Ammo
Ammo is what you load into a gun to make it fire. For specific firearm compatibility information, see the Weapons article.
Beyond its type, your ammo has four important properties:
- DR MOD, which is a value that gets added to your target's base damage resistance upon hit,
- DM MOD, which is a value that multiplies your weapon's base damage,
- DT MOD, which is a value that represents the signed percentage of your target's base damage threshold that will be added to your target's base DT upon hit,
- AC MOD, which is a value that your target's Armor Class will be divided by to determine its final value for the purpose of calculating your chance to hit.
In addition to regular ammo, FOnline 3 also features healing ammo that restores hit points to the target instead of dealing damage.
| Picture | Name | DR Mod | DM Mod | DT Mod | AC Mod | Crafting requirements |
Required materials |
Tier |
|---|---|---|---|---|---|---|---|---|
| 5mm JHP | 40% | 2/1 | 10% | 45 | 1 | |||
| 9mm bullet | 10% | 1/2 | -5% | 70 | 1 | |||
| 9mm ball | -10% | 1/1 | 0% | 60 | 1 | |||
| 10mm JHP | 30% | 2/1 | 10% | 70 | 1 | |||
| .44 Magnum | -20% | 4/3 | -20% | 60 |
|
1 | ||
| .45 Caliber | -5% | 1/1 | -10% | 70 | 1 | |||
| BBs | 25% | 1/1 | 25% | 100 | 1 | |||
| Signal Flares | 20% | 1/1 | 10% | 300 | 1 | |||
| 5mm AP | -15% | 2/3 | -10% | 55 |
|
|
3 | |
| 7.62mm FMJ | -10% | 12/10 | -33% | 80 |
|
|
3 | |
| 10mm AP | -17% | 5/4 | -33% | 60 |
|
|
3 | |
| 14mm AP | -35% | 1/1 | -75% | 50 |
|
|
3 | |
| .223 FMJ | -25% | 1/1 | -25% | 100 |
|
|
3 | |
| Needle Cartridge Poison | 0% | 1/1 | -10% | 45 |
|
3 | ||
| Needle Cartridge AP | -15% | 3/2 | -50% | 50 |
|
|
3 | |
| 40mm Explosive | 0% | 1/1 | -50% | 250 |
|
|
3 | |
| Small Energy Cell | -3% | 1/1 | 0% | 50 |
|
|
3 | |
| Micro Fusion Cell | -10% | 1/1 | 0% | 75 |
|
|
3 | |
| ELECTRO-SHOCK Rocket | -30% | 1/1 | -40% | 60 |
|
|
3 | |
| ELECTRO-RAD Rocket | 30% | 1/1 | 50% | 50 |
|
|
3 | |
| ELECTRO-EMP Rocket | -35% | 2/1 | -100% | 200 |
|
|
3 | |
| 12 ga. Flechette | 10% | 3/2 | -10% | 80 |
|
1 | ||
| 12 ga. Slug | -20% | 1/1 | -50% | 50 |
|
|
3 | |
| 12 ga. EMP (EMP damage) |
-40% | 2/1 | -100% | 200 |
|
|
3 | |
| 12 ga. Gecko's Breath (fire damage) |
-10% | 1/1 | -50% | 70 |
|
|
4 | |
| 12 ga. Melt (plasma damage) |
-10% | 1/1 | -50% | 70 |
|
|
4 | |
| 12 ga. Shock (electrical damage) |
-10% | 1/1 | -50% | 70 |
|
4 | ||
| 12 ga. Wrecker (explosive damage) |
-20% | 1/1 | -100% | 70 |
|
|
4 | |
| 12 ga. Future (laser damage) |
-20% | 1/1 | -50% | 70 |
|
|
4 | |
| Explosive Rocket | 5% | 1/1 | -50% | 90 |
|
1 | ||
| AP Rocket | -20% | 1/1 | -50% | 100 |
|
|
2 | |
| Frag Rocket | -35% | 1/1 | -75% | 110 |
|
|
4 | |
| Sabot Rocket | -45% | 1/1 | -100% | 120 |
|
|
5 | |
| Flamethrower Fuel | 25% | 1/1 | -10% | 70 |
|
1 | ||
| Flamethrower Fuel MKII | -10% | 1/1 | -25% | 60 |
|
2 | ||
| Napalm Fuel | -15% | 1/1 | -35% | 50 |
|
4 | ||
| Napalm Fuel MKII | -20% | 1/1 | -50% | 45 |
|
|
5 | |
| Basic Machine Gun Ammo | -20% | 12/10 | -10% | 60 |
|
1 | ||
| Standard Machine Gun Ammo | -25% | 12/10 | -15% | 55 |
|
|
2 | |
| Machine Gun Ammo AP | -30% | 12/10 | -20% | 50 |
|
|
4 | |
| Machine Gun Ammo SE | -35% | 12/10 | -25% | 45 |
|
|
5 | |
| Minigun Ammo Pack JHP | 40% | 2/3 | 15% | 50 |
|
1 | ||
| Minigun Ammo Pack AP | -5% | 2/3 | -15% | 45 |
|
|
2 | |
| Minigun Ammo Pack Caseless | -10% | 2/3 | -33% | 75 |
|
|
4 | |
| Minigun Ammo Pack EC | -15% | 2/3 | -50% | 70 |
|
|
5 | |
| .50 JHP | 30% | 1/1 | -100% | 45 | 1 | |||
| .50 AP | -15% | 1/1 | -100% | 40 |
|
2 | ||
| .50 Power | -25% | 1/1 | -100% | 35 |
|
4 | ||
| .50 Hellfire | -45% | 1/1 | -100% | 30 |
|
|
5 | |
| 4.7mm Caseless | -15% | 3/2 | -40% | 55 |
|
|
4 | |
| 5.56mm AP | -10% | 2/3 | -33% | 50 |
|
|
4 | |
| 7.62mm AP | -35% | 12/10 | -50% | 125 |
|
|
4 | |
| .223 AP | -40% | 1/1 | -100% | 150 |
|
|
4 | |
| 2mm EC | -40% | 3/2 | -100% | 500 |
|
|
4 | |
| 40mm Ice Edition | -15% | 3/2 | -100% | 200 |
|
|
4 | |
| 40mm Fire | 5% | 1/1 | -100% | 150 |
|
|
4 | |
| Electric Fusion Cell | -25% | 1/1 | -50% | 100 |
|
4 | ||
| C4 Ball | -50% | 1/1 | -100% | 200 |
|
|
4 | |
| .357 Magnum AP | -35% | 1/1 | -100% | 50 |
|
|
4 |
Healing ammo
| Weapon tier |
Weapon healing multiplier |
|---|---|
| T1 | 10% |
| T2 | 25% |
| T3 | 50% |
| T4 | 100% |
| T5 | 150% |
Healing ammo allows the weapon to restore hit points to the target instead of dealing damage.
The amount healed depends on the tier of the weapon firing the ammo. Only Fast Pistols are compatible with healing ammo.
The number of hit points restored by a healing shot is calculated as follows:
Weapon healing = Random(25,135) x (weapon healing multiplier + weapon healing multiplier modifiers) x target's Healing received
The base value of weapon healing (25 to 135 HP) is the same for all weapon and ammo types.
Weapon healing multiplier depends on the tier of the weapon loaded with healing ammo and any modifiers that apply to it, such as the Poisonous weapon perk.
There are three types of healing ammo:
| Picture | Name | DR Mod | DM Mod | DT Mod | AC Mod | Compatible guns | Crafting requirements | Required materials | Tier |
|---|---|---|---|---|---|---|---|---|---|
| .44 Magnum Healing | 0% | 1/1 | 0% | 300 |
|
1 | |||
| Needle Cartridge Heal | 100% | 1/1 | 100% | 300 |
|
|
3 | ||
| .357 Magnum Heal | 200% | 1/1 | 100% | 300 | — | — | 4 |














































