Skills

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There are 17 skills in FOnline: Aftertimes. At the beginning of the game you have to choose your 3 tagged skills. The skills you want to pick depends on who you want to become (Warrior, Crafter, Doctor, Wanderer, e.t.c.). The percentage of the skill shows how good you are at that skill. Each time you level up, you will gain some skill points. You can spend these points to increase your skills. Note that fewer skill points are required to increase the three skills you tagged when you registered the character. Note that weapon skill is a major factor determining your Chance to hit.

Skills Table

This lists all of the skills, and each ones' limit. The Tag column is Yes/No, and is only a suggestion whether you should Tag it or not. This is based on how high a skill goes. In most cases, it's considered a mistake to Tag a skill that has a low limit, and most players only tag skills with higher limits, though exceptions are always at the player's discretion.

In the case of combat skills, Related Perks are many, and some are specific to certain weapons rather than the all of the weapons in that class. See next section for popular choices.

Limits for skills

FOnline: Aftertimes has limits for each skill and these are depending from intelligence stat.

The loner trait adds 50% of limit to every skill and the skilled trait adds halved but rounded down Intelligence stat.

Player can rise limits by tagging character's skill during registration by 50% for combat skills and sneak or 25% for all other skills.

Here you have three types of limits:
Limit's form for combat skills and sneak skill:
(Intelligence + 32%) / 0.2
Additionally combat limitations work with good natured trait which gives 25% of penalty to limit.

Limit's form for first aid, doctor and speech skills:
(Intelligence + 16%) / 0.2
These skills limits can be higher by 50% when you take the good natured trait for your character.

Limit's form for lockpick, steal, traps, science, repairing, gambling and outdoorsman skills:
(Intelligence + 8%) / 0.2
These skills don't have any profit or penalty from traits.

If you are worried about these limits you can always get some companions to your team. Companions can have 3 main skills:
- one of combat skills,
- two of support skills like first aid, doctor, traps, lockpick, repairing and science.


Skill Tag Related Traits Dependent Perks AP
Small Guns Yes Fast Shot
Finesse
Weapon Handling at 100
More Critical at 100
Even More Criticals at 125
Better Criticals
Bonus Ranged Damage
More Ranged Damage at 200
Bonus Rate of Fire at 180
Sharpshooter at 150
Right between the Eyes at 200
Hit the Gaps at 150
Big Guns Yes Fast Shot
Finesse
Weapon Handling at 100
More Critical at 100
Even More Criticals at 125
Better Criticals
Bonus Ranged Damage
More Ranged Damage at 200
Bonus Rate of Fire at 180
Pyromaniac at 100/150
Sharpshooter at 150
Right between the Eyes at 200
Hit the Gaps at 150
Energy Weapons Yes Fast Shot
Finesse
More Critical at 100
Even More Criticals at 125
Better Criticals
Bonus Ranged Damage
Sharpshooter at 150
More Ranged Damage at 200
Bonus Rate of Fire at 180
Pyromaniac w/Solar Scorchers
Right between the Eyes at 200
Hit the Gaps at 150
Close Combat Yes Bruiser
Heavy Handed
Bonus HtH Damage
More HtH Criticals
Better HtH Criticals at 175
Bonus HtH Attacks
HtH Evade at 75
HtH Evade+ at 150
Hit the Gaps at 150
In Your Face! at 125
Right between the Eyes at 200
Throwing Yes Fast Shot Heave Ho! at 100
Heave Ho!! at 150
More Critical
Even More Criticals
Better Criticals
Bonus Ranged Damage
More Ranged Damage
Sharpshooter at 150Bonus Rate of Fire at 180
Right between the Eyes at 200
First Aid Yes Chem Resistant Healer
Blessed Are the Weak
Living Anatomy
Healer+
Medic
5
Doctor Yes Chem Resistant Dead Man Walking at 50
Faster Healing at 75
Rad Resistance at 100
5
Sneak Yes Silent Running at 100
Ghost at 80
Silent Death at 125
5
Lockpick Yes (none) Treasure Hunter at 150 5
Steal Yes (none) Thief at 100
Pickpocket at 125
Master Thief at 150
5
Traps No (none) Light Step at 150
Demolition Expert at 125
5
Science No (none) Swift Learner
Dismantler at 150
Educated
5
Repair No (none) Mr. Fixit at 150
Stealth Girl
5
Speech Yes Good Natured Magnetic Personality at 100
Speaker at 125
Sex Appeal at 125
Barter No (none) Negotiator
Gambling No N/A N/A N/A
Outdoorsman No (none) Snakeater
Cautious Nature
Ranger
Pathfinder
Explorer
Scout