Action Points
Action Points (or APs) are the core of the combat system in the Fallout series. While in a combat, the player character can only perform a limited number of actions, depending on his Action Points amount. Healing, shooting, reloading, and picking up items are some examples of actions that will cost you APs. In FOnline: 3, most of the fights are in real time, which means your Action Points will automatically regenerate over time, until they reach your maximum Action Points amount.
Note: Some skills require 5 Action Points to use.
Note: Opening containers requires 4 Action Points.
Note: Using Super Stimpaks requires 5 Action Points.
Contents
Regeneration
In Real-Time mode, your Action Points will regenerate with AP Regen
In Turn-Based mode, your Action Points are fully regenerated each turn, so you don't have to save them.
Maximum action points
Your maximum Action Points are calculated with the following formula :
5 + (Agility/3) + other sources
Base Action Points calculation
| Agility | Maximum Action Points |
|---|---|
| 1 | 5 |
| 2 | 5 |
| 3 | 6 |
| 4 | 6 |
| 5 | 7 |
| 6 | 7 |
| 7 | 7 |
| 8 | 8 |
| 9 | 8 |
| 10 | 8 |
| 11 | 9 |
| 12 | 9 |
| 13 | 9 |
| 14 | 10 |
| 15 | 10 |
| 16 | 10 |
| 17 | 11 |
| 18 | 11 |
| 19 | 11 |
| 20 | 12 |
Other AP sources
- +1 per War Event Stat
- +2 for Action Boy
- +1 for Randomboy
- +1 for 2nd Dragon Implant
- +2 for Small Frame
- +2 for Jet
- -1 for Mutie
- -1 for Buffout
- +2 for Ear
- -1 for Jet Addiction
- +3 or -1 for each Randomboy roll
- +1 for each Speed Mechanism
- +1 for each Faster Trigger
- +1 for each deathclaw boss buff from Danger Zone(max 5)
- +1 for Soldier
Speedboy && Agility Mastery
Sum of base + other sources are increased by 10% Speedboy Synergy or 25% by Agility Mastery