War Event
War Event (WE) is a massive PVP event where players can join a lore faction in their fight for control of the Wasteland. Depending on the results of War Events, towns may change their allegiance changing the main Currency traders use and what patrols roam the neighboring area.
War Events happen every weekend and sometimes during week. It offers a more "arcade-ish" experience of FOnline3 in which you battle on the predefined arena, gain currency for helping your team win and spend it to upgrade your gear mid-combat. Participating in War Event results in reputation gains and special perk rewards, no matter if you win or lose.
Contents
How to Join
To Join War Event come to Black Cross Outpost with minimum level 24, its right from NCR. You do not need to take any gear with you, everything will be provided for you.
Walk to the gate in the North-Western part of the map, and interact with it. It will prompt you to choose the team you will fight for and what gear you want for the event. You can also choose your gear beforehand by pressing escape, going to 3rd page of config and configuring your gear for War Event. After the timer ends, you will hear a battle song and doors will open to your faction officer who will teleport you to the arena.
Notes
- Amount of currency you're getting from all sources scales with time:
- below 10 min = 10%
- 10-20 min = 20%
- 20-30 min = 30%
- 30-40 min = 50%
- 40-50 min = 100%
- 50-55 min = 300%
- 55-60 min = 400%
- If you lose the War Event, your reputation with the faction you were fighting for will decrease.
- Friendly fire kills transfer 25% of your currency to your teammate.
- KDA money multiplier now is KDA/2.
- NPCs gear depends on time: t1 in 0-10 min, t2 in 10-20, t3 in 20-40, t4 in 40-50, t5 in 50-55, t6 in 55-60.
- New Reno Wars Reputations can be spend during War Event:
- Unlock for the whole event: reroll weapon perks - 10 Bishop reputation.
- Unlock for the whole event: reroll armor perks - 10 Salvatore reputation.
- Unlock 25x buy exp for weapon - 10 Wrights reputation.
- Unlock 25x buy exp for armor - 10 Mordinos reputation.
- Teams get automatically balanced by pools of classes. Each class pool get balanced separately:
- Pool 1: Bounty Hunter, Sniper, Scout, Assassin, Cyborg (with Aggressive Implants)
- Pool 2: Super Mutant, Chosen One, Priest, Infantry, Cyborg (without Aggressive Implants)
- Pool 3: Soldier, Killer, Alien, Clone, Raider, Random Boy, Regulator (without Heavy Handed)
- Pool 4: Deathclaw, Combat Master, Regulator (with Heavy Handed)
- Pool 5: Wrecker
- Pool 6: Leader, Paramedic, Hubologist
WE Rules
[5B] Trolling on GM Events its forbidden
[5C] Team-killing on War Events its forbidden
[5D] Looting on War Events its forbidden
[5E] AFK War Event can cause 24h ban
[5F] Team up with other teams on Reno Wars or other events is forbidden
For all rules check Game Rules
Score
Personal Score:
- +33% score for win
- +750 score when paramedic revives
- +500 score for start taking flag
- +200 score for killing npc(-50 if friendly)
- +50 score per used super stimpak on teammate
- +1 score for applying radiation on enemies per 1 rad point (Rad rockets/Alien Rad Conversion)
- +30 score per each tick of taking flags
- +20 score per healing hit from healing needler
Team Score:
- Capture a neutral flag = +300 team points!
- Capture an enemy flag = steal 10% of their total points!
Team/Personal Score:
- Score for killing a player depending on killed player current score (KDA):
- if target has Less than 0.25: Personal: 25; Team: 20%;
- if target has 0.25 to 0.50: Personal: 35; Team: 30%;
- if target has 0.51 to 1.00: Personal: 50; Team: 60%;
- if target has 1.01 to 1.50: Personal: 75; Team: 75%
- if target has 1.51 to 2.00: Personal: 100; Team: 100%
- if target has 2.00 to 2.50: Personal: 125; Team: 110%;
- if target has 2.51 to 3.00: Personal: 150;Team: 120%;
- if target has 3.01 to 3.50: Personal: 175; Team: 130%;
- if target has 3.51 to 4.50: Personal: 200; Team: 140%;
- if target has 4.51 to 7.50: Personal: 250; Team: 150%;
- if target has 7.51 to 10.00: Personal: 500; Team: 175%;
- if target has above 10.00: Personal: 1000; Team: 200%;
KDA Multipliers
- KDA multiplier for players with no kills/assists:
0 Deaths = 3.0, 1 death = 2.8, 2 deaths = 2.5, 3 deaths = 2.1, 4 deaths = 1.6, 5 deaths = 1.0, 6 deaths = 0.75, 7 deaths = 0.50, 8 deaths = 0.25
- KDA multiplier for players with no deaths:
0 K/A = 3.0, 1 K/A = 3.3, 2 K/A = 3.7, 3 K/A = 4.2, 4 K/A = 4.8, 5 K/A = 5.5, 6 K/A = 6.3, 7 K/A = 7.2, 8 K/A = 8.2, 9 K/A = 9.3, 10 K/A = 10.5
War Event stats
War Event stats are itemized account-bound stat bonuses, similar to implants except they cannot be traded between players. They come in two tiers.
- T1 stats are given to all War Event participants.
- T2 stats have a 1% chance of dropping after a War Event but only if you have 10 T1 stats installed.
- Participating in New Reno Wars boosts your chance of receiving a T2 stat by 15% for 30 hours.
- If you already have a T2 stat installed, you cannot receive another one.
- A maximum of 10 T1 stats can be installed. You cannot install multiple copies of the same stat.
- Characters with Charisma ≥ 20 are allowed to exceed the limit and install one additional T1 stat.
- You can install one T2 stat, at the cost of three T1 stat slots.
- If your installed WE stats exceed the maximum, you can't attack and can be killed by a single hit. A dialog window will open allowing you to rectify the situation whenever you enter a new location.
| T1 Stat | Effects | T2 Stat | Effects |
|---|---|---|---|
| ST |
|
Melee Mastery (M.Mast) |
|
| MD |
| ||
| AS |
| ||
| PE |
|
Precision Marksman (P.Mark) |
|
| FOV | |||
| RNG |
| ||
| EN |
|
Versatile Support (V.Sup) |
|
| ULT |
| ||
| EXP |
| ||
| CH |
|
Cybernetic Enhancements (C.Enh) |
|
| IMP |
| ||
| SPE |
| ||
| INT |
|
Combat Medic (C.Med) |
|
| MED |
| ||
| DRG |
| ||
| AG |
|
Agile Sprinter (A.Spr) |
|
| ATB |
| ||
| AP | |||
| LK |
|
Lethal Precision (L.Prcn) |
|
| LD |
| ||
| LET |
| ||
| ACC |
|
Enhanced Firepower (E.Fire) |
|
| DRP |
| ||
| DMG |
| ||
| CC |
|
Critical Mastery (C.Mast) |
|
| CE |
| ||
| CP |
| ||
| HR |
|
Fortified Shield (F.Shd) |
|
| CR |
| ||
| SHD |
| ||
| DT |
|
Resilient Guardian (R.Grd) |
|
| DR |
| ||
| HP |
| ||
| SQ | Regenerative Boost (R.Bst) |
||
| APR |
| ||
| KS |
|
Armor progression
When you configure your event loadout, your choice of armor determines not only the armor and helmet you initially receive but also your entire armor upgrade path in all future events.
As you earn/buy gear XP during a War Event, your current armor levels up and once it reaches level 4, "give me a higher tier of my armor" dialog option appears when you initiate dialog with the respawn vendor that, at the cost of one capture point, allows you to advance to the next stage along your armor's upgrade path (see the table below).
The tier of your armor determines the tier of drugs that you receive from refills so it's generally a good idea to get your first upgrade as soon as possible.
| Stage 1 | Stage 2 | Stage 3 | Stage 4 | Stage 5 |
|---|---|---|---|---|
Leather Jacket![]() Tier I |
Navy Armor![]() Tier IV |
Stealth Armor![]() Tier V |
Stealth Armor MKII![]() Tier VI | |
Leather Armor![]() Tier I |
Navy Armor![]() Tier IV |
Stealth Armor![]() Tier V |
Stealth Armor MKII![]() Tier VI | |
Robe![]() Tier I |
Navy Armor![]() Tier IV |
Stealth Armor![]() Tier V |
Stealth Armor MKII![]() Tier VI | |
Combat Robe![]() Tier II |
Black Cross Robe![]() Tier IV |
— | ||
Metal Armor![]() Tier II |
Paladin Armor Tier IV |
Power Armor![]() Tier V |
Hardened Power Armor![]() Tier VI | |
Weapon progression
When you choose your starting weapon, you commit to its weapon type for the duration of the event so choose wisely. Like armor, weapons gain gear XP through combat, contesting flags, and direct gear XP purchases from the respawn vendor.
When your weapon reaches level 4, you're able to upgrade it to a higher tier at the cost of 1 capture point via the respawn vendor.
The tables below show every available starting weapon (except stackable throwing items that come in backpacks) and their upgrade paths.
| Weapon type | Stage 1 | Stage 2 | Stage 3 | Stage 4 |
|---|---|---|---|---|
| Machine Guns | Lewis MKII Tier II |
M60![]() Tier III |
M240![]() Tier IV |
Browning Auto Rifle Tier V |
| Flamers | Flamer![]() Tier II |
Improved Flamer![]() Tier III |
Incinerator![]() Tier IV |
Napalm Blaster![]() Tier V |
| Miniguns | Minigun![]() Tier II |
Avenger Minigun![]() Tier III |
Vindicator Minigun![]() Tier IV |
Gauss Minigun![]() Tier V |
| Rocket Launchers | Rocket Launcher![]() Tier II |
BigBazooka![]() Tier III |
Adv. Rocket Launcher![]() Tier IV |
Flash Launcher![]() Tier V |
| Heavy Sniper Rifles | Heavy Rifle![]() Tier II |
LSW![]() Tier III |
DSR![]() Tier IV |
Bozar Tier V |
| Weapon type | Stage 1 | Stage 2 | Stage 3 | Stage 4 | Stage 5 | Stage 6 |
|---|---|---|---|---|---|---|
| Laser Weapons | Laser Pistol![]() Tier I |
Magneto-Laser Pistol![]() Tier II |
Laser Rifle![]() Tier III |
Gatling Laser![]() Tier IV |
Commissar's Pistol![]() Tier V |
Turbolaser Tier VI |
| Plasma Weapons | Plasma Pistol![]() Tier I |
Plasma Pistol MKII![]() Tier II |
Plasma SMG![]() Tier III |
Plasma Rifle![]() Tier IV |
Turbo Plasma Rifle![]() Tier V |
Plasma Gatling![]() Tier VI |
| Fire Weapons | Signal Pistol![]() Tier I |
Solar Scorcher![]() Tier II |
Fire Rifle![]() Tier III |
Alien Blaster![]() Tier IV |
Pyro Rifle Tier V |
Heat Machine Tier VI |
| Electric Weapons | Electric Zip Gun![]() Tier I |
Pulse Pistol![]() Tier II |
ELECTRO Launcher![]() Tier III |
Prototype 14![]() Tier IV |
Electro Cannon![]() Tier V |
Pulse Rifle Tier VI |
| Weapon type | Stage 1 | Stage 2 | Stage 3 | Stage 4 |
|---|---|---|---|---|
| Clubs | Cattle Prod![]() Tier II |
Super Cattle Prod Tier III |
Plasma Torch Tier IV |
Bass Rape Tier VI |
| Fast Knives | Shiv![]() Tier II |
"Little Jesus" Tier III |
Machete Tier IV |
Bass Rape Tier VI |
| Damage Knives | Combat Knife Tier II |
Wakizashi Blade![]() Tier III |
Ripper Tier IV |
Bass Rape Tier VI |
| Punch Weapons | ![]() Tier II ![]() Tier II |
Mega Power Fist![]() Tier III |
Punch Gun![]() Tier IV |
Bass Rape Tier VI |
| Hammers | Sledgehammer Tier II |
![]() Tier III ![]() Tier III |
Mega Sledge Tier IV |
Bass Rape Tier VI |
| Weapon type | Stage 1 | Stage 2 | Stage 3 |
|---|---|---|---|
| Alien Sniper Rifles | HP DKS-501![]() Tier II |
SSR3![]() Tier III |
SSR10![]() Tier IV |
| Alien Flamers | PyO61![]() Tier II |
PyO62![]() Tier III |
IPF210![]() Tier IV |
| Alien Support Rifles | LAR42 Tier II |
LAR52![]() Tier III |
LAR62![]() Tier IV |
| Alien Miniguns | ETG1000![]() Tier II |
ETG2000![]() Tier III |
ETG3000![]() Tier IV |
| Alien Electric Weapons | XSR Tier II |
ESR01![]() Tier III |
ESR02![]() Tier IV |
Extras
In addition to weapons and armor, event participants can select one of the following "extras:"
- Wattz Motion Sensor added to your starting inventory
- RobCo Motion Sensor added to your starting inventory
- Stealth tools added to your inventory every time you respawn/refill your ammo and drugs
- One free capture point
- A bundle of five random items from the following list added to your character's stats for the duration of the event:
- +15 hit points or +5% critical damage (if you're below 150 HP)
- +1% DR
- +1 action point
- +1 SPECIAL point
- +6% more currency gained

































































































































