Difference between revisions of "Mutations"

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Every character starts with four mutation slots; additional ones can be unlocked by installing FEV-1 which itself doesn't take up a slot.
 
Every character starts with four mutation slots; additional ones can be unlocked by installing FEV-1 which itself doesn't take up a slot.
  
Each mutation has a bonus and a penalty. Your current stats (including temporary increases from [[drugs]], etc.) must be high enough to allow the mutations you have installed to fully apply their combined penalties. If a mutation's penalty would push a stat below its minimum allowed value (0 for most stats; 1 for [[hit points]], [[SPECIAL]], and [[action points]]), the mutation is disabled. Note that some stats have a negative effect associated with going sub-zero and are thus able to accommodate higher penalties than it might appear at first glance. For example, FEV-ALM, which grants +10% critical chance at the cost of -5% damage protection, can be activated even if you have no damage protection, resulting in your taking 5% more damage from incoming hits.
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Each mutation has a bonus and a penalty. Your current stats (including temporary increases from [[drugs]], etc.) must be high enough to allow the mutations you have installed to fully apply their combined penalties. If a mutation's penalty would push a stat below its minimum allowed value (0 for most stats; 1 for [[hit points]], [[SPECIAL]], and [[action points]]), the mutation is disabled. Note that some stats have a negative effect associated with going sub-zero and are thus able to accommodate higher penalties than it might appear at first glance. For example, FEV-ALM, which grants +10% [[critical chance]] at the cost of -5% damage protection, can be activated even if you have no damage protection, resulting in your taking 5% more damage from incoming hits.
  
You can install as many instances of a single mutation as your stats allow, but be aware that mutations' negative effects are tripled with each repeated installation. For example, installing two instances of FEV-NKF, which grants +3 Luck at the cost of -2 Charisma, would increase your Luck by 3 + 3 = 6 and reduce your Charisma by <code>1 x 2</code> + <code>3 x 2</code> = 8. The only exception to this is FEV-1 whose penalty is always -2 to all SPECIAL.
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You can install as many instances of a single mutation as your stats allow, but be aware that mutations' negative effects are tripled with each repeated installation. For example, installing two instances of FEV-NKF, which grants +3 [[Luck]] at the cost of -2 [[Charisma]], would increase your [[Luck]] by 3 + 3 = 6 and reduce your [[Charisma]] by <code>1 x 2</code> + <code>3 x 2</code> = 8. The only exception to this is FEV-1 whose penalty is always -2 to all [[SPECIAL]].
  
Itemized mutations ("FEV inhalators") drop from [[War Event]]s (before an event starts, you must choose whether to obtain a [[WE stat]] or a mutation) and T5/T6 [[dungeons]] (Vault 13, Wind of War, Sierra, Vault-Tec HQ, Vault X, Oil Rig, Lost Hill). There's also a [10% x Patch]/2 chance of getting a mutation for completing a full Far Go Traders [[caravan]] run.
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Itemized mutations ("FEV inhalators") drop from [[War Event]]s (before an event starts, you must choose whether to obtain a [[WE stat]] or a mutation) and T5/T6 [[dungeons]] (Vault 13, Wind of War, Sierra, Vault-Tec HQ, Vault X, Oil Rig, Lost Hill). There's also a 5% x Patch chance of getting a mutation for completing a full Far Go Traders [[caravan]] run.
  
 
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Revision as of 19:51, 7 June 2026

Mutations are itemized character modifications similar to WE stats and implants. Unlike WE stats but similarly to implants, they can be traded between players initially, and only become account-bound once installed.

Every character starts with four mutation slots; additional ones can be unlocked by installing FEV-1 which itself doesn't take up a slot.

Each mutation has a bonus and a penalty. Your current stats (including temporary increases from drugs, etc.) must be high enough to allow the mutations you have installed to fully apply their combined penalties. If a mutation's penalty would push a stat below its minimum allowed value (0 for most stats; 1 for hit points, SPECIAL, and action points), the mutation is disabled. Note that some stats have a negative effect associated with going sub-zero and are thus able to accommodate higher penalties than it might appear at first glance. For example, FEV-ALM, which grants +10% critical chance at the cost of -5% damage protection, can be activated even if you have no damage protection, resulting in your taking 5% more damage from incoming hits.

You can install as many instances of a single mutation as your stats allow, but be aware that mutations' negative effects are tripled with each repeated installation. For example, installing two instances of FEV-NKF, which grants +3 Luck at the cost of -2 Charisma, would increase your Luck by 3 + 3 = 6 and reduce your Charisma by 1 x 2 + 3 x 2 = 8. The only exception to this is FEV-1 whose penalty is always -2 to all SPECIAL.

Itemized mutations ("FEV inhalators") drop from War Events (before an event starts, you must choose whether to obtain a WE stat or a mutation) and T5/T6 dungeons (Vault 13, Wind of War, Sierra, Vault-Tec HQ, Vault X, Oil Rig, Lost Hill). There's also a 5% x Patch chance of getting a mutation for completing a full Far Go Traders caravan run.

Overview of available mutations
Mutagen Item tag Bonus Penalty
FEV-1 FEV1 +1 mutation slot -2 to all SPECIAL
FEV-PMB ST +3 Strength -2 Intelligence
FEV-CJP PE +3 Perception -2 Luck
FEV-TCC EN +3 Endurance -2 Agility
FEV-PIU CH +3 Charisma -2 Strength
FEV-NMG INT +3 Intelligence -2 Endurance
FEV-SIS AG +3 Agility -2 Perception
FEV-NKF LK +3 Luck -2 Charisma
FEV-TGN PES +1 ST +1 PE +1 EN -1 AP
FEV-SMF LAI +1 IN +1 AG +1 LK -10 HP
FEV-DE1 DTno +1 normal DT -1 Endurance
FEV-PU3 DRno +5% normal DR -2% Lethality
FEV-DE4 DTla +1 laser DT -1 Perception
FEV-PU5 DRla +5% laser DR -2 Endurance
FEV-DE8 DTfi +1 fire DT -1 Luck
FEV-PU9 DRfi +5% fire DR -1% critical effect resistance
FEV-DE7 DTpl +1 plasma DT -1 Agility
FEV-PU6 DRpl +5% plasma DR -20 carry weight capacity
FEV-D20 DTel +1 electro DT -1 Strength
FEV-P22 DRel +5% electro DR -10 AP Regen
FEV-D10 DTex +1 explosive DT -1 Charisma
FEV-P11 DRex +5% explosive DR -5% critical chance resistance
FEV-P44 DREMP +15% EMP DR -10% damage multiplier
FEV-UZC CRES +10% critical chance resistance -2% normal DR
FEV-WZN HP +20 HP -5% movement speed
FEV-RVS HR +20 healing rate -5% normal DR
FEV-LZA HEAL +20% healing received +1 AP attack/reload cost
FEV-WZB MD +10 melee damage +10% attack delay
FEV-FTC MS +10% movement speed -10% healing received
FEV-NJG AC +100 armor class -20% noiselessness
FEV-PPE AS -10% attack delay -10% XP gain
FEV-JZP DMG +10% damage multiplier -10% maximum chance to hit
FEV-ONK DPB +2 damage per bullet -1 to all DTs
FEV-KUF -APc -1 AP attack/reload cost -20% damage multiplier
FEV-TRR AP +2 APs -3% to all DRs
FEV-LSA APR +20 AP Regen -8 Stealth
FEV-UPD SNEK +8 Stealth -10 FoV
FEV-WTL FOV +10 FoV -30% maximum radiation resistance
FEV-ZCY ACC +5% maximum chance to hit -1 Intelligence
FEV-ALM CRIT +10% critical chance -5% damage protection
FEV-REB POWR +10% critical power -50 HP
FEV-ZMK LET +2% Lethality -10 lethal damage