Patch 6.4

A brand-new season is coming - Season 6 Mid,
launching on December 13th, 2025, and this time there is NO character wipe.
But don't be fooled - this is one of the biggest updates in FO3 history.

With the new season, we're releasing the massive Patch 6.4, bringing:
- Complete Main Quest - Chapter 2
- 4 new perk synergies
- Removal of all negative SPECIAL effects
- A fully redesigned account system - link all your characters to a single FO3 account
- Dozens of balance changes, improvements, and new mechanics

Mobirise

Main Quest - Chapter 2

The second chapter of the main storyline has been added! Your hunt for the leader of the mysterious and powerful Black Cross Department continues, pushing you deeper into a web of secrets, influence, and hidden agendas. This new chapter will challenge you with dangerous problem-solving inside the West-Tek Rocket Silo, followed by a brutal and unforgiving passage through the RobCo Factory, where every step could be your last.

New Account System

FOnline 3 now features a completely redesigned Account System that lets you manage all your characters under a single unified account. This brings several major improvements to progression, security, and convenience:
- Store all your characters on one account.
- War Event Perks are now shared
- Supporter benefits apply to all characters
- Fingerprint Lock is now account-wide

Verify your account through Discord to receive a powerful starter package, including:
- A Level 300 character with a fully prepared starter build
- 10 War Event perks of your choice
- A free base equipped with Tier 3 gear

This new system creates a smoother, safer, and more rewarding experience for both new and returning players.

Perks

Architect 

Turret Mechanic, Animal Friend, Engineer
- Reduces turret building cooldown to 1 minute.
- Upgrades the weapon to a heavy double Minigun.
- Explosive barrels are built 10 hexes in front of the player,
- The build cost is reduced to 1 advanced gunpowder and 1 good metal part.
- Sandbags are built 3 at a time in front, covering frontside hexes.
- Land mines always cripple the leg.

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Turret Mechanic

Level 18, 8 Intelligence
Allows you to build a double Minigun turret for 2 minutes (3-minute cooldown).

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Animal Friend

Level 3, 6 Charisma
All non-Human/Mutant followers gain 40% extra Hit Points.

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Engineer 

req 6 level 6 CH,
give DR/DT on missing HP,
gives 8% Slow Resistance per CH

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 don't gain a damage multiplier, but you reduce their damage multiplier by the difference.

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Reinforced Endurance

Level 9, 6 Endurance
Increases your damage resistance cap by 10% and grants 5% protection against damage resistance penetration.

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Vital Shielding

Level 12, 6 Endurance
Gain 1% damage resistance for every 100 current HP. Negative HP also contributes to this effect.

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Energy Deflection

Level 6, 8 Strength
When attacked by laser or electrical damage, reflect 60% of the damage back to the attacker within a range equal to 4 Ă— your Strength.

Undying 

                                                        Lone Wanderer, Providence, Stonewall
- When you die, you are automatically revived with 50% HP.
- Gain 5 seconds of immunity after revival.
- This effect has a 3-minute cooldown.

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Unbreakable 

Level 12, 8 Strength
Increases Critical Damage Resistance by 20%.
Cannot be critically hit twice in a row.

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Lone Wanderer

Level 3, 6 Charisma
If there are no players or NPCs from your faction/team within 20 hexes, you gain:
+10% to all Damage Resistances
+30% received healing

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Providence  

Level 6,  8 Luck,
Your Critical Chance can block 75% of incoming damage.

Vanishing Act

                                                                    Baiter, Crasher, Long Arms
When hit by a player, you gain +500 Stealth for 1 second and automatically enter Sneak mode (3-second cooldown).

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Long Arms

Level 15, 8 Strength
Extends your weapon range by +1 (also works on melee). Additionally increases all 1-hex effects by +1 range (such as One-Hex, In Your Face, Halving Rule Bypass, etc.).

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Crasher 

Level 15, 8 Luck
On critical hits, ignore 50% of the target's Melee Power Defense and bypass DR Penetration protection for melee attacks.

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Baiter 

Level 6, 6 Charisma
 Using the Traps skill on yourself taunts all enemies within 30 hexes (2-minute cooldown) and grants immunity to taunts.

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 Armors require only 1 MFC to charge
- Discharging Armor costs only 50% charges and AP
- Swapping Armor does not consume AP

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Bonus AP Regen 

Level 12, 8 Strength
Increase AP Regen by 20% and regen 20% AP on kill

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Changed some synergies perks:

Quick Fingers: BROF, F. att, Cowboy
Mysterious Stranger: PM + Gain Charisma + Cult of Personality
Ranger: RBTE + Sharpshooter + Awareness
Armor King: Dodger + Quick Recovery + Livewire

Mobirise

Removed SPECIAL boy

Iron Man: Iron Limbs + Man of Steel + Unbreakable
Stealth Master: Undetected + Phantom Presence + Gain Intelligence
Vitality: Gain Endurance + Faster Healing + Lifegiver

Flex Classes
A flex class is a class that can change its role dynamically. Each role applies a different stat multiplier( tank(50%), semi tank(75%), utility(100%), DPS(110%), sniper(125%), sneaker(150%))

Cyborg

A Cyborg's role changes depending on the installed implants:
- Dermal Module - Tank (3 points per implant)
- Phoenix Module - Tank (3 points per implant)
- Tiger Movement - DPS (3 points per implant)
- Claw Module - DPS (3 points per implant)
- Dragon System - Sniper (3 points per implant)
- Nemean Armor - Tank (2 points per implant), DPS (2 points - per implant)
- Tactical Chip - Sniper (2 points per implant), DPS (2 points per implant)
- EMP Shield - Sniper (2 points per implant), Tank (2 points per implant)

You sum all Tank, DPS, and Sniper points.
The highest total determines your role and modifies your stats (DR/HP/AP/etc).
If there is a tie between two roles, you get the third one.
(Example: If Tank = DPS, you become a Sniper.)
If all three roles are tied, you become Utility.

Robot
Robots were already a flex class.

Alien
Aliens can link themselves to a weapon, which means they can use only that weapon.
Cooldown: 60 seconds (triggered by the first attack while unlinked, or by command).

Depending on the linked weapon, the Alien gains a role:

- IPF210 - Semi-Tank
- LAR62 - DPS
- ETG3000 - Tank
- SSR10 - Sniper
- ESR02 - Sneaker

Changes

Bounty Hunter
- Can use drugs now
- No longer penetrates Critical Resistance 
Chosen One
- Gains 3 additional perks
- Removed additional trait
- Loses 15% damage for each perk synergy
Clone
- Can install SPECIAL implants only
Combat Master
- Can have only 1 trait
Cyborg
- SPECIAL implant limit reduced to 12
Deathclaw
- Movement Speed: +5% per Luck
Infantry
- Bonus DR cap reduced to 5%
Raider
- Favorite Weapon effect changed to: [Fire Weapons] leave fire hexes on target
Regulator
- Kamikaze now reduces AP cost by 1
Scout
- Removed extra AP cost for Active Sneak
Sniper
- Extra range increased to 8
Robot
- Has separate cooldown for transformation (10s)
- Can transform during combat
- Added robot's transforms into hot bar

- Extra healing - multi of received healing: 100% base, +100% priest, +15% quick pockets, +10% WE medic, +10% Tier 2 WE Medic, +100% when paramedic buffs above 30, 1% eye(50% regulator), +25% faster healing, +30% lone wanderer, -50% poison(-20% when vitality), -50% bleed(20% when vitality)
- Changed tank role DR Cap to 95%
- Changed almost all gear perk info will be on wiki

Make crafting great again
Mass crafting lost some of its purpose after removing SPECIAL Boy - and with upcoming changes it would lose even more.
Time to buff it!
Changes:
- Crafting Skill gives 1000 EXP per 1% skill
- Gain +1 rank on every crafting perk when crafting 80+ items at once
- Base crafting EXP increased from 1-25000 to 10000-200000
- Crafting tools bonus increased from +50/+100 to +50,000/+100,000
- Luck bonus increased from +10 to +10,000
- Intelligence bonus increased from +3 to +1,000
- Alien Intelligence bonus increased from +5 to +5,000
- Tier multiply exp by 2
- Removed negative item Luck penalty from base crafting

War Event

- Improved autobalance in War Event
- Added Capture Points system to War Event/NRW
- For every 1% of flag capture progress, the player gains 0.01 Capture Point
At the start of the event, every player receives 1 Capture Point (late joiners do not receive it)
- The losing team gains 0.01 Capture Point every 5 seconds

Using Capture Points
- Weapon/Armor tier upgrade now costs 1 Capture Point (weapon still must be level 4)
Additionally, you can purchase the same effects as for reputation, using Capture Points:
- Unlock x25 weapon
- Unlock x25 armor
- Install extra perk in armor
- Install extra perk in weapon
- Unlock reroll perks in armor
- Unlock reroll perks in weapon
- Add item luck (+1) to armor
- Add item luck (+1) to weapon

Gear Mod Upgrades

New upgrade items let you increase a weapon or armor perk by +1 rank.

Upgrade Chances:

F -> B: 100%
A -> S: 50%
S -> S+: 10%

Item List:

Rustplate Wrench - Upgrades perk in Slot 1.
Boltgrip Tuner - Upgrades perk in Slot 2.
Chromed Gearwheel - Upgrades perk in Slot 3.
Vault-Lock Calibrator - Upgrades perk in Slot 4.
Neon Flux Core -  Upgrades perk in Slot 5.
Wattz Precision Coil - Upgrades Upgrade/Wattz slot.
Echelon Overdrive Chip - Upgrades Legendary slot.
GMU1000 - Upgrades perk in slot 1 for Alien

Simple tools for dangerous times - every rank counts in the wasteland.