Difference between revisions of "Class perks"

From FOnline 3 wiki
Jump to navigation Jump to search
(rework + updates, 6 classes left to update)
Line 1: Line 1:
==Class Perks==
 
 
{| class="wikitable sortable" border="1"
 
{| class="wikitable sortable" border="1"
 
|-
 
|-
!Name
+
! Name
!Required level
+
! Req.<br> level
!Bonus
+
! Effect
!Benefits
+
! Notes
!Negative
+
! Basic <br> Critical <br> Power
!Fury
+
|-
!Crit roll
+
|  [[Chosen One]]
 +
|  30
 +
 +
* + 2 [[level perks]]
 +
* + 1 [[Trait]]
 +
* + 1 [[Hit Point]] per [[Charisma]]
 +
* + 3 [[Charisma]]
 +
* Healing Rate set to 0
 +
|
 +
*You can get this perk in [[Klamath]] in Vic House
 +
*Remember to take it before 50 [[Level]]
 +
*If you stuck on negative [[Hit Points]] only way to self heal is ~suicide
 +
| 0-45
 +
|-
 +
|  [[Deathclaw Perk]]
 +
|  40
 +
 +
* Double [[Melee]] Damage
 +
* + 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
 +
|
 +
You can get this perk in [[Modoc]] in north <br>
 +
Natural Armor:
 +
*Normal DR: 40 + [[Critical Chance]], DT: 6 + [[Intelligence]]
 +
*Laser DR: 40 + 2x[[Perception]], DT: 7 + [[Charisma]]
 +
*Fire DR: 40 + [[Healing Rate]], DT: 4 + [[Sequence]]
 +
*Plasma DR: 40 + [[Strength]], DT: 5 + [[Luck]]
 +
*Explode DR: 40 + [[Endurance]], DT: 6 + [[Agility]]
 +
*Electro DR: 40 + [[Action Points]], DT: 3 + [[Perception]]
 +
*Critical Power Resistance: 20%
 +
| 0-55
 
|-
 
|-
| Alien
+
| [[Alien Perk]]
 
| 45
 
| 45
| +50 Crafting cap
 
 
|  
 
|  
 +
* +50 Crafting cap
 +
* Learning on crafting adds to max
 
*For each Intelligence gets 5% more experience on crafted gear
 
*For each Intelligence gets 5% more experience on crafted gear
 
*Can Craft special weapons and using it
 
*Can Craft special weapons and using it
 
*100% chances instead of 33% to get critical effect
 
*100% chances instead of 33% to get critical effect
| None
+
*Can't use non-alien weapons
| None
+
|  
 +
*You can get this perk in [[Necropolis]] near vertibird
 +
*Alien weapons fit for frontline and sniper build types
 
| 0-10
 
| 0-10
 
|-
 
|-
| Assassin
+
| [[Super Mutant]]
| 90
+
| 50
| +3 PE
+
|
 +
*+3 EN
 +
*Double your Hit Points.
 +
*[[One Hander]] working on every weapon
 +
*Reduce 10% of enemy damage
 +
*Reduce 0,3% of enemy damage for every 1% missing [[Hit Points]]
 +
*For each [[Endurance]] gets 0,25% [[Movement Speed]] Walk
 +
*You can't wear small guns or robes.
 +
*You also cannot run.
 +
*+0,25% [[Movement Speed]] per [[Fury]] stack
 +
|
 +
*You can take this perk in [[Broken Hills]] on Residential site
 +
| 0-25
 +
|-
 +
| [[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
 +
|
 +
*You can take this perk in [[San Francisco]] building above Dr.fung clinic
 +
*Taking [[Gifted]] or [[Bloody Mess]] before taking [[Combat Master]] is bad idea.
 +
| 0-80
 +
|-
 +
| [[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
 +
|
 +
*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
 +
|
 +
*+50 [[Party Points]]
 +
*+50% [[Critical Chance Resistance]]
 +
*+4% [[Movement Speed]] for each faction member in location
 +
*Ability to create flags which provide buffs to team
 +
*For each Charisma have 5 second lower cooldown for creating flag
 +
*FoV is halved
 +
|
 +
*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:
 +
*Mobility: + 1 [[Perception]], + 1 [[Agility]], + 3% [[Movement Speed]]
 +
*Defense: + 1 [[DR]], + 1 [[DT]], + 0.5% [[Damage Reduction]]
 +
*Aggression: + 1 [[Luck]], + 1 [[Intelligence]], + 2% [[Lifesteal]]
 +
*Vitality: + 1 [[Endurance]], + 5 [[Hit Points]], - 1 sec [[Healing Rate]] Time
 +
*Power: + 1 [[Strength]], +4 [[Melee]] Damage, +10 [[AC]]
 +
| 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.
 +
|
 +
*You can take this perk in [[Den]], church
 +
*[[Healing Needler Ammo]] heals priest double
 +
*[[Healing Needler Ammo]] heals others double when priest using it
 +
*Healing rate trigger every 5 seconds
 +
| 0-20
 +
|-
 +
| [[Wrecker]]
 +
| 75
 
|  
 
|  
*You have a 90% chance to not de-sneak when attacking opponents.
+
*+3 special implants limit
*Gives you a 10% chance to go into sneak when performing any action (regardless of being seen by players or not).
+
*Unlimited Ammo
*For each Perception gets +1% critical chance
+
*Double Flat Damage
*Immunity to Motion Sensor
+
*For each Strength, 1 flat damage(that doesn't double)
| While de-sneaked, your damage is reduced by 75%.
+
*Hurt himself for 5-10 HP on shot
| None
+
*Hurt himself when using t4 ammo for 50-100 [[Hit Points]]
| 0-90
+
*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
 +
|
 +
*You can take this perk in [[Junktown]] bottom Left
 +
*To fight vs [[Wrecker]] make sure you take [[Lethal Protection]] [[Armor Perk]]
 +
| 0-40
 
|-
 
|-
| Bounty Hunter
+
| [[Bounty Hunter]]
 
| 80
 
| 80
| +3 LK
 
 
|  
 
|  
 +
*+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)
 
*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. Do note that perks such as Iron Grip which grants full protection against arms critical effects regardless of penetration
+
*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)
 
*Penetrate Armor Perk (Fill The Gaps and Heavy)
 
*Extra flat critical power for each 10 FoV
 
*Extra flat critical power for each 10 FoV
 
*Extra FoV for each critical chance
 
*Extra FoV for each critical chance
 
*Applies debuff when hitting opponent lowering the targets damage until death
 
*Applies debuff when hitting opponent lowering the targets damage until death
|
 
 
*You cannot take drugs (this includes cannibal drugs).
 
*You cannot take drugs (this includes cannibal drugs).
 +
|
 +
*You can take this perk in [[Klamath]]
 
*Healing drugs however (such as Stimpaks) are still able to be used
 
*Healing drugs however (such as Stimpaks) are still able to be used
| None
+
*Do note that perks such as Iron Grip which grants full protection against arms critical effects regardless of penetration
 
| 0-75
 
| 0-75
 
|-
 
|-
| Chosen One
+
| [[Assassin]]
| 30
+
| 90
| +3 CH
 
 
|  
 
|  
*Choose 2 extra perks and 1 extra trait.
+
*+3 [[Perception]]
*For each Charisma gets +1 HP
+
*You have a 90% chance to not de-sneak when attacking opponents.
| You lose all of your Healing Rate
+
*Gives you a 10% chance to go into sneak when performing any action (regardless of being seen by players or not).
| None
+
*For each Perception gets +1% critical chance
| 0-45
+
*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
 +
|}
 +
 
 +
==Class Perks==
 +
{| class="wikitable sortable" border="1"
 +
|-
 +
!Name
 +
!Required level
 +
!Bonus
 +
!Benefits
 +
!Negative
 +
!Fury
 +
!Crit roll
 
|-
 
|-
 
| Clone    
 
| Clone    
Line 74: Line 239:
 
|
 
|
 
| 0-50
 
| 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
 
| None
 
| None
 
| 0-80
 
 
|-
 
|-
 
| Cyborg
 
| Cyborg
Line 106: Line 258:
 
| When above 25 fury stacks getting EMP exlosions around him for 25% of his max HP
 
| When above 25 fury stacks getting EMP exlosions around him for 25% of his max HP
 
| 0-65
 
| 0-65
|-
 
| Deathclaw
 
| 40
 
| +3 ST
 
|
 
*Natural armor
 
*5% Speedboost
 
*Double your base melee damage
 
*Melee weapons have a +1 range bonus
 
*Increase your damage resistances and thresholds (more info in Deathclaw)
 
*You have a protection from 20% critical roll
 
*For each Strength gets +10 bonus in Sneak
 
*Note: The stats are no longer calculated only when taking the perk. Instead, the stats are being calculated all the time.
 
*Loses half DR when Sneaking
 
|
 
*You can't use armors or guns. However, you can use helmets and any melee/HtH weapons
 
| For each Fury stacks will get +5 Melee Damage
 
| 0-55
 
 
|-
 
|-
 
| Infantry
 
| Infantry
Line 137: Line 271:
 
| Lose Fury stacks when using healing drugs
 
| Lose Fury stacks when using healing drugs
 
| 0-60
 
| 0-60
|-
 
| Killer
 
| 60
 
| +3 AG
 
|
 
*Regen all your Action Points when you kill enemy Player
 
*Regen 30% your Action Points when you kill enemy NPC
 
*Regen All HP when you kill enemy Player
 
*For each Agility gets +1% to double damage
 
*+10% Lifesteal
 
|
 
Your respawn will be 500% longer than normal. 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.
 
|
 
*Gets Fury stacks from NPC attacks
 
*For each Fury stack will lose 3% DR
 
| 0-95
 
|-
 
| Leader
 
| 65
 
|
 
+50 Party Points
 
+50% Critical Resistance (can't be bypassed by perks like Hit the Gaps)
 
+4% Movement Speed for each faction member in location
 
|
 
*Ability to create flags which provide buffs to team
 
*For each Charisma have 5 second lower cooldown for creating flag
 
| FoV is halved
 
| None
 
| 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
 
| -0,5% Movement speed per fury stack
 
| 0-30
 
|-
 
| Priest
 
| 70
 
| +3 INT
 
|
 
*Double all heals: First Aid, Healing Rate and meds.
 
*For each Endurance gets +1% more heal from healing rate
 
*Change your Carry Weight to 15%.
 
| nn
 
| For each stack decrease Rad Resistance by 10.
 
| 0-20
 
 
|-  
 
|-  
 
| Random Boy
 
| Random Boy
Line 229: Line 308:
 
| +1% chance to get random KO during on action for each fury stack
 
| +1% chance to get random KO during on action for each fury stack
 
| 0-70
 
| 0-70
|-
 
| Super Mutant
 
| 50
 
| +3 EN
 
|
 
*Double your Hit Points.
 
*One Hander working on every weapon
 
*Reduce 15% of enemy damage
 
*For each Endurance gets 0,25% Movement speed
 
*You can't wear small guns or robes/combat armors.
 
| You also cannot run.
 
| +0,25% Movement speed per fury stack
 
| 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 per shot
 
*Hurt himself when using t4 ammo
 
*Can use only 5 weapons: FN 69A1, M79 Grenade Launcher, Rocket Launcher, ELECTRO Rocket Launcher and M202A1 FLASH
 
| For each Fury stack will increase shot cost by 5 HP
 
| 0-40
 
 
|}
 
|}

Revision as of 20:33, 23 January 2022

Name Req.
level
Effect Notes Basic
Critical
Power
Chosen One 30
  • You can get this perk in Klamath in Vic House
  • Remember to take it before 50 Level
  • If you stuck on negative Hit Points only way to self heal is ~suicide
0-45
Deathclaw Perk 40

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

0-55
Alien Perk 45
  • +50 Crafting cap
  • Learning on crafting adds to max
  • For each Intelligence gets 5% more experience on crafted gear
  • Can Craft special weapons and using it
  • 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
Super Mutant 50 0-25
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
0-80
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
  • 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.
0-20
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
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).
  • 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
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

Class Perks

Name Required level Bonus Benefits Negative Fury Crit roll
Clone 150
  • PvE Perks such as Mini Toughness and Quick Dodger protects you.
  • The Clone NPC doesn't need any ammunition
  • You also gain 25 CW for every point of Charisma.
  • if the Clone NPC kills a npc then all the experience points from that kill goes to you.
  • Clone NPC also gives the player 15 small hex vision that updates every 5 Seconds.
  • 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
None 0-50
Cyborg 120 None
  • Double the amount of implants you can install
  • Unlocks powerful third tier of combat implants by installing the same combat implant for the third time after 2 previous installations
  • You can install and uninstal 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
  • For each Luck gets critical power
  • Mr. Fixit working like Healer
  • You become vulnerable to EMP type of damage (which is really high)
  • 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
None When above 25 fury stacks getting EMP exlosions around him for 25% of his max HP 0-65
Infantry 130
  • +7% Each DRs
  • Damage Immunity
  • Change DR cap from 90% to 100%
Can be immune to 1 damage type for 1 minute per each level of Endurance
  • Can't choose same immune type twice in a row
  • -30% HP
Lose Fury stacks when using healing drugs 0-60
Random Boy 100 1 AP
  • Roll 20% chance while tick effect
  • Randomboy roll 10 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)
  • Randomboy roll 10 stats, can be negative
nn None 0-100
Sniper 140
  • +5 Weapon Range
  • +1 Crit Power per hex from target
  • For each Perception gets +1% accuracy
  • Double amount of crit power from passive, when using long range weapon
  • -6% each DR
None 0-85
Soldier 110 None
  • +1 to many stats (some can be negative tho - listed Soldier)
  • +1 to many rolls (not everything tested - also listed Soldier)
  • -1 AP cost for each action
  • +50 to random gun skills (Small guns, Big Guns, Energy Weapons, Close Combat)
Stonewall perk no longer works, making a soldier fully vulnerable to knockouts +1% chance to get random KO during on action for each fury stack 0-70