Difference between revisions of "Class perks"

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(rework + updates, 6 classes left to update)
Line 6: Line 6:
 
!  Notes
 
!  Notes
 
!  Basic <br> Critical <br> Power
 
!  Basic <br> Critical <br> Power
 +
|-
 +
| [[Alien Perk|Alien]]
 +
| 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
 +
|-
 +
| [[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).
 +
|
 +
*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]]
 
|  [[Chosen One]]
Line 21: Line 66:
 
| 0-45
 
| 0-45
 
|-
 
|-
|  [[Deathclaw Perk]]
+
| Clone  
 +
| 150  
 +
|
 +
*You gain 25 CW for every point of Charisma.
 +
*If the Clone NPC kills a NPC all the experience points from that kill goes to you.
 +
*Clone NPC gives the player 15 small hex vision that updates every 5 Seconds.
 +
|
 +
*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
 +
| 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
 +
|
 +
*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
 +
|-
 +
| Cyborg
 +
| 120
 +
|
 +
*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
 +
*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 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 Perk|Deathclaw]]
 
|  40
 
|  40
 
|   
 
|   
Line 44: Line 135:
 
| 0-55
 
| 0-55
 
|-
 
|-
| [[Alien Perk]]
+
| Infantry
| 45
+
| 130
 
|  
 
|  
* +50 Crafting cap
+
*+7% Each DRs
* Learning on crafting adds to max
+
*Immunity to selective damage type for 1 minute per each Endurance level
*For each Intelligence gets 5% more experience on crafted gear
+
*Change DR cap from 90% to 100%
*Can Craft special weapons and using it
+
*-30% HP
*100% chances instead of 33% to get critical effect
 
*Can't use non-alien weapons
 
 
|  
 
|  
*You can get this perk in [[Necropolis]] near vertibird
+
*Can't choose same immune type twice in a row
*Alien weapons fit for frontline and sniper build types
+
*Lose Fury stacks when using healing drugs
| 0-10
+
| 0-60
|-
+
|-  
| [[Super Mutant]]
 
| 50
 
|
 
*+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]]
 
| [[Killer]]
 
| 60
 
| 60
Line 164: Line 223:
 
*Healing rate trigger every 5 seconds
 
*Healing rate trigger every 5 seconds
 
| 0-20
 
| 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
 
|
 
*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]]
 
| 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==
 
{| class="wikitable sortable" border="1"
 
|-
 
!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
 
| Random Boy
| 100
+
| 100
| 1 AP
+
|
 +
* +1 AP
 +
*Chance to roll of 20% while tick effect
 +
*Rolls 10 stats, can be negative
 
|
 
|
*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)
 
*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
 
| 0-100
 
|-
 
|-
Line 288: Line 238:
 
|
 
|
 
*+5 Weapon Range
 
*+5 Weapon Range
 +
*+1 Crit Power per each hex away from target
 +
*For each Perception gets +1% accuracy
 +
*-6% each DR
 
|
 
|
*+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
 
*Double amount of crit power from passive, when using long range weapon
|
 
*-6% each DR
 
| None
 
 
| 0-85
 
| 0-85
 
|-
 
|-
 +
|-
 
| Soldier
 
| Soldier
 
| 110
 
| 110
| None
 
 
|
 
|
 
*+1 to many stats (some can be negative tho - listed Soldier)
 
*+1 to many stats (some can be negative tho - listed Soldier)
Line 305: Line 253:
 
*-1 AP cost for each action
 
*-1 AP cost for each action
 
*+50 to random gun skills (Small guns, Big Guns, Energy Weapons, Close Combat)
 
*+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
+
*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
 
| 0-70
 +
|-
 +
| [[Super Mutant]]
 +
| 50
 +
|
 +
*+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
 +
|-
 +
| [[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
 +
|
 +
*You can take this perk in [[Junktown]] bottom Left
 +
*To fight vs [[Wrecker]] make sure you take [[Lethal Protection]] [[Armor Perk]]
 +
| 0-40
 +
|-
 
|}
 
|}

Revision as of 22:48, 23 January 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 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
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).
  • 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 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
Clone 150
  • You gain 25 CW for every point of Charisma.
  • If the Clone NPC kills a NPC all the experience points from that kill goes to you.
  • Clone NPC gives the player 15 small hex vision that updates every 5 Seconds.
  • 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
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
0-80
Cyborg 120
  • 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
  • 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 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

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%
  • -30% HP
  • 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
  • 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
Random Boy 100
  • +1 AP
  • Chance to roll of 20% while tick effect
  • Rolls 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)
0-100
Sniper 140
  • +5 Weapon Range
  • +1 Crit Power per each hex away from target
  • For each Perception gets +1% accuracy
  • -6% each DR
  • Double amount of crit power from passive, when using long range weapon
0-85
Soldier 110
  • +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
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