Perks

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Perks comprise three categories: level perks, support perks and weapon perks.

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.

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.

Note: When determining what perks can be gained by a player, the game checks his/her nominal statistics. It is therefore impossible for a character whose base Strength is 5 to take a perk requiring at least 6 points of Strength, for example, even if s/he temporarily gains a point of Strength by using a strength-enhancing drug prior to opening the perk selection window or initiating a dialogue with an NPC.


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% Much more devastating critical hits
Bonus HtH Attacks 1/1 18 Unarmed or Melee Weapons ≥ 180% -1 AP to HtH attack cost
It's also component of speedboost also give boost to speedboost.
Bonus HtH Damage 1/1 3 Unarmed or Melee Weapons ≥ 75% +10 to melee damage
+15 to AC
It's also component of speedboost
More HtH Criticals 1/1 6 Unarmed or Melee Weapons ≥ 100% +15% to critical hit chance for HtH/melee attacks
Bonus Move 1/1 3 Agility ≥ 6 +2 APs that can only be expended for movement in TB combat and bonus for speedboost
Bonus Ranged Damage 1/2 9 SG or BG ≥ 150% +2 to a weapon's damage range when using small or big guns
Bonus Ranged Damage 2/2 12 SG or BG ≥ 175% +2 to the weapon's damage range when using small or big guns
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
Dodger 1/1 3 Agility ≥ 8 +20 to AC and 10 AC cap
Dodger+ 1/1 9 Agility ≥ 8 +40 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
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% +30 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 range when calculating how far you can throw
Hit the Gaps 1/1 12 SG, BG, EW, Unarmed or Melee Weapons ≥ 150% -100% to your target's armor's critical chance modifiers
Better HtH Criticals 1/1 15 Unarmed or Melee Weapons ≥ 175% Power of criticals increased by 33% when unarmed or using melee weapons
HtH Evade 1/1 6 Unarmed or Melee Weapons ≥ 75% +20 to AC when both item slots are empty and 10 AC cap
HtH Evade+ 1/1 9 Unarmed or Melee Weapons ≥ 150% +40 to AC when both item slots are empty 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 Increased resistance to critical hits
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 or big guns
Pyromaniac 1/2 9 BG ≥ 100% +20 to damage when using fire-based weaponry
Pyromaniac 2/2 15 BG ≥ 150% +20 to damage when using fire-based weaponry
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% -100% to your target's helmet's critical chance modifiers
Sharpshooter 1/1 9 SG, BG, EW, or Throwing ≥ 150% +2 to Perception when determining how far you can see, +8% to your chance to hit, gives 1-10% DR penetration when aiming
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.
It's also component of speedboost.
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% Reduces target's armor and helmet critical hit power protection.
Stonewall 1/1 9 Strength ≥ 6 Better chance of avoiding knock-downs and knock-outs
Toughness 1/2 6 Endurance ≥ 4 +2 to DT, +8 to DR
Toughness 2/2 9 Endurance ≥ 6 +3 to DT, +8 to DR
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)

Support Perks

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


Class Perks

Name Required level Bonus Negative
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).
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 Perks: Fill The Gaps, Heavy, Anticritical
  • 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. You lose all of your Healing Rate
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 instal 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
  • 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
Deathclaw Perk 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 Perk)
  • You have a protection from 20% critical roll

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

  • 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
Killer 60 +3 AG
  • Regen all your Action Points when you kill enemy Player
  • Regen 30% your Action Points when you kill enemy NPC
  • Regen All HP when you kill enemy Player
  • 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.
Priest 70 +3 INT Double all heals: First Aid, Healing Rate and meds. Change your Carry Weight to 3/4 of your current HP.
Random Boy 100 none You have a small chance for your build to reroll everytime you're taking any action. You can no longer reroll your character, you loss random stats too.
Soldier 110 none
  • Whenever you take any action, theres always a 1% chance to be knocked-out. (this includes pretty much any action character does besides running)
  • 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.
  • Perks that increase speedboost are useless.
Paramedic 65 You deal -50% total damage
Leader 65
  • 50% Critical Resist(can't be bypassed by perks like Hit The Gaps)
  • 4% Movement Speed for each player in faction
  • Ability put a flag which buff faction
Flags debuff you
Sniper 140
  • +5 Range
  • +1 Crit Power per hex from target
  • double amount of crit power from passive, when using long range weapon
-6% each DR
Infantry 130
  • +7% Each DRs
  • change DR cap from 90% to 100%
-10% HP

PvE Perks

Name Bonus Rank/Number of ranks
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
Floater Slayer +1% extra damage against Floaters 1/25
Centaur Slayer +1% extra damage against Centaurs 1/25
Robots Slayer +1% extra damage against Robots 1/25
Firegecko Slayer +1% extra damage against every type of Gecko 1/25
Deathclaw Slayer +1% extra damage against Deathclaws 1/25
Mutant Slayer +1% extra damage against Super Mutants 1/25
Earth Defender +1% extra damage against Aliens 1/25
Murderer +1% extra damage against Human NPCs 1/25