Perks

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Perks comprise four categories: level perks, support perks, Perks of Weapons, and Perks of Armors.

Level perks are gained every 3 character levels by using the perk selection window that appears on the character screen whenever it is possible for you to acquire a new ability.

Any support perk can be gained at any time through talking to an NPC that gives it, provided that your character meets its requirements. There is no limit as to how many support perks a character can have.

PvE Perks can be taken every 5 character levels since level 55. The same can be taken multiple times, mostly up to five times.

Regardless of its type, gaining a perk permanently unlocks its bonus, e.g. gaining Lifegiver increases the number of hit points your character has forever. There is no possibility of reverting the choice of a perk once the decision has been made. It is entirely up to the player to decide whether or not s/he wishes to gain a perk when given the possibility; no system exists to randomly select a perk should no decision be made by the player. You must reroll your character to change perks already taken.

It is important to note that omitting to choose a perk at a given level results in its loss if then another level is reached such that it would normally allow your character to choose a perk additional to that which you decided not to acquire when given the option.

Some perks have more than one rank, i.e. it is possible to gain them more than once. Typically, the higher the rank of a perk, the greater the bonus it gives is. Requirements may vary for different ranks of a perk, usually the higher the rank, the higher the skill/level requirements that must be met prior to acquiring it are.


Level Perks

Name Rank/number
of ranks
Required level Other requirements Bonus
Action Boy 1/1 12 Agility ≥ 6 +2 to Action Points
Adrenaline Rush 1/1 3 Strength ≥ 6 HP loss effects DT's and DR's incremental increase at certain thresholds
Better Criticals 1/1 12 SG, BG, EW, or Throwing ≥ 175% +25% to crit roll multiplier, +50% more critical damage for aimed shots.
Better HtH Criticals 1/1 15 Unarmed or Melee Weapons ≥ 175% +33% to crit roll multiplier, +75% more critical damage for aimed attacks when unarmed or using Melee Weapons.
Bonus HtH Attacks 1/1 18 Unarmed or Melee Weapons ≥ 180% -1 AP to HtH attack cost.
Bonus HtH Damage 1/1 3 Unarmed or Melee Weapons ≥ 75% +10 to melee damage
+15 to AC
Bonus Move 1/1 3 Agility ≥ 6 +10% run speed, +2 APs that can only be expended for movement in TB combat
Bonus Ranged Damage 1/2 9 SG or BG ≥ 150% +2 to a weapon's damage range when using small guns, big guns or energy weapons
Bonus Ranged Damage 2/2 12 SG or BG ≥ 175% +2 to the weapon's damage range when using small, big guns or energy weapons
Bonus Rate of Fire 1/1 18 SG, BG, EW or Throwing ≥ 180% -1 AP to ranged attack cost, except if throwing melee-class items
Cowboy 1/1 6 Agility ≥ 10 +0.5 AP/s AP Regen when using one handed weapons
Dodger 1/1 3 Agility ≥ 8 +75 to AC and 10 AC cap
Earlier Sequence 1/1 3 Perception ≥ 5 +5 to Sequence
Even More Criticals 1/1 6 SG, BG, EW or Throwing ≥ 125% +10% to critical hit chance
Fire Fighter 1/1 3 Strength ≥ 7 +15 Damage Threshold for fire and explode
Quick Pockets 1/1 3 Agility ≥ 5 (Un)equipping/picking up items is done at half its normal AP cost. Reloading cost reduced to 1 AP. Taking Super Stimpak or Blood Pack cost reduced by 1 AP
Gain Agility 1/1 3 Agility ≤ 19 +2 to Agility
Gain Charisma 1/1 3 Charisma ≤ 19 +2 to Charisma
Gain Endurance 1/1 3 Endurance ≤ 19 +2 to Endurance
Gain Intelligence 1/1 3 Intelligence ≤ 19 +2 to Intelligence
Gain Luck 1/1 3 Luck ≤ 19 +2 to Luck
Gain Perception 1/1 3 Perception ≤ 19 +2 to Perception
Gain Strength 1/1 3 Strength ≤ 19 +2 to Strength
Ghost 1/1 6 Sneak ≥ 80% +100 bonus to Sneak when within 5 hexes from a wall
Healer 1/1 3 First Aid ≥ 75% +50-100 to hit points healed using First Aid
Faster Healing 1/1 3 Doctor ≥ 75% +15 to healing rate, -5 healing rate cd
Heave Ho! 1/1 6 Throwing ≥ 100% +6 throwing range and +30% DR penetration for throwing attacks
Hit the Gaps 1/1 12 SG, BG, EW, Unarmed or Melee Weapons ≥ 150% Bypass 80% of your target's armor's critical chance modifier
HtH Evade 1/1 6 Unarmed or Melee Weapons ≥ 75% +100 to AC when both item slots are empty or melee and 10 AC cap
In Your Face! 1/1 9 Unarmed or Melee Weapons ≥ 125% Attackers' chance to hit you drops significantly if s/he is standing on a hex next to yours
Iron Grip 1/1 3 Strength ≥ 6 Gives immunity to dropping a weapon or having an arm crippled when hit
Lifegiver 1/3 12 Endurance ≥ 5 +40 to hit points
Lifegiver 2/3 15 Endurance ≥ 6 +40 to hit points
Lifegiver 3/3 18 Endurance ≥ 7 +30 to hit points
Livewire 1/1 3 Agility ≥ 6 Doubled ALL AC
Living Anatomy 1/1 12 First Aid ≥ 100% +15 to damage when attacking living organisms, better luck when using First Aid
Man of Steel 1/1 15 Endurance ≥ 8 +50% crit roll resistance for targets +25% Critical Chance Resistance for targets
Medic 1/1 15 First Aid ≥ 150% Healing cooldowns reduced by 50%, also 15-30 extra heal while using First Aid skill
More Critical 1/1 3 SG, BG, EW or Throwing ≥ 100% +6% to critical hit chance
More Ranged Damage 1/1 15 SG, BG, EW or Throwing ≥ 200% +3 to a weapon's damage range when using small, big guns or energy weapons
Pyromaniac 1/2 9 BG ≥ 100% +30% to fire damage
Pyromaniac 2/2 15 BG ≥ 150% +30% to fire damage
Quick Recovery 1/1 3 Agility ≥ 6 Recovering from knock downs/knock outs costs significantly fewer APs than it normally would
Right between the Eyes 1/1 15 SG, BG, EW, or unarmed ≥ 200% -Bypass 90% of your target's helmet's critical chance modifiers
Sharpshooter 1/1 9 SG, BG, EW, or Throwing ≥ 150% +6 sight range, +8% hit chance, 1-10% DR penetration for aimed attacks
Silent Death 1/1 15 Sneak ≥ 125% Attacking a critter from behind always causes a critical hit when unarmed, using melee weapons or firing one-handed guns.
Silent Running 1/1 6 Sneak ≥ 100% No penalty for running while in sneak mode
Spray and Pray 1/1 6 SG, BG, EW or Throwing ≥ 125% Remove cap from Critical Chance and Aimed Critical Chance.
Stonewall 1/1 9 Strength ≥ 6 Better chance of avoiding knock-downs and knock-outs
Toughness 1/2 6 Endurance ≥ 4 +2 normal DT
+8 normal DR
Toughness 2/2 9 Endurance ≥ 6 +3 normal DT
+8 normal DR
Vampire 1/1 9 Melee Damage ≥ 20 +25% lifesteal for melee attacks
Weapon Handling 1/1 3 SG or BG ≥ 100% +2 to Strength when calculating chance to hit, gives 25% more Flat Damage(from existing Flat Damage)

Perks Synergies

Name Perks Bonus
Bonus HtH Speed Bonus HtH Damage + Bonus HtH Attacks + Vampire +25% Bonus Movement Speed
Speedboy Action Boy + Bonus Move + Gain Agility +10% Bonus AP
Tank Adrenaline Rush + 2x Toughness +8% explode DR, take 5 less damage from each attack
Burster 2x Bonus Ranged Damage + More Ranged Damage Double damage when attacking from one hex distance (ranged weapons)
Rapid Fire Bonus Rate of Fire + Gain Charisma + Gain Intelligence -1 AP cost while attacking
Armor King Dodger + HtH Evade + Livewire Double Armor Class cap
Quick Fingers Earlier Sequence + Weapon Handling + Cowboy +Doubles AP Regen
Slayer More Critical + Even More Criticals + Gain Luck +10 Bonus flat Critical Power
Vitality Gain Endurance + Faster Healing + Quick Pockets +40% Bonus Healing Rate
Ninja Gain Perception + Silent Running + Ghost + Silent Death +100 bonus Stealth
Bonus HtH Rapid Gain Strength + In Your Face! + Better HtH Criticals +5 bonus ST in Heavy Handed Calculation and +1 AP/s AP Regen
Medicine Doctor Healer + Medic + Living Anatomy Healing a Target also Heals you for 50%
Ranger Heave Ho! + Sharpshooter + Quick Recovery +5 more range when using throwing or ranged weapons
Iron Man Iron Grip + Man of Steel + Stonewall +30% Critical Chance Resistance and Critical Power Resistance
Mountain 3x Lifegiver +5 bonus Damage Reduction
Pyro! 2x Pyromaniac + Fire Fighter Plasma damage converted to fire, multiple bullet burst attacks changed to single flame
Marksman Better Criticals + Spray and Pray + (Right Between the Eyes or Hit the Gaps) Aimed Critical chance bonus changed to 5% from 4% for each luck

Support Perks

Name Rank/number
of ranks
Required
level
Other requirements Bonus Where
to obtain
Awareness 1/1 n/a Already on your character! Hovering the cursor over a critter displays detailed information about it
Cautious Nature 1/1 n/a Perception ≥ 6, Outdoorsman ≥ 100% +3 to Perception when determining placement in random encounters NCR
Dead Man Walking 1/1 n/a Intelligence ≥ 5, Doctor ≥ 50% Doubled negative HP capacity Necropolis
Demolition Expert 1/1 n/a Traps ≥ 125% No unwanted explosions and extra damage for the wanted ones Redding
Dismantler 1/1 n/a Science ≥ 150% Doubled amount of resources received from dismantling items Junktown
Educated 1/1 n/a Intelligence ≥ 8, Science ≥ 100% +2 to SP per level New Adytum
Explorer 1/1 n/a Outdoorsman ≥ 150 Faster world map travelling NCR train station
Gecko Skinning 1/1 n/a Outdoorsman ≥ 100% Ability to skin geckos Klamath
Harmless 1/1 n/a Charisma ≥ 6, Steal ≥ 125% Halved reputation loss when stealing New Reno
Light Step 1/1 n/a Traps ≥ 50% Chance to set off a trap reduced by 50% Klamath
Magnetic Personality* 1/1 n/a Speech ≥ 100% +50 to party points, +1 to maximum party size New Reno
Treasure Hunter 1/1 n/a Lockpick ≥ 150% Additional items spawn in lockers in random encounters Broken Hills
Thief 1/1 n/a Steal ≥ 100% Luck/50 chance of no cooldown if a stealing attempt has failed Hub
Strong Back 1/1 6 Endurance ≥ 6 +22 carry weight capacity Broken Hills
Swift Learner 1/1 n/a Intelligence ≥ 6, Science ≥ 50% +10% to all your experience point gains Hub
Snakeater 1/1 n/a Endurance ≥ 6 +30 to poison resistance and +20 to radiation resistance Junktown
Speaker 1/1 n/a Speech ≥ 125% Your followers' loyalty decreases at half the normal rate Cathedral
Stealth Girl 1/1 n/a Sneak ≥ 100%, Repair ≥ 100% Doubled stealth boy's battery life Vault City
Scout 1/1 n/a Intelligence ≥ 4, Outdoorsman ≥ 150% Faster revealing of the covered areas of the world map Vault City
Sex Appeal 1/1 n/a Speech ≥ 75% +250 to reputation when interacting with the opposite sex New Reno
Rad Resistance 1/1 n/a Intelligence ≥ 4, Doctor ≥ 100% +30% to radiation resistance, +20% to poison resistance Gecko
Ranger 1/1 n/a Outdoorsman ≥ 100% Ability to craft several new items, a safe house instead of a tent Gordon's Gas Station
Mr. Fixit 1/1 n/a Repair ≥ 150% Repairing items is easier Klamath
Negotiator 1/1 n/a Barter ≥ 125% Reputation lower than neutral is upgraded to neutral when talking to NPCs New Reno
Pack Rat 1/1 6 None Doubles carry weight Redding
Pathfinder 1/1 n/a Outdoorsman ≥ 175% 15% faster world map travelling NCR
Pickpocket 1/1 n/a Steal ≥ 125% Easier stealing Hub
Master Thief 1/1 n/a Steal ≥ 150% Stealing cooldown reduced by 50% Hub

Class Perks

Name Required level Bonus Negative
Alien 45
  • 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 any other weapons
Assassin 90 +3 PE
  • 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%.
Bounty Hunter 80 +3 LK
  • 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. Do note that perks such as Iron Grip which grants full protection against arms critical effects regardless of penetration
  • 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).
  • Healing drugs however (such as Stimpaks) are still able to be used
Chosen One 30 +3 CH
  • Choose 2 extra perks and 1 extra trait.
  • For each Charisma gets +1 HP
  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.
Combat Master 55
  • Lose all traits
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
  • 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 doesn't work
  • When above 25 fury stacks getting EMP exlosions around him for 25% of his max HP
Deathclaw 40 +3 ST
  • Natural armor
  • 5% Speedboost
  • Double your base melee damage
  • Melee weapons have a +1 range bonus
  • Increase your damage resistances and thresholds (more info in Deathclaw)
  • You have a protection from 20% critical roll
  • For each Strength gets +10 bonus in Sneak
  • For each Fury stacks will get +5 Melee Damage

Note: The stats are no longer calculated only when taking the perk. Instead, the stats are being calculated all the time.

  • Loses half DR when Sneaking
  • You can't use armors or guns. However, you can use helmets and any melee/HtH weapons
  • You are unable to change your skin or get a haircut
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
  • -30% HP
  • Can't choose same immune type twice in a row
Killer 60 +3 AG
  • Your respawn will be 500% longer than normal. 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.
  • For each Fury stack will lose 3% DR
Leader 65
  • +50% Critical Resistance (can't be bypassed by perks like Hit the Gaps)
  • +4% Movement Speed for each faction member in location
  • Ability to create flags which provide buffs to team
  • For each Charisma have 5 second lower cooldown for creating flag
  • FoV is halved
Paramedic 65
  • You deal -50% total damage
Priest 70 +3 INT
Random Boy 100 1 AP
  • 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)
  • Randomboy roll 10 stats, can be negative
Sniper 140
  • +5 Weapon Range
  • +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
  • -6% each DR
Soldier 110 none
  • 1% chance to get knocked out during tick action for each stack of fury
  • Stonewall perk no longer works, making a soldier fully vulnerable to knockouts
Super Mutant 50 +3 EN
  • You can't wear small guns or robes/combat armors.
  • You also cannot run.
Wrecker 75

3 special implants limit

  • Unlimited Ammo
  • Double Flat Damage
  • For each Strength, 1 flat damage(that doesn't double)

PvE Perks

Name Bonus Rank/Number of ranks
Traveller Increase chance to catch a special encounter by 0.1% 1/25
Repairboy Reduce 1% of max condition lose while repairing 1/10
Tactical Actor +1 second extra to spend in turnbased combat 1/25
Base Cleaner +25% of Carry Weight in bases/tents 1/25
Miner Perk +4% chance to get double ores from mining 1/25
Quick Dodger Decrease chance to hit for NPC by 2% 1/25
Merciless Hunter Increase chance to catch a encounter by 5% 1/25
Trader Increase selling cost of items by 1% 1/25
Brute Increase critical chance against NPC by 1% 1/25
Scrounger Increase chance to find rare loot in Infinity Dungeon or vault tec cases by 0.1% 1/25
Desert Hunter +1% Extra damage against Geckos, Floaters, Centaurs, Deathclaws, Brahmins, Rats, Mantis, Aliens NPC 1/25
Commander Increase damage of NPC followers by 3% against NPC 1/25
Small Ranged Damage +2 flat damage against NPC 1/25
Strong Back Lite +5 Carry Weight 1/50
Semi Pathfinder +5% faster World map travelling 1/5
Mini Toughness 1% less damage taken from NPC 1/25
Robots Slayer +1% extra damage against Robots 1/25
Mutant Slayer +1% extra damage against Super Mutants 1/25
Murder +1% extra damage against Human NPCs 1/25