INTROHello.
Plasma Rifle is overpowered.
INTRO - PART 2Okay so basically I thought I'd write a small guide of sorts to cover the character sheet and some mechanics related to it.
Most things are not explained in-game and while the wiki has alot of this covered, it is still outdated, somewhat messy and has incorrect info like hunting rifles being bad, for example.
This isn't a guide on how to make a top PK build however, more meant to cover most things related to character stats, all permanent and temporary bonuses one can recieve ect.
I didn't cover perks as the wiki does that well enough.
https://wiki.fonline2.com/Category:Perks1st Post: Characters, SPECIAL, Traits, Derived Statistics
2nd Post: Skill Points and Skills
3rd Post: Implants, Chess bonus, Achievements, Item bonuses, Damage Resist/Threshold, Flat Damage, Critical Hits and Hit Chance.
Anything I don't know for certain I have marked with
yellow text.
I'm sure some things are missing, feel free to let me know and I'll edit it in.
CHARACTER NAME/PASSCharacters are made within the FOnline client and aside from the username and password, has no connection to forum account or anything else.
Names can be up to 18 characters long, be in english OR cyrillic (but not both) and can contain periods "." hyphens "-" and numbers, but otherwise no other symbols.
Names can be uppercase or lowercase, and are not case-sensitive when logging in or anything else that requires a character name - also meaning the same name cannot exist with different upper/lowercase letters.
Passwords however ARE case-sensitive.
It's best to write your names/passwords down somewhere as it may be difficult getting your character back if you forget them.
Holding CTRL on the login screen reveals password, and F3 can be used to take a screenshot.
When you successfully create a new character, you'll be sent to the login screen with both username and password fields filled with that of your new character.
CHARACTER IN A NUTSHELLIn short a character has:
-40 SPECIAL (by default)
-8 Perks
-Traits (up to 2)
-3 tagged Skills
-Other bonuses:
-1 implant (rare item that spawns in some dungeons)
-Glow chess (only if char has 6 intelligence as base)
-Achievements (appear in perk lists, most provide some kind of bonus)
-Books (raises certain skills)
-Repair quest (+20 Repair if low repair)
-Mary Ann quest (+1 Charisma)
CHARACTER SHEET
Character Sheet shown at registration.

Character Sheet shown in-game by pressing C.
haha funny character nameSPECIALStrength, Perception, Endurance, Charisma, Intelligence, Agility, Luck
Or simply known as SPECIAL are important main stats of a character, they affect most attributes and are requirements for many perks.
In the character creation screen, each SPECIAL is set to 5 with 5 unassigned points, for a total of 40. You can raise or lower SPECIAL stats as desired here, afterwards they are for the most part permanent.
Sources that temporarily increase SPECIAL stats do NOT allow you to take perks you couldn't otherwise and do not raise certain
stats they normally would, but can be used to read more books or do the chess quest.
SPECIAL can never go below 1 or exceed 10.
I'll go into more detail for each stat below.
Strength:Carryweight - ~11-12 per STR (almost half as much for those with Small Frame)
Melee Damage - 1 per STR
Weapon Requirement - Every weapon has a strength requirement that affects the chance to get crippled or weapon drop when critically hit in the arms.
Every STR above the requirement gives a 5% chance to avoid cripple/drop if it was rolled whereas every STR below requirement has a 5% chance of cripple/drop when critically hit in the arms.
Throwing range - 3 hexes for every point of Strength, up to 15 hexes with 5 Strength. Buffout's +2 works for this, and Heave Ho! achievement adds 6 hexes over this cap.
Chance to knockdown with close combat - For those with Heavy Handed.
Raised by:Buffout (+2, temporary)
Gain Strength (+2, permanent)
Power Armor (+3, temporary)
Advanced Power Armor (+4, temporary)
Perception:Sight Range - 20 as base + 3 per point of PE
Chance to Hit - For ranged weapons, PE adds 8 chance to hit for every point above 2.
Raised by: Gain Perception (+2, permanent)
Endurance:Hit Points per level (up to lvl 26) - 2 HP/level as base, with 0.5 HP for every point of EN, with odd numbers giving 1 point every 2nd level.
Chance to get knocked down, knocked out, crippled or weapon drop (via critical table, more info below)
Chance to avoid knockdowns and knockouts - If you have Stonewall, the chance is 5% per point of EN, with it being 50% at 10 EN.
Raised by:Buffout (+1, temporary, DOES NOT AFFECT HP)
Gain Endurance (+2, permanent)
Charisma (always set this to 1 or your build is shit):Max amount of followers - You can lead X amount of players on world map, where X is your CH + 1.
Ability to persuade NPCs - This is almost never used.
Talk to the base seller at Lost Hills - His requirement is like 2 anyway, just use a temp buff or whatever.
Raised by:Gain Charisma (+2, permanent)
Leather Jacket (+1, temporary)
Mentats (+2, temporary)
Mary Anne quest (+1, permanent, see below)
Intelligence:Skill Points per level - Before level 27: 5 as base and another 2 for every IN
Levels 27-99: 2 as base plus 1 for every IN
Chess quest - Need 8 IN, but any character with 6 IN can reach it by using mentats.
Books - You can read one of every type of book for every point of IN. Mentats work for raising the cap.
Raised by:Gain Intelligence (+2, permanent)
Mentats (+2, temporary, DOES NOT AFFECT SKILL POINTS)
Agility:Action Points: 5 as base, with 1 Action Point for every 2 Agility. Odd numbers do nothing.
Raised by:Gain Agility (+2, permanent)
Luck:Base Critical Chance - It's a derived statistic but thought I'd mention here.
Aimed Critical Chance - An invisible bonus to critical chance depending on your LK and limb targeted, more info below.
Chance to avoid a bypass (via critical table, more info below)
Chance to avoid radiation/poison when fighting mobs that inflict it (I believe this to be the case)
Chance/Severity of Critical Misses (I believe this to be the case but unsure to what extent)Raised by:Gain Luck (+2, permanent)
Derived StatisticsThe other stats that are altered by SPECIAL points or by other means.
Below is some info about each.
LevelYour power level!
You automatically level up when you gain enough experience points/XP to do so.
XP is gained by killing things, crafting, quests and some other things.
Every 3rd level allows you to pick a perk, with your 8th and last perk given at level 24.
You don't have to pick a perk straight away, but if you don't pick one by the time you would have recieved another - YOU WILL LOSE IT.
However, that does mean the Level 24 perk can be delayed indefinitely.
You gain Awareness when you reach level 26, with health and skill point gains reduced for the remaining levels.
Level is capped at 99.
*Currently XP gain is doubled up to level 26.
Hit Points (55 + (EN x 2) + (ST x 1)Your HP. Duh.
Reach -20 HP and your life ENDS.
Having HP between 0 and -19 will put you unconscious.
You'll still be alive but unable to do anything unless you regain HP by either someone healing you, or naturally by healing rate.
You'll also get access to the ~suicide command which ends your life, neat huh?
However reaching/having between 0 and -19 hp when you take radiation/poison/Super Stim debuff or by a player with Bloody Mess will kill you instead.
Raised by:HP per level - This is 2 HP as base + 0.5 per EN for between the levels of 1 to 26, after that will be 0.5 per level regardless of EN.
Life Giver perk- +40 HP per rank, has 2 ranks.
Survival Implant - +30 hp
Chess +HP - +10 HP
Mutant trait - +100
Poison: Your current poison level, dealing small damage over time while spamming your chat box.
Radiation: Your current radiation level, lowering your SPECIAL with higher amounts.
Armor Class (0 + AG)This lowers the chance to hit against you. (More info below)
Typically it isn't very useful even with 90 which is the cap.
Raised by:Dodger - +40
Scouting Implant - +30
Armor (different armors give different amounts)
Armor Class bonus on armor (See below)
Carry Weight (20 + About 11-12 per STR)The amount of epic loot you can carry on you.
Normally you cannot pick up more than your max carry weight except for using the loot_all hotkey, up to twice your max carryweight.
Holding more than your max carryweight makes you unable to run, and you cannot trade unless the result would be under max carryweight.
Having more than twice the maximum on you and you'll be unable to move by yourself.
Small Frame lowers the amount of carryweight you recieve from STR by almost half.
Raised by:Pack Rat achievement
Carryweight bonus on armor (See below)
Melee Damage (0 + ST)This raises the minimum and maximum damage of close combat weapons (but not throwing) by 1 for every Melee Damage you have.
Unlike the Bonus Ranged Damage perk, this change is shown on the inventory screen.
Raised by:Bonus HtH Damage perk - +10
Heavy Handed trait - +4
Bruiser trait - +8
Mutant trait - +10
Damage Resistance (0)This reduces damage by a percentage, and will always be 0 as base unless you are a mutant, but I will cover those below.
Anyway the char sheet only shows the resists for normal damage, while the inventory screen shows both the resists and thresholds for all damage types.
Poison Resistance (5*EN)Your resists to poison, reducing how much you receive.
There is only a few sources of poison and even at max level it has very little effect, so this isn't worth covering.
Raised by:Poison Resist on armor (See below for info)
Environmental Implant (+40, permanent)
Radiation Resistance (2*EN)Your resists to radiation, reducing how much radiation you receive.
Radaway can cure this over time, while paying a doctor in town will clear it instantly.
Having 10% radiation or more will begin to lower your stats so it's advised to cure it before it gets to that point.
Rad resist is capped at 95%.
Raised by:Rad-X - 30 resist per dose, no limit to how many doses you can take.
Radiation Resist on armor (See below for info)
Environmental Implant (+50, permanent)
Power armor (+50, temporary)
Advanced Power Armor (+95?, temporary)
Sequence (2*PE)Generally whoever has the highest Sequence has their turn first in Turn-Based mode.
Raised by:Speed Implant (+6)
Earlier Sequence perk (+6)
Healing Rate (1 with EN 1-5, 2 with EN 6-8, 3 with EN 9-10)You slowly regenerate HP over time.
Every 20 seconds (or 10 secs with Fast Metabolism trait) you heal (Healing Rate * Max HP) / 300, rounded down but no less than 1.
Having 20 Healing Rate or more lowers Super Stimpak cooldown by 1.
Raised by:Fast Metabolism trait (+10)
Environmental Implant (+10)
Chess +HP (+4)
Critical Chance (LK)Your base chance to cause a critical hit.
More info on critical hits below.
AnticriticalYour chance to avoid a critical hit.
This stat only appears on the inventory screen as "AC".
If a critical hit is scored on you, it will roll against your anticritical to determine if it is avoided.
There is no indication if a crit is avoided this way, it will merely appear as a regular hit.
Raised by:Anticritical perk - (18%)
Some armors (namely Combat Armor MKII and its variants, aswell as power armor)
Anticritical bonus on armor (See below)
Sight Range (20 + 3 for every Perception)Sight Range isn't shown in the character sheet, but is the distance in hexes that you can see directly infront of you, reduced for other directions with directly behind you being the lowest.
Items on the floor can be seen through walls and at your max sight range regardless of direction you are facing.
Pressing Q (by default) will enable sight lines.
Raised by:Sharpshooter perk (+6)
Accuracy Implant (+5)
Marksman Implant (+2)
Chess +FoV (+1)
Cigarettes (+3, temporary)
TraitsTraits are modifications of your character that have both a positive and a negative.
You are not required to have any, but can have up to 2.
Be careful what you pick - these cannot be changed!
Positive effects mark with
+ while negative effects are marked with
-Fast Metabolism+ You gain 10 Healing Rate, and heal every 10 seconds instead of 20.
- You have no natural poison or radiation resists, but they can still be raised.
+ Super Stim cooldown is reduced by 1 second if you have 20 Healing Rate (gained by also having environmental implant)
Bruiser+ Gain 2 Strength
+ You gain 8 Melee Damage
- You lose 30 critical chance (to clarify, this malus is applied after the aim chance bonus and base chance are combined)
- Cannot create character with less than 3 STR (but can still be reduced by other means)
Small Frame+ Gain 1 Agility
- Lose nearly half the carryweight bonus from STR (may also affect pack rat?)
- Easier to be crippled.
(I assume it works as a separate 10% to be crippled when critical hit on a limb)One Hander+ Deal 5 flat damage with ANY weapon considered one-handed (knives, pistols, grenades and such, but not your bare hands)
+ 10% to avoid cripple/drop when critical hit in the hands while holding a one-handed weapon.
(I assume this works as a +2 ST for this roll)- 20% chance to cripple/drop when critically hit in the hands while holding a two-handed weapon.
(I assume this works as a -4 ST for this roll)Finesse+ Adds 10 to base Critical Chance
- Adds 30 Damage Resist to any non-bypass attack (targets resists can go over 100 this way, dealing no damage)
Kamikaze+ Increases damage dealt by 10% (This works as the final calculation, basically adding 1 damage for every 10 dealt)
- Decreases all your Damage Resistances by 10
Heavy Handed+ Close Combat attacks have a chance to knockdown your target (The chance depends on your STR and weapon used, Mega Power Fist has a 100% knockdown rate with 10 STR. Knockdowns caused by this drain 3 AP like knockdown criticals do)
+ Gives you 4 Melee Damage
- Lowers your critical roll by 30.
Fast Shot+ Lowers AP cost of 'Single Shot' mode for ranged weapons that can aim by 1. (includes throwing weapons like rocks or knives)
+ 'Single Shot' mode attacks has a chance to randomly hit a limb. (According to wiki: 35% torso, 20% leg, 15% groin, 15% arm, 10% head... and I assume 5% eyes)
+ Adds 5 flat damage to ANY attack.
- You can no longer do aimed attacks (That also affects melee even though it doesn't benefit from this aside from flat damage)
Bloody Mess~ Anyone you kill gains 20(?) deterioration on their armor.
+ Any attack you cause that puts a player between 0 and -19 hp will die instead of going unconscious.
Jinxed+ Any attack against you that misses has a 50% chance of upgrading to a critical miss.
- Any of your attacks that miss has a 50% chance of upgrading to a critical miss.
- You will lose all your friends.
- No seriously, screw you.
- You are a terrible person.
- Go to hell.
Good Natured+ Increases a few non combat skills slightly.
- Decreases a few combat skills slightly.
Don't bother.
Chem Reliant+ Doubles the length of drugs. (Does not stack with Chem Control)
- Increases chance to be addicted to drugs.
- May cause Radway to take longer to remove rads, which is a bad thing.
Chem Resistant- Halves the length of drugs.
+ Decreases chance to be addicted to drugs.
+ Radaway takes less time to remove rads, which is really the only benefit here.
Bonehead+ -10 crit roll to eye/head criticals against you.
- Lose 1 intelligence.
- Cannot start with 10 intelligence.
MutantThis turns you into a super mutant, with all the positives and negatives.
+ 100 HP
+ 100 Outdoorsman skill
+ 10 Melee Damage
+ 10 Anticritical
+ Some natural resistances, enough that a mutant wearing Metal Armor MKII is similar (but not exactly indentical) to a human wearing Combat Armor MKII.
- Can only wear leather jackets, leather armors, metal armors or tesla.
- Cannot run.
- Limited animation set so they cannot use a number of weapons.
They can use every big gun, any energy rifle, hand-to-hand weapons (but not melee) and grenades.
They are mostly used for Turn-Based as their speed isn't an issue there.
Evader+ Lowers the max chance to hit you by 10.
- Lowers your Endurance by 2.
- Cannot start a character with above 8 Endurance.
This stacks with HtH Evade, lowering max chance to hit you to 75.
The bonus isn't shown when targeting you and works with most attacks that directly target you.
Bursts are mostly unaffected however, seems it is possible for them to 'miss', but only to determine if its a critical miss or not.