Difference between revisions of "Class perks"
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| + | == Robot == | ||
| + | |||
| + | *'''Robot''' is a flex class able to swap between four different roles using the <code>~cmd</code> menu. | ||
| + | *You can become a Robot in Las Vegas (40:32) at level 170. [[File:Robot_NPC_Las_Vegas.gif|thumb|Error: Organic lifeform detected.<br>Initiate mechanization? [Y/N]]] | ||
| + | *For base stats, see [[#Basic framework|the above table]]. | ||
| + | {| class="mw-collapsible mw-collapsed wikitable" | ||
| + | | '''Robot transformations''' | ||
| + | |- | ||
| + | | | ||
| + | Robots can use the <code>~cmd</code> command to access a menu that lets them transform every 10 seconds. Transforming grants a unique set of modifiers, and triggers an immediate effect. | ||
| + | {| class="wikitable" | ||
| + | |- | ||
| + | ! Transformation | ||
| + | ! Sentry Bot | ||
| + | ! Mr. Handy | ||
| + | ! Robobrain | ||
| + | ! Eyebot | ||
| + | |- | ||
| + | ! Immediate effect | ||
| + | | Gain immunity for 2 seconds | ||
| + | | Fully recover your HP | ||
| + | | Apply [[Heresy]] to enemies within 30 hexes for 3s | ||
| + | | Gain +50% [[Movement Speed|MS]] and the [[Hit and Run]] effect | ||
| + | |- | ||
| + | ! Role | ||
| + | | Tank | ||
| + | | Utility | ||
| + | | Sniper | ||
| + | | DPS | ||
| + | |- | ||
| + | ! SPECIAL bonus | ||
| + | | +3 [[Endurance]] | ||
| + | | +3 [[Agility]] | ||
| + | | +3 [[Luck]] | ||
| + | | +3 [[Strength]] | ||
| + | |- | ||
| + | ! Available [[weapons]] | ||
| + | | Big Guns | ||
| + | | Energy Weapons | ||
| + | | Small Guns | ||
| + | | Close Combat weapons | ||
| + | |- | ||
| + | ! Bonuses | ||
| + | | style="padding-left:0em;" | | ||
| + | *0 [[AP]] reload cost<br> | ||
| + | *Fury: +1 [[DT]]<br> | ||
| + | *Rage: Paralyzes all enemies<br>within 10 hexes | ||
| + | | style="padding-left:0em;" | | ||
| + | *+50 [[AP Regen]] | ||
| + | *[[Strike]] fully restores APs and<br>grants +300 AP regen for 10s | ||
| + | | style="padding-left:0em;" | | ||
| + | *+25% critical power; ignore [[Critical_Attack#Critical_Roll|HP-based crit roll penalty]] | ||
| + | *Critical hits reduce attack delay by 5%<br>and attack AP cost by 1 for 3s (stacks up to 10 times) | ||
| + | | style="padding-left:0em;" | | ||
| + | *+20% [[Movement Speed|movement speed]] | ||
| + | *[[Damage Knives]] apply [[Bleed]] on hit | ||
| + | |- | ||
| + | ! Penalties | ||
| + | | style="padding-left:0em;" | | ||
| + | *+300 attack delay | ||
| + | | style="padding-left:0em;" | | ||
| + | *-10% critical chance | ||
| + | | style="padding-left:0em;" | | ||
| + | *Cannot gain extra damage per bullet | ||
| + | | style="padding-left:0em;" | | ||
| + | *-20 STR for [[Heavy Handed]] calculation | ||
| + | |} | ||
| + | |} | ||
| + | |||
| + | Becoming a Robot transforms your character in several ways: | ||
| + | |||
| + | *Your EMP resistance and [[level perks]] are lost. | ||
| + | *You choose 8 new level perks: five base perks that work normally, and 3 temporary perks that ignore their SPECIAL requirements and can be changed freely whenever you transform. | ||
| + | *You have an option of replacing one temporary perk with an S+ weapon perk. | ||
| + | *You cannot use your own weapons. Instead, you equip body armor and get a weapon that matches its tier. If there's ever a tier mismatch between the two, your weapon systems are disabled. | ||
| + | *Robot's weapon systems gain [[Weapon perks#Weapon Experience|weapon experience]] a bit differently from normal weapons: | ||
| + | **The initial amount of Robot's current transformation's weapon XP is governed by a Robot-exclusive resource called "fuel." | ||
| + | **Fuel is obtained by melting weapons via the <code>~cmd</code> menu which converts their experience into an equal amount of fuel. | ||
| + | **Transforming consumes <code>2.5% x [[Perception]]</code> of your total fuel. | ||
| + | **On transformation, your new weapon starts with experience equal to your current fuel. | ||
| + | **Adding more fuel does not affect your current weapon; it only increases the starting experience of your ''next'' weapon. | ||
| + | **Your weapon can gain additional weapon experience normally (by killing NPCs or via [[Upgrade Parts]]), but this extra experience will be lost during your next transformation. | ||
| + | **Dying causes you to lose <code>40% - INT%</code> of your current fuel; the amount can't be reduced below 1%. | ||
| + | **In [[War Event]]s, there is no fuel penalty for dying and additional fuel can be earned by killing NPCs or purchased directly from the spawn point vendor. | ||
== Scout == | == Scout == | ||
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| − | [[Category: | ||
Revision as of 19:43, 3 February 2026
Class perks are FOnline 3's unique take on character classes.
Any given character can only have one class perk, but three of the classes (Alien, Cyborg, and Robot) have flexibility in the role they fulfil.
With the exception of the three "flex" classes, all class perks assign the character that picked them a specific role.
There are six roles available: tank, semi-tank, utility, DPS, sniper, and sneaker.
Each of the six roles gives you a different baseline, influencing the number of action points you start with, your initial health pool, how much damage you output, and more; see the table below for details.
Contents
Basic framework
| Classes | Parameter | Base Value | Conditional DR Adjustments | ||
|---|---|---|---|---|---|
| Current DR | DR modifier | DR Penetration Protection | |||
| Tanks | |||||
| Base AP | 2 | <25% | +10 | +2 | |
| Base HP | 200 | 25% to 49% | +15 | +5 | |
| Base DMG multi | 50% | 50% to 89% | +20 | +10 | |
| DR cap | 95% | 90% to 99% | +25 | +10 | |
| DT cap | +5 | 100% | +30 | +10 | |
| Semi-tanks | |||||
| Base AP | 3 | <25% | 0 | 0 | |
| Base HP | 150 | 25% to 49% | +5 | +1 | |
| Base DMG multi | 75% | 50 to 89% | +10 | +2 | |
| DR cap | 90% | 90% to 99% | +15 | +5 | |
| DT cap | +2 | 100% | 0 | 0 | |
| Utility | |||||
| Base AP | 4 | <25% | -5 | 0 | |
| Base HP | 75 | 25% to 49% | -7 | 0 | |
| Base DMG multi | 100% | 50 to 89% | -10 | 0 | |
| DR cap | 80% | 90% to 99% | 0 | 0 | |
| DT cap | -1 | 100% | 0 | 0 | |
| DPS | |||||
| Base AP | 5 | <25% | -10 | 0 | |
| Base HP | 50 | 25% to 49% | -15 | 0 | |
| Base DMG multi | 110% | 50 to 89% | -20 | 0 | |
| DR cap | 70% | 90% to 99% | 0 | 0 | |
| DT cap | -2 | 100% | 0 | 0 | |
| Snipers | |||||
| Base AP | 7 | <25% | -15 | -5 | |
| Base HP | 30 | 25% to 49% | -30 | -5 | |
| Base DMG multi | 125% | 50 to 89% | 0 | 0 | |
| DR cap | 50% | 90% to 99% | 0 | 0 | |
| DT cap | -4 | 100% | 0 | 0 | |
| Sneakers | |||||
| Base AP | 8 | <25% | 0 | -10 | |
| Base HP | 20 | 25% to 49% | 0 | 0 | |
| Base DMG multi | 150% | 50 to 89% | 0 | 0 | |
| DR cap | 0% | 90% to 99% | 0 | 0 | |
| DT cap | -6 | 100% | 0 | 0 | |
Class roles
- Tanks survive to support the team, whether through buffs (Leader), healing (Priest), or simply being a huge bullet sponge holding the front line (Super Mutant). They have great defensive capabilities but their damage is significantly reduced and they constantly find themselves out of action points.
- Semi-tanks are versatile front-line fighters with both a significant health pool and decent damage. They all have a unique ace up their sleeve, be it a couple extra perks (Chosen One), sheer luck (Randomboy), or an evil twin (Clone).
- Utility classes focus on taking full advantage of their unique ability to take a specific combat mechanic to a level unachievable by any other class; they may have access to nearly limitless action points (Raider), superpowered traits (Regulator), or the ability to rapidly close distance with their opponent (Combat Master).
- DPS classes have one purpose: providing a high sustained damage output. They start with a high damage multiplier (1.1x) and gain deadly abilities, such as doubled lethal damage (Wrecker) or improved item perks (Hubologist), at the cost of their already limited defensive capabilities.
- Snipers are the glass cannons of FOnline 3, deadly at long range but completely helpless otherwise. Their unique abilities, such as heavy sniper rifles never missing (Sniper) or significantly increased critical power (Robobrain) are focused on long-range combat and nothing else.
- Sneakers are fragile but lethal ambush predators. They may be able to attack without de-sneaking (Assassin) or deal massive additional damage to characters low on health (Scout) but stand little chance in open combat.
Class perks
Class perk selection defines your character's core identity and their place in the six-role system.
Each class perk grants a unique set of abilities, limitations, bonuses, and penalties that fundamentally change your gameplay experience.
As of Patch 6.4.1, twenty-three unique class perks are available.
Alien
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Alien receives several powerful bonuses:
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Assassin
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There are many unique advantages to being an Assassin:
Note: The extra critical chance equal to the distance to your target (in hexes) from Assassin's favorite weapon bonus can push your critical chance above 100% and is not reduced by the target's critical chance resistance. | ||||||||||||||||||||
Bounty Hunter
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Being a Bounty Hunter has many benefits.
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Chosen One
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Class bonuses:
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Clone
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The clone-summoning ability works as follows:
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Combat Master
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Combat Master has many advantages in close combat:
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Cyborg
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Deathclaw
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Deathclaws receive a wide range of melee-focused bonuses:
Deathclaws don't wear body armor. They get their resistances from Natural Armor, which scales with their stats and the tier of the helmet they wear. If the helmet is tier 1, base Natural Armor values get multiplied by 33%; if it's tier 2: 66%; tier 3: 100%; tier 4: 115%; tier 5: 125%; tier 6: 133%.
Deathclaws gain access to armor perks based on the tier and specific perks of their weapon. The number of armor perks that a Deathclaw can have is equal to the tier of their weapon. For example, a T3 weapon will give you 3 armor perks. The specific armor perks that get unlocked depend on what perks your weapon has, see the table below for details. Note: Heavy Handed protection effects, such as those granted by Thwart Block, Mutie, or Jinxed will counter Slow Aura. | |||||||||||||||||||||||||||||||||||||||||||||||
Hubologist
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Donating all of your level perks to the Church of Hubology has the following effects:
| ||||||||||||||||
Infantry
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Enlisting as an infantryman comes with several benefits:
Note: In practical terms, Infantry's favorite weapon bonus adds | ||||||||||||||||||||||||
Killer
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Choosing the Killer life grants several powerful advantages:
Note: Installing two Tactical Module implants reduces Killer's replication cooldown from 300 to 225 seconds. | ||||||||||||||||||||||||
Leader
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Leadership gives you several advantages:
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Paramedic
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Being trained as a Paramedic has the following results:
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Priest
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Priesthood confers several privileges:
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Random Boy
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Letting RNGesus take the wheel has many surprising results:
100% Slow for 5s, 50 Weakness, 25 Radiation, 50 Poison, 10 Paramedic buff stacks, 3‑second paralysis, active Sneak, or restores 50 HP.
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Raider
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Being a Raider means being ready for action; that's why you get:
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Regulator
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Becoming a Regulator fundamentally changes your character:
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Robot
- Robot is a flex class able to swap between four different roles using the
~cmdmenu. - You can become a Robot in Las Vegas (40:32) at level 170.
- For base stats, see the above table.
| Robot transformations | |||||||||||||||||||||||||||||||||||
|
Robots can use the
|
Becoming a Robot transforms your character in several ways:
- Your EMP resistance and level perks are lost.
- You choose 8 new level perks: five base perks that work normally, and 3 temporary perks that ignore their SPECIAL requirements and can be changed freely whenever you transform.
- You have an option of replacing one temporary perk with an S+ weapon perk.
- You cannot use your own weapons. Instead, you equip body armor and get a weapon that matches its tier. If there's ever a tier mismatch between the two, your weapon systems are disabled.
- Robot's weapon systems gain weapon experience a bit differently from normal weapons:
- The initial amount of Robot's current transformation's weapon XP is governed by a Robot-exclusive resource called "fuel."
- Fuel is obtained by melting weapons via the
~cmdmenu which converts their experience into an equal amount of fuel. - Transforming consumes
2.5% x Perceptionof your total fuel. - On transformation, your new weapon starts with experience equal to your current fuel.
- Adding more fuel does not affect your current weapon; it only increases the starting experience of your next weapon.
- Your weapon can gain additional weapon experience normally (by killing NPCs or via Upgrade Parts), but this extra experience will be lost during your next transformation.
- Dying causes you to lose
40% - INT%of your current fuel; the amount can't be reduced below 1%. - In War Events, there is no fuel penalty for dying and additional fuel can be earned by killing NPCs or purchased directly from the spawn point vendor.
Scout
|
Scouts are able to do their job thanks to the following unique advantages:
Note: Scout's Strike's knockout effect can be countered with the Stonewall perk; Quick Recovery halves its duration. | ||||||||||||||||||||
Sniper
|
Snipers benefit from the following bonuses:
| ||||||||||||||||||
Soldier
|
Enlisting as a Soldier provides a wide range of benefits:
Soldier's damage taken from a single hit is capped as follows:
Note: When rerolling to Soldier, it's best to only take the class perk once you're fully leveled to avoid incurring Soldier's SP-per-level penalties. | ||||||||||||||||||||||||||||||||||||
Super Mutant
|
Super Mutants gain powerful defensive bonuses:
| ||||||||||||||||||||||||
Wrecker
|
If you're a Wrecker:
| ||||||||||||||||||