Perk synergies

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Perk synergies are powerful bonuses that activate when their three associated level perks are acquired.

If your build already includes 2 out of 3 perks required to unlock a synergy bonus, it is always worth considering if getting the third, perhaps unappealing on its own, perk, and thus activating the synergy, wouldn't increase the build's power level more than picking a good perk that doesn't contribute to any synergy.

Name Perks Bonus
Adaptive Barrier Reinforced Endurance + Vital Shielding + Energy Deflection
  • If your damage resistance (DR) is higher than your attacker's, you gain a damage multiplier equal to the difference between your DR and theirs. If your attacker's DR is higher than yours, you reduce their damage multiplier by the difference instead.
Architect Turret Mechanic + Animal Friend + Engineer
  • Reduces turret building cooldown to 60 seconds and upgrades the weapon to a heavy double minigun. Explosive barrels are built 10 hexes ahead of the player, and the build cost is reduced to one advanced gunpowder and one good metal part. Sandbags are built three at a time, covering the player's frontside hexes. Land mines always cripple legs.
Armor King Dodger + Quick Recovery + Livewire
Bonus HtH Rapid Gain Strength + In Your Face! + Better HtH Criticals
Bonus HtH Speed Bonus HtH Damage + Bonus HtH Attacks + Vampire
Burster Bonus Ranged Damage + More Ranged Damage + Death Sense
  • +75% chance to deal +100% damage when attacking a target on an adjacent hex (a.k.a. "1-hexing")
Deadly Momentum Focused Strike + Deadeye + Bonus Damage Multi
  • When Focused Strike is fully charged (50/50 stacks), your damage is doubled
Iron Man Iron Limbs + Man of Steel + Unbreakable
  • +30% Critical Chance Resistance and Critical Roll Resistance
  • -20% critical damage received
Lethal Death Living Anatomy + Weapon Handling + Gunner
  • +25% more lethal damage when the target is below 50% HP
  • +10% Lethality (hitting targets with max HP % below your Lethality % adds 2137 damage to your attack)
Marksman Better Criticals + Spray and Pray + Hit the Gaps
  • +3% additional critical chance for aimed attacks per point of Luck (this stacks with the regular +4% bonus for a total of +7%)
  • 150% Critical Power when the target is less than 30 hexes away
Medicine Doctor Healer + Medic + Surgeon
  • Healing others also heals you for 50% of the amount
  • +20% DT penetration protection when below 50% HP
  • +30% DR penetration protection when below 50% HP
Mysterious Stranger Party Member + Gain Charisma + Cult of Personality
  • All NPC companions gain 30% increased Damage Protection
  • Whenever you enter a new location, an NPC companion spawns: their gear tier matches yours; their build is randomized; their power level scales with the current patch number
  • Whenever you re-enter the battlefield during War Events, two NPC soldiers spawn to fight alongside you; the effect has a 30-second cooldown
Nader Heave Ho! + Hit and Run + Demolition Boy
  • Grenades gain weapon perks based on your armor perks, see Weapons#Grenade perks for details.
  • +1 AP drained from your targets per hit
Ninja Gain Perception + Ghost + Silent Running
  • +20 Stealth
  • +20 Stealth when next to a wall (stacks with the unconditional +20 for a total of +40).
  • -50% AP cost of activating sneak
Pyro! Pyromaniac + Firefighter + Bonus Battle Stats
  • 50% of Pyromaniac's and Phoenix Module's fire damage bonus gained as extra lethal damage
  • -10% to your targets' lethal damage defenses
  • +40% character size
Quartermaster Earlier Sequence + Quick Pockets + Bonus AP Regen
  • All tools function directly from inventory
  • Tool efficiency increased by 100%
  • Can use two medications at once
  • Carry weight is doubled
  • Motion sensors and armor require only 1 MFC to fully charge
  • The cost of discharging armor is halved
  • Swapping armor does not consume action points
Quick Fingers Bonus Rate of Fire + Fast Attacks + Cowboy
  • -50% attack delay for single shots (excluding melee and throwing)
  • +17% damage multiplier against targets larger than you
Ranger Right Between the Eyes + Sharpshooter + Awareness
Slayer More Critical + Even More Criticals + Gain Luck
  • +40 to critical roll.
  • -80% to target's armor's critical roll protection.
Speedboy Action Boy + Bonus Move + Gain Agility
  • +25% Bonus AP.
  • +10% to Movement Speed bonus caps
  • -50% attack delay from using items that restore hit points
  • -50% reload cost
Stealth Master Undetected + Phantom Presence + Gain Intelligence
  • Standing still for 5s while in sneak mode without combat timer lets you become completely invisible
  • Activating Sneak reduces combat timer to 5s
  • Whenever your HP drops below 0, you enter sneak mode automatically
Tank Adrenaline Rush + Toughness + Lethal Protection
  • +10 to all defensive rolls
  • -30% to attackers' melee damage
  • Minimum damage multiplier capped at 80%
  • +10% to damage multiplier against targets below your character size
Technician Gain Implants + Synthetic + Cybernetic Eye
  • You can pick an additional level perk that can be changed at any time using the ~technician, or ~tech for short, command.
    Note that picking a perk you already have will have no effect.
Undying Lone Wanderer + Providence + Stonewall
  • When you die, you are automatically revived with 50% HP and given 5 seconds of damage immunity. Cooldown: 180 seconds.
Vanishing Act Baiter + Crasher + Long Arms
  • When hit by a player, you gain +500 Stealth for 1 second and automatically enter Sneak mode (Cooldown: 3 seconds).
Vigor Boost Atomic Savant + Muscular Physique + Coolheaded
  • Whenever you take damage, you have a chance to gain 1 second of immunity based on your HP % after the hit.
Your remaining hit points >90% 76–90% 51–75% 26–50% 11–25% 1–10% <1%
Chance to gain immunity 0% 10% 15% 20% 30% 40% 50%
Vitality Gain Endurance + Faster Healing + Lifegiver
  • +50% Healing Rate.
  • Reduced the effect of Poison on Healing Rate from 50% to 25%.
  • Reduced the effect of Bleed on Healing Rate from 100% to 50%.