Difference between revisions of "Class perks"

From FOnline 3 wiki
Jump to navigation Jump to search
Line 58: Line 58:
 
* + 2 [[level perks]]  
 
* + 2 [[level perks]]  
 
* + 1 [[Trait]]
 
* + 1 [[Trait]]
* + 1 [[Hit Point]] per [[Charisma]]
+
* + 3 [[Hit Point]] per [[Charisma]]
 
* + 3 [[Charisma]]
 
* + 3 [[Charisma]]
 
* Healing Rate set to 0
 
* Healing Rate set to 0
Line 64: Line 64:
 
*You can get this perk in Klamath in Vics shack
 
*You can get this perk in Klamath in Vics shack
 
*Remember to take it before Level 50
 
*Remember to take it before Level 50
*If you're stuck on negative Hit Points the only way to self heal is ~suicide
+
*You die on 0 hit points
 
*Picking Bloody Mess as your third trait makes bloody mess have no downside.
 
*Picking Bloody Mess as your third trait makes bloody mess have no downside.
 
| 0-45
 
| 0-45
Line 123: Line 123:
 
|   
 
|   
 
* Double [[Melee]] Damage
 
* Double [[Melee]] Damage
 +
* + 5 Heavy Handed Malus
 
* + 1 attack range
 
* + 1 attack range
 
* + 10% [[Movement Speed]]
 
* + 10% [[Movement Speed]]
Line 228: Line 229:
 
*Change your Carry Weight to 15%.
 
*Change your Carry Weight to 15%.
 
*For each stack decrease Rad Resistance by 10.
 
*For each stack decrease Rad Resistance by 10.
 +
*Strike: Remove all own debuffs(bounty, weakness, slow, fury, Rad)
 
|
 
|
 
*You can take this perk in [[Den]], church
 
*You can take this perk in [[Den]], church
Line 254: Line 256:
 
*Stats can stack
 
*Stats can stack
 
Stats what Randomboy can roll:
 
Stats what Randomboy can roll:
*[[Critical Power]] -20 or 20
+
*[[Critical Power]] -20 or 40
*[[Critical Power]] -20% or 20%
+
*[[Critical Power]] -20% or 40%
*[[Critical Chance]] -5% or 5%
+
*[[Critical Chance]] -5% or 10%
*One of [[DR]] -3% or 3%
+
*One of [[DR]] -3% or 10%
*One of [[DT]] -1 or 1
+
*One of [[DT]] -1 or 6
*[[Rad Resistance]] and [[Poison Resistance]] -25 or 25 and carry weight -50 to 50
+
*[[Rad Resistance]] and [[Poison Resistance]] -25 or 50 and carry weight -50 to 100
*all of [[S.P.E.C.I.A.L.]] -1 or 1
+
*all of [[S.P.E.C.I.A.L.]] -1 or 3
*[[Hit Points]] -20 or 20
+
*[[Hit Points]] -20 or 50
*[[Action Points]] and turnbased AP for move -1 or 1
+
*[[Action Points]] and turnbased AP for move -1 or 3
*[[Sequence]] -5 or 5
+
*[[Sequence]] -25 or 75
*[[Melee]] Damage -5 or 5
+
*[[Melee]] Damage -5 or 20
*[[Healing Rate]] -10 or 10
+
*[[Healing Rate]] -20 or 60
*[[Armor Class]] -5 or 5
+
*[[Armor Class]] -75 or 225
 
| 0-100
 
| 0-100
 
|-
 
|-
Line 274: Line 276:
 
*+5 Weapon Range
 
*+5 Weapon Range
 
*+1 Crit Power per each hex away from target
 
*+1 Crit Power per each hex away from target
*For each Perception gets +1% accuracy
+
*For each Perception gets +2% critical damage
 
*-6% each DR
 
*-6% each DR
 
*[[Strike]]: +5 range
 
*[[Strike]]: +5 range

Revision as of 17:25, 6 May 2022

Name Req.
level
Effect Notes Basic
Critical
Power
Alien 45
  • +50 Crafting cap
  • Learning on crafting adds to max
  • For each Intelligence gets 5% more experience on crafted gear
  • Can Craft special Alien Weapons and use them.
  • 100% chances instead of 33% to get critical effect
  • Can't use non-alien weapons
  • You can get this perk in Necropolis near vertibird
  • Alien weapons fit for frontline and sniper build types
0-10
Assassin 90
  • +3 Perception
  • You have a 90% chance to not de-sneak when attacking opponents.
  • Gives you a 10% chance to go into sneak when performing any action (regardless of being seen by players or not).
  • For each Perception gets +1% critical chance
  • Immunity to Motion Sensor
  • While de-sneaked, your damage is reduced by 75%.
  • You can take this perk in Hub Old town
  • Take note that opponent Perception lower a Sneak Skill by 7% per
0-90
Bounty Hunter 80
  • +3 Luck
  • Bonuses to Critical Roll that scales with your and target base critical chance combined (crit chance bonuses from weapon, and More HtH Criticals perk doesn't apply)
  • 25% penetration of target critical roll defenses. These allows to achieve devastating critical effects such as cripples and knockouts way easier, especially against character with stonewall perk.
  • Penetrate Armor Perk (Fill The Gaps and Heavy)
  • Extra flat critical power for each 10 FoV
  • Extra FoV for each critical chance
  • Applies debuff when hitting opponent lowering the targets damage until death
  • You cannot take drugs (this includes cannibal drugs).
  • Strike: apply 10 bounty stacks for target
  • You can take this perk in Klamath
  • Healing drugs however (such as Stimpaks) are still able to be used
  • Do note that perks such as Iron Grip which grants full protection against arms critical effects regardless of penetration
0-75
Chosen One 30
  • You can get this perk in Klamath in Vics shack
  • Remember to take it before Level 50
  • You die on 0 hit points
  • Picking Bloody Mess as your third trait makes bloody mess have no downside.
0-45
Clone 150
  • You gain 25 CW for every point of Charisma.
  • If the Clone kills an NPC you get none of the experience points from that kill.
  • Clone NPC gives the player 15 small hex vision that updates every 5 Seconds.
  • Getting clone perk grants immunity to knockouts, knockbacks, knockdowns and heavy handed. (works for both you and your clone)
  • You can get this perk in Vault 8
  • PvE Perks such as Mini Toughness and Quick Dodger protects you.
  • The Clone NPC doesn't need any ammunition
  • PvE Perks such as Small Ranged Damage, Brute and Murder works against the Clone.
  • If killed the Clone takes about 2 Minutes to respawn.
  • The Clone can't carry any gear
  • When alt clicking to set a rally point to move your clone "defend move" seems to be the most effective as it allows him to use stimpacks and not attack sometimes neutral NPCs
0-50
Combat Master 55
  • +10 Melee damage
  • +100% to critical chance on Melee attacks
  • Critical table up
  • For each Strength 1 Critical Power
  • Lose all traits
  • For each Fury stacks will gets +5 critical power
  • Strike: on 20 range move next to target
0-80
Cyborg 120
  • Set amounts of implant limits to 10 combat implants and 12 special, can't be increased by Charisma
  • Unlocks powerful third tier of combat implants by installing the same combat implant for the third time after 2 previous installations
  • For each Luck gets critical power
  • You become vulnerable to EMP type of damage (which is really high)
  • When above 25 fury stacks getting EMP exlosions around him for 25% of his max HP
  • You can take this perk in Gecko, Scrapyard
  • You can install and uninstall implants for free at anytime by using ~cmd command
  • You can say random joke by ~cmd command
  • You can craft EMP implants by using ~cmd commands
  • Mr. Fixit working like Healer
  • Healing hit-points goes through repair skill instead of first-aid (and requires a tool-kit)
  • To repair your damaged limbs you need to use command ~cmd
  • Healer perk doesn't work
0-65
Deathclaw 40
  • Double Melee Damage
  • + 5 Heavy Handed Malus
  • + 1 attack range
  • + 10% Movement Speed
  • + 3 Strength
  • + 5 Melee Damage per Fury Stack
  • Natural Armor
  • Can't use guns and armors
  • Halved DR while sneaking
  • Strike: put 50 slow on target

You can get this perk in Modoc in north
Natural Armor:

0-55
Infantry 130
  • +7% Each DRs
  • Immunity to selective damage type for 1 minute per each Endurance level
  • Change DR cap from 90% to 100%
  • -40% HP
  • Strike: Ignore Damage Reduction
  • You can take this perk in Navarro
  • Can't choose same immune type twice in a row
  • Lose Fury stacks when using healing drugs
0-60
Killer 60
  • +3 Agility
  • Regen all your Action Points when you kill enemy Player
  • Regen 30% your Action Points when you kill enemy NPC
  • Regen All Hit Points when you kill enemy Player
  • For each Agility gets +1% to double damage
  • +10% Lifesteal
  • Your respawn will be 500% longer than normal.
  • Gets Fury stacks from NPC attacks
  • For each Fury stack will lose 3% DR
  • Strike: apply 6 confusion and fury for target
  • You can take this perk in Hinkley
  • 5 minutes or 3 minutes and 45 seconds if you have second level of Tactical implant.
  • Sometimes when you kill npc you not gen your AP, just reload or use action points for another action, and you get it back.
  • In turn based if you kill something, and use rest of your action points, you get some, but your turn go away.
0-95
Leader 65
  • You can take this perk in Wind of War
  • Base cooldown for flag is 180 seconds
  • You need Wood for build a flag
  • Flags stacks bonuses with War Event Flags or Town Control Flags

Bonuses:

0-35
Paramedic 65
  • +50% First Aid
  • +50% Doctor
  • 3 seconds cooldown on First Aid and Doctor
  • Ability to revive people
  • For each Intelligence gets 5 seconds of reduction CD in reviving
  • You deal -50% total damage
  • Healing others gives them temporary 0,5% Damage Reduction per stack
  • -0,5% Movement speed per fury stack
  • You can take this perk in Salt Lake City go to green grid on south then on bottom right find a doctor
  • bonus First Aid or Doctor doesn't go over cap
  • Base cooldown for revive is 480 seconds
  • Medic perk reduce base cooldown to 240 and change For each Intelligence gets 10 seconds of reduction CD in reviving
  • Revive give 10 stacks of buff
  • on Revive cooldown you can't use Doctor Skill
0-30
Priest 70
  • +3 Intelligence
  • Double all heals: First Aid and meds.
  • Heal 1 hp per 25 healing rate after 2,1 seconds, instead having healing rate
  • -0,1 seconds heal cooldown per endurance
  • Change your Carry Weight to 15%.
  • For each stack decrease Rad Resistance by 10.
  • Strike: Remove all own debuffs(bounty, weakness, slow, fury, Rad)
0-20
Random Boy 100
  • +1 Action Points
  • Chance to roll of 20% while tick effect
  • Rolls 9 stats, can be negative
  • If randomboy rolls negative stat he have chance to convert it to positive (roll 1-61 have to be lower than Luck*3)

Roll 1 extra stat which effect is scaling with Luck:

  • You can take this perk in New Reno Shark Club
  • Stats can stack

Stats what Randomboy can roll:

0-100
Sniper 140
  • +5 Weapon Range
  • +1 Crit Power per each hex away from target
  • For each Perception gets +2% critical damage
  • -6% each DR
  • Strike: +5 range
  • You can take this perk in gun runners
  • Double amount of crit power from passive, when using long range weapon
0-85
Soldier 110
  • -1 AP cost for each action
  • +50 to random gun skills (Small guns, Big Guns, Energy Weapons, Close Combat)
  • +1% chance to get random KO during on action for each fury stack
  • Critical tier minimum tier 2
  • lower maximum damage soldier can receive
  • 1 to all SPECIAL, HP, AP, APTB, Carry Weight, Sequence, Melee Damage, Healing Rate, Critical Chance, Critical Power, Heavy Handed Malus, Flat Damage, Lifesteal, Damage per Bullet, ST when calculating chance to hit, Accurate distance mod, max chance to hit, Accuracy, Higher Critical Miss Fail, AP Regen, less Healing Time, less skill points, to longer cooldowns, SP from books, to less exp gain,
  • You can take this perk in Redding downtown near tent
  • Stonewall perk no longer works, making a soldier fully vulnerable to knockouts

Damage caps:

  • Normal: 400 - Agility*10 + Flat Damage
  • Laser: 700- Agility*10 + Flat Damage
  • Fire: 300 - Agility*10 + Flat Damage
  • Plasma: 600 - Agility*10 + Flat Damage
  • Electro: 500 - Agility*10 + Flat Damage
  • Explode: 200 - Agility*10 + Flat Damage
0-70
Super Mutant 50 0-25
Wrecker 75
  • +3 special implants limit
  • Unlimited Ammo
  • Double Flat Damage
  • For each Strength, 1 flat damage(that doesn't double)
  • Hurt himself for 5-10 HP on shot
  • Hurt himself when using t4 ammo for 50-100 Hit Points
  • Can use only 6 weapons: FN 69A1, M79 Grenade Launcher, Rocket Launcher, ELECTRO Rocket Launcher, ELECTRO Cannon and M202A1 FLASH
  • For each Fury stack will increase shot cost by 5 HP
0-40
Scout 85
  • Ability to use learning skill on Sneak Skill.
  • Removing a stealth cap(1000)
  • Strike: For each luck gets 5% chance to knockout target
  • Lose 25% ms when is no in sneak mode
  • Can't gain movement speed.
  • You can get this perk in NCR, Ranger HQ
  • that knockout can't be resist by stonewall but its halved by quick recovery
0-105