Difference between revisions of "Class perks"
m (→Alien: Added Alien-exclusive Weapon Perks to the list of bonuses) |
(Added Chosen One; added missing Gain SPECIAL bonuses to Alien and Assassin) |
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| Line 283: | Line 283: | ||
|- | |- | ||
| SPECIAL || +3 [[Intelligence]] | | SPECIAL || +3 [[Intelligence]] | ||
| + | |- | ||
| + | | Gain SPECIAL<br>class bonus || [[Gain Intelligence]]: +25% more XP on crafted gear | ||
|- | |- | ||
| Fury || Lose 1% [[Damage Protection]] | | Fury || Lose 1% [[Damage Protection]] | ||
| Line 328: | Line 330: | ||
|- | |- | ||
| SPECIAL || +3 [[Perception]] | | SPECIAL || +3 [[Perception]] | ||
| + | |- | ||
| + | | Gain SPECIAL<br>class bonus || [[Gain Perception]]: +5% crit chance | ||
|- | |- | ||
| Drawbacks || <span style="color:#800080;">Damage reduced by 75% if de-sneaked;<br>[[Agility]] reduces damage by 1%</span> | | Drawbacks || <span style="color:#800080;">Damage reduced by 75% if de-sneaked;<br>[[Agility]] reduces damage by 1%</span> | ||
| Line 362: | Line 366: | ||
| SPECIAL || +3 [[Luck]] | | SPECIAL || +3 [[Luck]] | ||
|- | |- | ||
| − | | Gain SPECIAL bonus || [[Gain Luck]]: -5% attack delay | + | | Gain SPECIAL class bonus || [[Gain Luck]]: -5% attack delay |
|- | |- | ||
| Drawbacks || <span style="color:#800080;">Endurance reduces crit power by 3%</span> | | Drawbacks || <span style="color:#800080;">Endurance reduces crit power by 3%</span> | ||
| Line 484: | Line 488: | ||
*In [[War Event]]s and [[New Reno Wars]], killing players with bounty stacks awards Bounty Hunters with a currency bonus of 10% for each of the target's bounty stacks. | *In [[War Event]]s and [[New Reno Wars]], killing players with bounty stacks awards Bounty Hunters with a currency bonus of 10% for each of the target's bounty stacks. | ||
*<span style="color:#800080;">Bounty Hunter's bounty power is reduced by 1 if they have the Quick Fingers Perk Synergy.</span> | *<span style="color:#800080;">Bounty Hunter's bounty power is reduced by 1 if they have the Quick Fingers Perk Synergy.</span> | ||
| + | |} | ||
| + | |||
| + | == Chosen One == | ||
| + | |||
| + | {| class="wikitable" style="width:100%; border:none; background:none;" | ||
| + | | style="width:30%; vertical-align:top; border:none; padding-right:20px;" | | ||
| + | {| class="wikitable" style="width:100%;" | ||
| + | ! colspan="2" | Chosen One | ||
| + | |- | ||
| + | | Min. Level || 30 | ||
| + | |- | ||
| + | | Role || Semi‑tank | ||
| + | |- | ||
| + | | SPECIAL || +3 [[Charisma]] | ||
| + | |- | ||
| + | | Gain SPECIAL class bonus || [[Gain Charisma]]: +10 HP | ||
| + | |- | ||
| + | | Fury || –1 [[Charisma]] per stack | ||
| + | |- | ||
| + | | Rage || Set 2 random SPECIAL<br>attributes to 1 for 10s | ||
| + | |- | ||
| + | | Drawbacks || <span style="color:#800080;"> | ||
| + | *Luck reduces AP Regen by 4;<br> | ||
| + | *Each active Perk Synergy reduces damage by 15%;<br> | ||
| + | *Healing Rate is set to 0;<br> | ||
| + | *Reaching 0 HP means instant death</span> | ||
| + | |- | ||
| + | | PvE Ability || Gain 10% more experience from kills | ||
| + | |- | ||
| + | | Favorite Weapon || [[Weapons#SMGs|SMGs]] (+25% damage at 1‑hex range) | ||
| + | |- | ||
| + | | Crit Power || 0–45 | ||
| + | |- | ||
| + | | Acquisition || Klamath, Vic’s shack ([[:File:Chloc.jpg|picture]]) | ||
| + | |} | ||
| + | | style="width:70%; vertical-align:top; border:none;" | | ||
| + | *'''Chosen One''' is a basic semi‑tank with a lot of build design space. | ||
| + | *For base stats, see [[#Basic framework|the above table]].<br> | ||
| + | Class bonuses: | ||
| + | * +3 [[level perks]] (<span style="color:#ec0003;">Chosen One must be acquired before level 50 to get this bonus</span>) | ||
| + | * +1 HP for each point of [[Charisma]] | ||
| + | {| class="mw-collapsible mw-collapsed wikitable" | ||
| + | | '''Sample build (Patch 6.4) ''' | ||
| + | |- | ||
| + | | | ||
| + | {| class="wikitable" | ||
| + | |- | ||
| + | ! colspan="2" | Turret Engineer (HP: 556, AP: 7) | ||
| + | |- | ||
| + | | '''SPECIAL''' | ||
| + | | [[Strength|S]] 1→4, [[Perception|P]] 5→1, [[Endurance|E]] 10→17, [[Charisma|C]] 5→20, [[Intelligence|I]] 8→10, [[Agility|A]] 10→11, [[Luck|L]] 1→2 | ||
| + | |- | ||
| + | | '''Traits & Perks''' | ||
| + | | '''Traits:''' Gifted, Good Natured<br>'''Perks:'''<br>3: Gain Charisma<br>6: Animal Friend<br>9: Bonus AP Regen<br>12: Party Member<br>15: Adrenaline Rush<br>18: Toughness<br>21: Lethal Protection<br>24: Turret Mechanic<br>27: Engineer<br>30: '''Chosen One''', Cult of Personality,<br>Quick Pockets, Earlier Sequence | ||
| + | |- | ||
| + | | '''Synergies''' | ||
| + | | Tank, Mysterious Stranger, Quartermaster, Architect | ||
| + | |- | ||
| + | | '''Drugs''' | ||
| + | | Buffout, Rot Gut, Psycho, Mutie, Beer | ||
| + | |- | ||
| + | | '''Implants''' | ||
| + | | '''SPECIAL:''' [[Nociception Regulator|Endurance]] (×3), [[Empathy Synthesizer|Charisma]] (×7)<br>'''Combat:''' [[Dermal Module]] (×2), [[Phoenix Module]] (×2),<br>[[Tactical Chip]] (×2), [[Claw Module]] (×1) | ||
| + | |- | ||
| + | | '''WE Stats''' | ||
| + | | Combat Medic, CHA, DMG RES & DT, HP, AP, AC, AP Regen, Medic | ||
| + | |- | ||
| + | | '''Source''' | ||
| + | | [https://discord.com/channels/360781249616412672/1448102545175220304/1448102545175220304 Originally posted on FO3 discord by KompreSor] | ||
| + | |- | ||
| + | |} | ||
| + | |} | ||
|} | |} | ||
Revision as of 07:19, 10 January 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
|
Alien receives several powerful bonuses:
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Assassin
|
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
|
Being a Bounty Hunter has many benefits.
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Chosen One
|
Class bonuses:
| ||||||||||||||||||||||||||||||||||||||||||
All the other classes
| Name | Req. level |
Effect | Notes | Fav. Weapon | Base Critical Power |
|---|---|---|---|---|---|
| Chosen One | 30 |
|
|
+25% 1-hex damage while using SMGs | 0-45 |
| Clone |
150 |
|
|
Laser Weapons 5% chance to bounce attack to another target (like ETG). | 0-50 |
| Combat Master | 35 |
|
|
Increased range of strike by 100% while Hammers | 0-80 |
| Cyborg | 120 |
|
(Please note that if you install implants via the normal method and not with the Cyborg cmd menu, you will lose any implant tokens you would normally receive when you next reroll)
|
Apply Shock for 1 sec when using clubs | 0-65 |
| Deathclaw | 40 |
Slow Aura Mechanic:
PvE Ability: +10 melee damage against NPCs Scaling:
|
You can get this perk in Modoc in north
|
Provides Slow Aura with Punch Weapons | 0-55 |
| Hubologist | 105 |
|
|
Electro Weapons double damage | 10-20 |
| Infantry | 130 |
|
|
Shotguns +2 tiers in shotgun's damage multi calculations | 0-60 |
| Killer | 60 |
|
|
Miniguns +25% accuracy | 0-95 |
| Leader | 65 |
|
|
Gains 1 HP per 1% of Critical Chance Resistance while using Flamers | 0-35 |
| Paramedic | 65 |
|
|
Fast Pistols +25% more healing to target | 0-30 |
| Priest | 70 |
|
|
Machine Gun +10% Carry Weight | 0-20 |
| Random Boy | 100 |
Roll 1 extra stat which effect is scaling with Luck:
|
Stats what Randomboy can roll:
|
Assault Rifle get random damage per bullet from -3 to +3 | 0-100 |
| Raider | 95 |
|
|
Fire Weapons |
5-25 |
| Regulator | 25 |
|
|
Damage Pistols -1 AP Cost | 10-40 |
| Scout | 85 |
|
|
Penetrate 25% of Critical Chance, roll, and power Resistance while using Sniper Rifles | 0-105 |
| Sniper | 140 |
|
|
Heavy Sniper Rifles never miss | 0-85 |
| Soldier | 110 |
|
Damage caps:
|
Support Rifles -10% Attack Delay, +100% exp gain | 0-70 |
| Super Mutant | 50 |
|
|
Rocket Launchers +1 Radius, ignore Damage Threshold. | 0-25 |
| Wrecker | 75 |
|
|
Grenade Launchers +15 Lethal Damage and 25% Lethal Penetration | 0-40 |
| Robot | 170 |
Transform 1: Sentry Bot
Transform 2: Mr. Handy
Transform 3: Robobrain
Transform 4: Eyebot
|
|
Depends on transformation | Depends on transformation (See table) |