Perks Synergies

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Table of Perk Synergies

Name Perks Bonus
Bonus HtH Speed Bonus HtH Damage + Bonus HtH Attacks + Vampire +25% Run Speed
Speedboy Action Boy + Bonus Move + Gain Agility +10% Bonus AP
Tank Adrenaline Rush + Toughness + Lethal Protection Change the 8% in defensive rolls to 10%
Burster Bonus Ranged Damage + More Ranged Damage + Death Sense 75% chance to deal +100% damage when attacking from one hex distance while using ranged weapon
Rapid Fire Bonus Rate of Fire + Gain Charisma + Gain Intelligence -1 AP cost while attacking
Armor King Dodger + Lifegiver + Livewire Doubles Armor Class cap, +5% bonus damage reduction
Quick Fingers Earlier Sequence + Weapon Handling + Cowboy 50% Shorter Attack Speed for single shots
Slayer More Critical + Even More Criticals + Gain Luck +10 Bonus flat Critical Power; Ignore 80% of target's armor critical roll multiplier protection
Vitality Gain Endurance + Faster Healing + Quick Pockets +40% Bonus Healing Rate
Ninja Gain Perception + 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 +100 AP Regen
Medicine Doctor Healer + Medic + Living Anatomy Healing a Target also Heals you for 50%
Ranger Heave Ho! + Sharpshooter + Quick Recovery +5 more hexes range when using throwing or ranged weapons
Iron Man Iron Grip + Man of Steel + Stonewall +30% Critical Chance Resistance and Critical Roll Resistance
Pyro! Pyromaniac + Fire Fighter + Bonus Battle Stats Gives extra flat damage equal to half Pyromaniac(and Phoenix Implant) fire damage bonus(no plasma convert anymore).
Marksman Better Criticals + Spray and Pray + (Right Between the Eyes or Hit the Gaps) Aimed Critical chance bonus changed to 7% from 4% for each luck