perks can be combined to unlock game-changing [[perk synergies]].
  
[[Weapon perks]] denote special qualities that some of the [[weapons]] have, and cannot be influenced in any way by players, save for upgrading the [[weapon]].
+
Changing already unlocked perks is only possible via [[reroll]]ing.
  
Regardless of its type, gaining a perk permanently unlocks its bonus, e.g. gaining [[Lifegiver]] increases the number of [[hit points]] your character has forever. There is no possibility of reverting the choice of a perk once the decision has been made. It is entirely up to the player to decide whether or not s/he wishes to gain a perk when given the possibility; no system exists to randomly select a perk should no decision be made by the player.
+
To learn more about a specific kind of perks, click one of the links below:
  
It is important to note that omitting to choose a perk at a given [[level]] results in its loss if then another level is reached such that it would normally allow your character to choose a perk additional to that which you decided not to acquire when given the option.
+
{|width="20%" align="center"
 
+
|align="center"|''[[Class perks]]''
Some perks have more than one rank, i.e. it is possible to gain them more than once. Typically, the higher the rank of a perk, the greater the bonus it gives is. Requirements may vary for different ranks of a perk, usually the higher the rank, the higher the [[skill]]/[[level]] requirements that must be met prior to acquiring it are.
 
 
 
'''Note:''' When determining what perks can be gained by a player, the game checks his/her nominal [[statistics]]. It is therefore impossible for a character whose base [[Strength]] is 5 to take a perk requiring at least 6 points of [[Strength]], for example, even if s/he temporarily gains a point of [[Strength]] by using a strength-enhancing drug prior to opening the perk selection window or initiating a dialogue with an [[NPC]].
 
 
 
 
 
 
 
==Table of Perks==
 
 
 
[[Support perks]] are marked with an asterisk; [[weapon perks]] are excluded.
 
 
 
{| class="wikitable sortable" border="1"
 
 
|-
 
|-
! Name
+
!width="20%"|[[File:Professions.png|link=Class perks]]
!  Rank/number of ranks
+
|}
!  Required level
+
{|width="30%" align="center"
!  Other requirements
+
|align="center"|''[[Level perks]]''
!  Bonus
+
|align="center"|''[[Perk synergies]]''
 
|-
 
|-
| [[Action Boy]]
+
!width="20%"|[[File:Perks.png|link=Level perks]]  
|  1/1
+
!width="20%"|[[File:Playerdrivenfactions.png|link=Perk synergies]]  
|  12
+
|}
| [[Agility]] ≥ 6
+
{|width="40%" align="center"
|  +2 to [[Action Points]]
+
|align="center"|''[[Support perks]]''
|-
+
|align="center"|''[[PvE perks]]''
|  [[Adrenaline Rush]]
+
|align="center"|''[[Armor perks]]''
|  1/1
+
|align="center"|''[[Weapon perks]]''
|  3
 
|  [[Strength]] ≥ 7
 
|  [[HP]] loss effects [[DT]]'s and [[DR]]'s incremental increase at certain thresholds
 
|-
 
|  [[Awareness]]*
 
|  1/1
 
|  n/a
 
|  [[Perception]] ≥ 6, or [[Unarmed]] or [[Melee Weapons]] ≥ 100%
 
|  Hovering the cursor over a critter displays detailed information about it
 
|-
 
[[Better Criticals]]
 
|  1/1
 
| 12
 
|  [[SG]], [[BG]], [[EW]], or [[Throwing]] ≥ 175%
 
| Much more devastating [[critical hits]]
 
|-
 
|  [[Blessed Are the Weak]]
 
|  1/1
 
|  9
 
|  [[First Aid]] ≥ 125%
 
| Ability to heal [[weakened]] individuals
 
|-
 
|  [[Bonus HtH Attacks]]
 
|  1/1
 
|  18
 
|  [[Unarmed]] or [[Melee Weapons]] ≥ 180%
 
|  -1 AP to [[HtH]] attack cost<br>It's also component of [[speedboost]]
 
|-
 
|  [[Bonus HtH Damage]]
 
|  1/1
 
|  3
 
|  [[Unarmed]] or [[Melee Weapons]] ≥ 75%
 
|  +7 to [[melee]] damage<br>It's also component of [[speedboost]]
 
|-
 
|  [[More HtH Criticals]]
 
|  1/1
 
|  6
 
|  [[Unarmed]] or [[Melee Weapons]] ≥ 100%
 
|  +15% to [[critical hit chance]] for HtH/[[melee]] attacks
 
|-
 
|  [[Bonus Move]]
 
|  1/1
 
|  3
 
[[Agility]] ≥ 6
 
|  +2 [[AP]]s that can only be expended for movement in [[TB]] combat
 
|-
 
|  [[Bonus Ranged Damage]]
 
|  1/2
 
|  9
 
|  [[SG]] or [[BG]] ≥ 150%
 
|  +2 to a weapon's damage range when using small or big guns
 
|-
 
|  [[Bonus Ranged Damage]]
 
|  2/2
 
|  12
 
|  [[SG]] or [[BG]] ≥ 175%
 
|  +2 to the weapon's damage range when using small or big guns
 
|-
 
|  [[Bonus Rate of Fire]]
 
|  1/1
 
|  18
 
|  [[SG]], [[BG]], [[EW]] or [[Throwing]] ≥ 180%
 
|  -1 [[AP]] to ranged attack cost, except if throwing melee-class items
 
|-
 
|  [[Cautious Nature]]*
 
|  1/1
 
|  n/a
 
|  [[Perception]] ≥ 6, [[Outdoorsman]] ≥ 100%
 
|  +3 to [[Perception]] when determining placement in [[random encounters]]
 
|-
 
|  [[Dead Man Walking]]*
 
|  1/1
 
|  n/a
 
|  [[Intelligence]] ≥ 5, [[Doctor]] ≥ 50%
 
|  Doubled negative [[HP]] capacity
 
|-
 
|  [[Demolition Expert]]*
 
|  1/1
 
|  n/a
 
|  [[Traps]] ≥ 125%
 
|  No unwanted explosions and extra damage for the wanted ones
 
|-
 
|  [[Dismantler]]*
 
|  1/1
 
|  n/a
 
|  [[Science]] ≥ 120%
 
|  Doubled amount of [[resources]] received from [[dismantling]] items
 
|-
 
|  [[Dodger]]
 
|  1/1
 
|  12
 
|  [[Agility]] ≥ 8
 
|  +20 to [[AC]]
 
|-
 
|  [[Dodger+]]
 
|  1/1
 
|  15
 
|  [[Agility]] ≥ 10
 
|  +40 to [[AC]]
 
|-
 
|  [[Earlier Sequence]]
 
|  1/1
 
|  3
 
|  [[Perception]] ≥ 5
 
|  +2 to [[Sequence]]
 
|-
 
| [[Educated]]*
 
|  1/1
 
|  n/a
 
|  [[Intelligence]] ≥ 8, [[Science]] ≥ 100%
 
|  +2 to [[SP]] per [[level]]
 
|-
 
|  [[Even More Criticals]]
 
|  1/1
 
|  6
 
|  [[SG]], [[BG]], [[EW]] or [[Throwing]] ≥ 125%
 
|  +10% to [[critical hit chance]]
 
|-
 
|  [[Even Tougher]]
 
|  1/1
 
|  9
 
|  [[Endurance]] ≥ 6
 
|  +3 to [[DT]], +10 to [[DR]]
 
|-
 
|  [[Explorer]]*
 
|  1/1
 
|  n/a
 
|  [[Outdoorsman]] ≥ 150
 
|  Faster [[world map]] travelling
 
|-
 
|  [[Faster Healing]]*
 
|  1/1
 
|  n/a
 
|  [[Intelligence]] ≥ 6, [[Doctor]] ≥ 75%
 
|  +5 to [[healing rate]]
 
|-
 
|  [[Quick Pockets]]
 
|  1/1
 
|  3
 
|  [[Agility]] ≥ 5
 
|  (Un)equipping/picking up items is done at half its normal [[AP]] cost. Reloading cost reduced to 1 AP 
 
|-
 
|  [[Gain Agility]]
 
|  1/1
 
|  12
 
|  [[Agility]] ≤ 9
 
|  +1 to [[Agility]]
 
|-
 
|  [[Gain Charisma]]
 
|  1/1
 
|  12
 
|  [[Charisma]] ≤ 9
 
|  +1 to [[Charisma]]
 
|-
 
|  [[Gain Endurance]]
 
|  1/1
 
|  12
 
|  [[Endurance]] ≤ 9
 
|  +1 to [[Endurance]]
 
|-
 
|  [[Gain Intelligence]]
 
|  1/1
 
|  12
 
|  [[Intelligence]] ≤ 9
 
|  +1 to [[Intelligence]]
 
|-
 
|  [[Gain Luck]]
 
|  1/1
 
|  12
 
|  [[Luck]] ≤ 9
 
|  +1 to [[Luck]]
 
|-
 
|  [[Gain Perception]]
 
|  1/1
 
|  12
 
|  [[Perception]] ≤ 9
 
|  +1 to [[Perception]]
 
|-
 
|  [[Gain Strength]]
 
|  1/1
 
|  12
 
|  [[Strength]] ≤ 9
 
|  +1 to [[Strength]]
 
|-
 
|  [[Gecko Skinning]]*
 
|  1/1
 
|  n/a
 
|  [[Outdoorsman]] ≥ 50%
 
|  Ability to skin geckos
 
|-
 
|  [[Ghost]]
 
|  1/1
 
|  12
 
|  [[Sneak]] ≥ 150%
 
|  +30 bonus to [[Sneak]] when within 5 hexes from a wall
 
|-
 
|  [[Harmless]]*
 
|  1/1
 
|  n/a
 
|  [[Charisma]] ≥ 6, [[Steal]] ≥ 125%
 
|  Halved [[reputation]] loss when [[stealing]]
 
|-
 
|  [[Healer]]
 
|  1/1
 
|  3
 
|  [[First Aid]] ≥ 75%
 
|  +15-30 to hit points healed using [[First Aid]]
 
|-
 
|  [[Healer+]]
 
|  1/1
 
|  6
 
|  [[First Aid]] ≥ 100%
 
|  +20-40 to hit points healed using [[First Aid]]
 
|-
 
|  [[Heave Ho!]]
 
|  1/1
 
|  6
 
|  [[Throwing]] ≥ 100%
 
|  +1 to [[Strength]] when calculating how far you can throw
 
|-
 
|  [[Heave Ho!!]]
 
|  1/1
 
|  9
 
|  [[Throwing]] ≥ 150%
 
|  +1 to [[Strength]] when calculating how far you can throw
 
|-
 
|  [[Hit the Gaps]]
 
|  1/1
 
|  12
 
|  [[Unarmed]] or [[Melee Weapons]] ≥ 150%
 
|  -50% to your target's armor's critical modifiers
 
|-
 
|  [[Better HtH Criticals]]
 
|  1/1
 
|  15
 
[[Unarmed]] or [[Melee Weapons]] ≥ 175%
 
|  Power of criticals increased by 25% when unarmed or using [[melee]] [[weapons]]
 
|-
 
|  [[HtH Evade]]
 
|  1/1
 
|  6
 
|  [[Unarmed]] or [[Melee Weapons]] ≥ 75%
 
|  +20 to [[AC]] when both item slots are empty
 
|-
 
|  [[HtH Evade+]]
 
|  1/1
 
|  9
 
|  [[Unarmed]] or [[Melee Weapons]] ≥ 150%
 
|  +40 to [[AC]] when both item slots are empty
 
|-
 
|  [[In Your Face!]]
 
|  1/1
 
|  9
 
|  [[Unarmed]] or [[Melee Weapons]] ≥ 125%
 
|  Attackers' [[chance to hit]] you drops significantly if s/he is standing on a hex next to yours
 
|-
 
|  [[Iron Grip]]
 
|  1/1
 
|  12
 
|  [[Strength]] ≥ 8
 
|  Reduced chance of dropping a [[weapon]] or having an arm [[crippled]] when hit
 
|-
 
|  [[Lifegiver]]
 
|  1/3
 
|  12
 
|  [[Endurance]] ≥ 5
 
|  +20 to [[hit points]]
 
|-
 
|  [[Lifegiver]]
 
|  2/3
 
|  15
 
|  [[Endurance]] ≥ 6
 
|  +30 to [[hit points]]
 
|-
 
|  [[Lifegiver]]
 
|  3/3
 
|  18
 
|  [[Endurance]] ≥ 7
 
|  +40 to [[hit points]]
 
|-
 
|  [[Light Step]]*
 
|  1/1
 
|  n/a
 
|  [[Traps]] ≥ 50%
 
|  Chance to set off a trap reduced by 50%
 
|-
 
|  [[Livewire]]
 
|  1/1
 
|  3
 
|  [[Agility]] ≥ 6
 
|  Doubled [[AC]] derived from [[Agility]]
 
|-
 
|  [[Living Anatomy]]
 
|  1/1
 
|  12
 
|  [[First Aid]] ≥ 150%
 
|  +5 to [[damage]] when attacking living organisms, better luck when using [[First Aid]]
 
|-
 
|  [[Magnetic Personality]]*
 
|  1/1
 
|  n/a
 
|  [[Speech]] ≥ 100%
 
|  +50 to [[party points]], +1 to maximum [[party size]]
 
|-
 
|  [[Man of Steel]]
 
|  1/1
 
|  15
 
|  [[Endurance]] ≥ 8
 
|  Increased resistance to [[critical hits]]
 
|-
 
|  [[Master Thief]]*
 
|  1/1
 
|  n/a
 
|  [[Steal]] ≥ 125%
 
|  [[Stealing]] [[cooldown]] reduced by 50%
 
|-
 
|  [[Medic]]
 
|  1/1
 
|  15
 
|  [[First Aid]] ≥ 175%
 
|  Healing [[cooldowns]] reduced by 50%
 
|-
 
|  [[More Critical]]
 
|  1/1
 
|  3
 
|  [[SG]], [[BG]], [[EW]] or [[Throwing]] ≥ 100%
 
|  +5% to [[critical hit chance]]
 
|-
 
|  [[More Ranged Damage]]
 
|  1/1
 
|  15
 
|  [[SG]], [[BG]], [[EW]] or [[Throwing]] ≥ 200%
 
|  +3 to a weapon's damage range when using small or big guns
 
|-
 
|  [[Mr. Fixit]]*
 
|  1/1
 
|  n/a
 
|  [[Repair]] ≥ 120%
 
|  [[Repairing]] items is easier
 
|-
 
|  [[Negotiator]]*
 
|  1/1
 
|  n/a
 
|  [[Barter]] ≥ 125%
 
|  [[Reputation]] lower than neutral is upgraded to neutral when talking to [[NPCs]]
 
|-
 
|  [[Pack Rat]]*
 
|  1/1
 
|  6
 
|  None
 
|  You can carry more
 
|-
 
|  [[Pathfinder]]*
 
|  1/1
 
|  n/a
 
|  [[Outdoorsman]] ≥ 150%
 
|  15% faster world map travelling
 
|-
 
|  [[Pickpocket]]*
 
|  1/1
 
|  n/a
 
|  [[Steal]] ≥ 125%
 
|  Easier [[stealing]]
 
|-
 
|  [[Pyromaniac]]
 
|  1/2
 
|  9
 
|  [[BG]] ≥ 100%
 
|  +20 to damage when using fire-based weaponry
 
|-
 
|  [[Pyromaniac]]
 
|  2/2
 
|  15
 
|  [[BG]] ≥ 150%
 
|  +20 to damage when using fire-based weaponry
 
|-
 
|  [[Quick Recovery]]
 
|  1/1
 
|  3
 
|  [[Agility]] ≥ 6
 
|  Recovering from knock downs/knock outs costs significantly fewer [[APs]] than it normally would
 
|-
 
|  [[Rad Resistance]]*
 
|  1/1
 
|  n/a
 
|  [[Intelligence]] ≥ 7, [[Doctor]] ≥ 100%
 
|  +30% to [[radiation resistance]], +20% to [[poison]] resistance
 
|-
 
|  [[Ranger]]*
 
|  1/1
 
|  n/a
 
|  [[Outdoorsman]] ≥ 100%
 
| Ability to craft several new items, a [[safe house]] instead of a [[tent]]
 
|-
 
|  [[Right between the Eyes]]
 
|  1/1
 
|  15
 
|  [[SG]], [[BG]], [[EW]], or [[Throwing]] ≥ 200%
 
|  -50% to your target's helmet's critical modifiers
 
|-
 
[[Scout]]*
 
|  1/1
 
|  n/a
 
|  [[Outdoorsman]] ≥ 150%
 
|  Faster revealing of the covered areas of the [[world map]]
 
|-
 
|  [[Sex Appeal]]*
 
|  1/1
 
|  n/a
 
|  [[Speech]] ≥ 75%
 
|  +250 to [[reputation]] when interacting with the opposite sex
 
|-
 
|  [[Sharpshooter]]
 
|  1/1
 
|  9
 
|  [[SG]], [[BG]], [[EW]], or [[Throwing]] ≥ 150%
 
|  +2 to [[Perception]] when determining how far you can see, +8% to your [[chance to hit]]
 
|-
 
|  [[Silent Death]]
 
|  1/1
 
|  15
 
|  [[Sneak]] ≥ 175%
 
|  Attacking a critter from behind always causes a [[critical hit]] when unarmed, using melee weapons or firing one-handed guns.<br>It's also component of [[speedboost]].
 
|-
 
|  [[Silent Running]]
 
|  1/1
 
|  6
 
|  [[Sneak]] ≥ 100%
 
|  No penalty for running while in sneak mode
 
|-
 
|  [[Snakeater]]*
 
|  1/1
 
|  n/a
 
|  [[Endurance]] ≥ 6
 
|  +30 to [[poison]] resistance and +20 to [[radiation resistance]]
 
|-
 
| [[Speaker]]*
 
| 1/1
 
|  n/a
 
|  [[Speech]] ≥ 125%
 
|  Your [[followers]]' loyalty decreases at half the normal rate
 
|-
 
|  [[Stealth Girl]]*
 
|  1/1
 
|  n/a
 
|  [[Sneak]] ≥ 100%, [[Repair]] ≥ 100%
 
|  Doubled [[stealth boy]]'s battery life
 
|-
 
|  [[Stonewall]]
 
|  1/1
 
|  9
 
|  [[Strength]] ≥ 6
 
|  Better chance of avoiding knock-downs and knock-outs
 
|-
 
|  [[Strong Back]]*
 
|  1/1
 
|  6
 
|  [[Endurance]] ≥ 6
 
|  +22 [[carry weight]] capacity
 
|-
 
|  [[Swift Learner]]*
 
|  1/1
 
|  n/a
 
|  [[Intelligence]] ≥ 6, [[Science]] ≥ 50%
 
|  +10% to all your [[experience point]] gains
 
|-
 
|  [[Thief]]*
 
|  1/1
 
|  n/a
 
|  [[Steal]] ≥ 100%
 
|  [[Luck]]/50 chance of no [[cooldown]] if a stealing attempt has failed
 
|-
 
|  [[Toughness]]
 
|  1/1
 
|  6
 
|  [[Endurance]] ≥ 4
 
|  +2 to [[DT]], +5 to [[DR]]
 
|-
 
|  [[Treasure Hunter]]*
 
|  1/1
 
|  n/a
 
|  [[Lockpick]] ≥ 125%
 
|  Additional items spawn in lockers in [[random encounters]]
 
|-
 
|  [[Tree Trunk Thighs]]
 
|  1/1
 
|  6
 
|  [[Endurance]] ≥ 6
 
|  Leg shots are much less likely to knock you down
 
|-
 
[[Weapon Handling]]
 
|  1/1
 
|  3
 
|  [[SG]] or [[BG]] ≥ 100%
 
|  +2 to [[Strength]] when calculating [[chance to hit]]
 
 
|-
 
|-
 +
!width="25%"|[[File:Harmless.gif|link=Support perks]]
 +
!width="25%"|[[File:Pathfinder.gif|link=PvE perks]]
 +
!width="25%"|[[File:ArmorClass.gif|link=Armor perks]]
 +
!width="25%"|[[File:Big_Guns.gif|link=weapon perks]]
 
|}
 
|}
  
==Table of Weapon Perks==
+
[[Category:Perks| ]]
 
 
 
 
{| class="wikitable sortable" border="1"
 
|-
 
!  Name
 
!  Bonus
 
|-
 
[[Accurate]]
 
|  [[Chance to hit]] increased by 20%
 
|-
 
|  [[Fast reload|Fast Reload]]
 
|  -1 to reloading cost
 
|-
 
|  [[Flameboy]]
 
|  More violent death animations
 
|-
 
|  [[Knockback]]
 
|  When hit, your opponents are likely to be knocked back
 
|-
 
|  [[Long Range]]
 
|  Doubled bonus from [[Perception]] when calculating chance to hit
 
|-
 
|  [[Penetrate]]
 
|  Target's [[DT]] reduced to 33% of its normal value
 
|-
 
|  [[Scoped]]
 
|  +32% to [[hit chance]] at the range of 8 or more hexes. At the range of 7 or fewer hexes the [[hit chance]] drops to 5%
 
|-
 
 
 
|}
 

Latest revision as of 20:00, 25 May 2026

Perks are powerful bonuses that can be unlocked once their requirements, usually related to experience, are met.

There are six types of perks: level perks, class perks, support perks, PvE perks, weapon perks, and armor perks.

Some level perks can be combined to unlock game-changing perk synergies.

Changing already unlocked perks is only possible via rerolling.

To learn more about a specific kind of perks, click one of the links below:

Class perks
Professions.png
Level perks Perk synergies
Perks.png Playerdrivenfactions.png
Support perks PvE perks Armor perks Weapon perks
Harmless.gif Pathfinder.gif ArmorClass.gif Big Guns.gif