Difference between revisions of "Class perks"
m (→Infantry: Updated: Infantry's fury loss depends on the healing drug used (https://discord.com/channels/360781249616412672/934598773315874896/1513217160321699850)) |
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There are six roles available: tank, semi-tank, specialist, damage dealer (DPS), shooter, and sneaker. | There are six roles available: tank, semi-tank, specialist, damage dealer (DPS), shooter, and sneaker. | ||
| − | Each of the six roles gives you a different baseline, influencing the number of action points you start with, your initial health pool, how much damage you output, and more; see the table below for details. | + | Each of the six roles gives you a different baseline, influencing the number of [[action points]] you start with, your initial health pool, how much damage you output, and more; see the table below for details. |
== Basic framework == | == Basic framework == | ||
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| SPECIAL scaling || [[Intelligence]]: Crafted gear gets 5000 additional XP | | SPECIAL scaling || [[Intelligence]]: Crafted gear gets 5000 additional XP | ||
|- | |- | ||
| − | | Fury || Lose 1% [[ | + | | Fury || Lose 1% [[damage protection]] |
|- | |- | ||
| − | | Rage || 4x [[Weapon perks#Weapon Experience|weapon experience]] for | + | | Rage || 4x [[Weapon perks#Weapon Experience|weapon experience]] for 10 s |
|- | |- | ||
| Drawbacks || <span style="color:#800080;"> | | Drawbacks || <span style="color:#800080;"> | ||
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*For base stats, see [[#Basic framework|the stats-by-role table]]. | *For base stats, see [[#Basic framework|the stats-by-role table]]. | ||
There are many unique advantages to being an Assassin: | There are many unique advantages to being an Assassin: | ||
| − | * | + | *You are 50% <span class="tooltip" title="If you are 50% Noiseless, you have a 50% chance to remain in sneak mode after performing an action that would normally de-sneak you" style="border-bottom: 1px dotted; cursor: help;">[[Noiseless]]</span> |
| − | * 10% chance to enter sneak after performing any action, even if observed. | + | *You have a 10% chance to enter sneak after performing any action, even if observed. |
| − | * +16 [[Sneak#Modifiers|Stealth]] when the battle timer is active. | + | *You gain +16 [[Sneak#Modifiers|Stealth]] when the battle timer is active. |
'''Note:''' The extra critical chance equal to the distance to your target (in hexes) from Assassin's favorite weapon bonus can push your critical chance above 100% and is not reduced by the target's critical chance resistance. | '''Note:''' The extra critical chance equal to the distance to your target (in hexes) from Assassin's favorite weapon bonus can push your critical chance above 100% and is not reduced by the target's critical chance resistance. | ||
|} | |} | ||
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| PvE ability || Deal 1% of target NPC's max HP as bonus damage. | | PvE ability || Deal 1% of target NPC's max HP as bonus damage. | ||
|- | |- | ||
| − | | Favorite weapon || [[Weapons#Plasma Weapons|Plasma Weapons]] (+ | + | | Favorite weapon || [[Weapons#Plasma Weapons|Plasma Weapons]] (+25% crit damage, +10 sec [[Slow]] duration, no HP-based crit roll penalty) |
|- | |- | ||
| Base crit roll || 0–75 | | Base crit roll || 0–75 | ||
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| Fury || -1 [[Charisma]] per stack | | Fury || -1 [[Charisma]] per stack | ||
|- | |- | ||
| − | | Rage || Set 2 random SPECIAL<br>attributes to 1 for | + | | Rage || Set 2 random SPECIAL<br>attributes to 1 for 20 seconds |
|- | |- | ||
| Drawbacks || <span style="color:#800080;"> | | Drawbacks || <span style="color:#800080;"> | ||
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| SPECIAL || +3 [[Endurance]] | | SPECIAL || +3 [[Endurance]] | ||
|- | |- | ||
| − | | SPECIAL scaling || [[Charisma]]: +25 [[ | + | | SPECIAL scaling || [[Charisma]]: +25 [[carry weight capacity]] |
|- | |- | ||
| Drawbacks || <span style="color:#800080;"> | | Drawbacks || <span style="color:#800080;"> | ||
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*Can only use SPECIAL implants</span> | *Can only use SPECIAL implants</span> | ||
|- | |- | ||
| − | | Favorite weapon || [[Weapons#Laser Weapons|Laser Weapons]] ( | + | | Favorite weapon || [[Weapons#Laser Weapons|Laser Weapons]] (20% chance to chain attack to another target) |
|- | |- | ||
| Base crit roll || 0–50 | | Base crit roll || 0–50 | ||
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The clone-summoning ability works as follows: | The clone-summoning ability works as follows: | ||
*You spawn your clone using the [[Commands|command]] <code>~clone</code>. | *You spawn your clone using the [[Commands|command]] <code>~clone</code>. | ||
| − | *Cloning has a base cooldown of 9 minutes; each point of [[Speech]] reduces it by | + | *Cloning has a base cooldown of 9 minutes; each point of [[Speech]] reduces it by 1 s, but it can never go below 15 s, which requires the [[Good Natured]] trait and [[Speech]] = 500. |
*Your cloned companion's stats and gear mirror your own, with some exceptions. | *Your cloned companion's stats and gear mirror your own, with some exceptions. | ||
**PvE perks (such as Mini Toughness and Quick Dodger) protect you but do not affect the clone. | **PvE perks (such as Mini Toughness and Quick Dodger) protect you but do not affect the clone. | ||
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| Fury || +6% critical power per stack | | Fury || +6% critical power per stack | ||
|- | |- | ||
| − | | Rage || Ignore critical resistances for | + | | Rage || Ignore critical resistances for 10 s |
|- | |- | ||
| Drawbacks || <span style="color:#800080;"> | | Drawbacks || <span style="color:#800080;"> | ||
*You're limited to 1 Trait; | *You're limited to 1 Trait; | ||
| − | *Luck: - | + | *Luck: -3% [[DR]]</span> |
|- | |- | ||
| PvE ability || Lifesteal cap increased to 50% | | PvE ability || Lifesteal cap increased to 50% | ||
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| Fury || +2% EMP DR per stack | | Fury || +2% EMP DR per stack | ||
|- | |- | ||
| − | | Rage || EMP explosions that deal 25% of your max HP surround you for | + | | Rage || EMP explosions that deal 25% of your max HP surround you for 10 s |
|- | |- | ||
| Drawbacks || <span style="color:#800080;"> | | Drawbacks || <span style="color:#800080;"> | ||
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*[[Perception]]: -2% to [[EMP]] DR | *[[Perception]]: -2% to [[EMP]] DR | ||
|- | |- | ||
| − | | Favorite weapon || [[Weapons#Clubs|Clubs]] ([[Shock]] the target for | + | | Favorite weapon || [[Weapons#Clubs|Clubs]] ([[Shock]] the target for 1 s) |
|- | |- | ||
| Base crit roll || 0–25 (no role); 0–5 (Tank); 0–45 (DPS); 0–65 (Shooter) | | Base crit roll || 0–25 (no role); 0–5 (Tank); 0–45 (DPS); 0–65 (Shooter) | ||
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**Implants can be freely (un)installed at any time using the <code>~cmd</code> menu which also lets you recycle implants for cyborg points that can be spent to craft [[EMP Shield]] once you have 1000. | **Implants can be freely (un)installed at any time using the <code>~cmd</code> menu which also lets you recycle implants for cyborg points that can be spent to craft [[EMP Shield]] once you have 1000. | ||
**You become immune to [[Bleed|bleeding]] but vulnerable to [[EMP damage]]. | **You become immune to [[Bleed|bleeding]] but vulnerable to [[EMP damage]]. | ||
| − | **First Aid no longer works but you can heal yourself using the [[Repair]] skill with a [[tool]]; [[Mr. Fixit]] is your version of [[Healer]]. Drugs, including stimpaks, work normally. To fix broken limbs, you can use <code>~cmd</code> with a [[Science]]-based cooldown (none at 200), or use Science on yourself with a [[screwdriver]] equipped ( | + | **First Aid no longer works but you can heal yourself using the [[Repair]] skill with a [[tool]]; [[Mr. Fixit]] is your version of [[Healer]]. Drugs, including stimpaks, work normally. To fix broken limbs, you can use <code>~cmd</code> with a [[Science]]-based cooldown (none at 200), or use Science on yourself with a [[screwdriver]] equipped (120 s cooldown). Others can use [[Repair]] and [[Science]] on you without any tools.<br> |
'''Important note:''' Don't install implants via a doctor NPC as Cyborg or you will get no free installation tokens when you next [[reroll]]. | '''Important note:''' Don't install implants via a doctor NPC as Cyborg or you will get no free installation tokens when you next [[reroll]]. | ||
| style="width:20%; vertical-align:top; border:none;" | | | style="width:20%; vertical-align:top; border:none;" | | ||
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| Fury || +5 melee damage per stack | | Fury || +5 melee damage per stack | ||
|- | |- | ||
| − | | Rage || Receive a random injury; [[taunt]] everyone on the map except your faction for | + | | Rage || Receive a random injury; [[taunt]] everyone on the map except your faction for 3 s |
|- | |- | ||
| Drawbacks || <span style="color:#800080;"> | | Drawbacks || <span style="color:#800080;"> | ||
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*Bonus hit points equal to 3 x '''base''' [[Lethal Damage]] | *Bonus hit points equal to 3 x '''base''' [[Lethal Damage]] | ||
*+1 [[AP Regen]] per point of melee damage | *+1 [[AP Regen]] per point of melee damage | ||
| − | *+1% [[ | + | *+1% [[damage protection]] per 1% of the attacker's slow level |
*[[Lifesteal]] equal to 1% of target's current life (up to the normal cap) | *[[Lifesteal]] equal to 1% of target's current life (up to the normal cap) | ||
*+1 [[AC]] per point of [[Sneak]] | *+1 [[AC]] per point of [[Sneak]] | ||
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*Your [[movement speed]] modifiers also provide [[Critical Roll Resistance|critical roll resistance]] of equal magnitude, which may potentially result in more powerful crits for your attackers if you're slowed to below your base movement speed | *Your [[movement speed]] modifiers also provide [[Critical Roll Resistance|critical roll resistance]] of equal magnitude, which may potentially result in more powerful crits for your attackers if you're slowed to below your base movement speed | ||
| − | Deathclaws don't wear body armor. They get their resistances from Natural Armor, which scales with their stats and the tier of the helmet they wear. If the helmet is tier 1, base Natural Armor values get multiplied by | + | Deathclaws don't wear body armor. They get their resistances from Natural Armor, which scales with their stats and the tier of the helmet they wear. If the helmet is tier 1, base Natural Armor values get multiplied by 15%; if it's tier 2: 33%; tier 3: 66%; tier 4: 80%; tier 5: 100%; tier 6: 115%. |
{| class="mw-collapsible mw-collapsed wikitable" | {| class="mw-collapsible mw-collapsed wikitable" | ||
| '''Natural Armor breakdown''' | | '''Natural Armor breakdown''' | ||
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| Electro | | Electro | ||
| 3 + [[Perception]] | | 3 + [[Perception]] | ||
| − | | 30 + [[ | + | | 30 + [[action points]] |
|} | |} | ||
|} | |} | ||
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Grenadier has many unique advantages: | Grenadier has many unique advantages: | ||
*AoE damage does not harm friendly targets | *AoE damage does not harm friendly targets | ||
| − | *Each hit reduces attack delay by 50 ms for 10 seconds, stacking up to 400 ms | + | *Each hit reduces [[attack delay]] by 50 ms for 10 seconds, stacking up to 400 ms |
*Throwing attacks and their AoE effects have a chance to spawn a trap. The type of the trap depends on the damage type of the attack that triggered its placement: | *Throwing attacks and their AoE effects have a chance to spawn a trap. The type of the trap depends on the damage type of the attack that triggered its placement: | ||
**Normal/fire damage can spawn a Bear Trap that deals low damage and cripples legs | **Normal/fire damage can spawn a Bear Trap that deals low damage and cripples legs | ||
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*Your legendary gear perks receive one additional rank, which enables access to Hubologist-exclusive S++ legendary effects. | *Your legendary gear perks receive one additional rank, which enables access to Hubologist-exclusive S++ legendary effects. | ||
*Your [[weapon perks]] and [[armor perks]] grant you [[level perks]] depending on their rank. | *Your [[weapon perks]] and [[armor perks]] grant you [[level perks]] depending on their rank. | ||
| − | **The number of level perks that Hubologist can get from equipment is limited to <code> | + | **The number of level perks that Hubologist can get from equipment is limited to <code>5 + <span class="tooltip" title="Only permanent Intelligence is used for this calculation; temporary increases from drugs, etc. do not count." style="border-bottom: 1px dotted; cursor: help;">INT</span>/3</code>. |
**If the number of perks that you would normally get from your equipment exceeds the maximum allowed by your Intelligence, only some of the perks will be enabled.<br>The table below shows the order in which available level perks get enabled. | **If the number of perks that you would normally get from your equipment exceeds the maximum allowed by your Intelligence, only some of the perks will be enabled.<br>The table below shows the order in which available level perks get enabled. | ||
{| class="mw-collapsible mw-collapsed wikitable" | {| class="mw-collapsible mw-collapsed wikitable" | ||
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| SPECIAL || +3 [[Strength]] | | SPECIAL || +3 [[Strength]] | ||
|- | |- | ||
| − | | SPECIAL scaling || Endurance: + | + | | SPECIAL scaling || Endurance: +60 s to your selected immunity's duration |
|- | |- | ||
| Fury || +0.25% normal DR, +0.5% laser/explo DR,<br>and +1% fire/plasma/electro DR per stack | | Fury || +0.25% normal DR, +0.5% laser/explo DR,<br>and +1% fire/plasma/electro DR per stack | ||
|- | |- | ||
| − | | Rage || +40% DT and DR Penetration Protection for | + | | Rage || +40% DT and DR Penetration Protection for 10 s |
|- | |- | ||
| Drawbacks || <div style="color:#800080; display: flex; flex-wrap: wrap; justify-content: space-between; align-items: start;"> | | Drawbacks || <div style="color:#800080; display: flex; flex-wrap: wrap; justify-content: space-between; align-items: start;"> | ||
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<ul style="margin:0; padding-left:20px;"> | <ul style="margin:0; padding-left:20px;"> | ||
<li>-20% HP;</li> | <li>-20% HP;</li> | ||
| − | <li>Intelligence: - | + | <li>Intelligence: -1 HP;</li> |
<li>Using any healing drugs other than [[Weak Healing Powder]] removes a number of Fury stacks:</li> | <li>Using any healing drugs other than [[Weak Healing Powder]] removes a number of Fury stacks:</li> | ||
</ul> | </ul> | ||
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| Fury || -2% DR per stack (PvP only) | | Fury || -2% DR per stack (PvP only) | ||
|- | |- | ||
| − | | Rage || Set attack delay to 700 for | + | | Rage || Set [[attack delay]] to 700 ms for 10 s<br>(triggers at 10 Fury stacks) |
|- | |- | ||
| Drawbacks || <span style="color:#800080;"> | | Drawbacks || <span style="color:#800080;"> | ||
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Choosing the Killer life grants several powerful advantages: | Choosing the Killer life grants several powerful advantages: | ||
| − | *+ | + | *+1% Lethality (your attacks automatically kill any target at or below 1% of their max HP) |
| − | *Whenever you kill a player, you become immune to all damage for | + | *Additional +1% Lethality from every Lethality bonus that applies to you (note that Lethality is capped at 5% vs. NPCs) |
| + | *Whenever you kill a player, you become immune to all damage for 3 s and fully recover your health and action points. | ||
*[[Strike]] applies 6 stacks of [[Confusion]] and [[Fury]] to the target. | *[[Strike]] applies 6 stacks of [[Confusion]] and [[Fury]] to the target. | ||
*+25 [[AP Regen]] while the battle timer is active | *+25 [[AP Regen]] while the battle timer is active | ||
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| Drawbacks || <span style="color:#800080;"> | | Drawbacks || <span style="color:#800080;"> | ||
*Field of View reduced by 50%; | *Field of View reduced by 50%; | ||
| − | *Perception: -10 carry weight capacity</span> | + | *Perception: -10 [[carry weight capacity]]</span> |
|- | |- | ||
| PvE ability || NPCs receive 2 [[Weakness]] stacks per hit | | PvE ability || NPCs receive 2 [[Weakness]] stacks per hit | ||
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Leadership gives you several advantages: | Leadership gives you several advantages: | ||
*+50 [[Party Points]]. | *+50 [[Party Points]]. | ||
| − | *+ | + | *+35% [[Critical Chance Resistance|critical chance resistance]]. |
*+4% [[movement speed]] bonus for each faction member in the same location. | *+4% [[movement speed]] bonus for each faction member in the same location. | ||
*Ability to plant flags that buff your team: | *Ability to plant flags that buff your team: | ||
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|- | |- | ||
| '''Defense''' | | '''Defense''' | ||
| − | || — || — || — || +[[Strength]]<br>+[[DR]]<br>+[[DT]] || +[[ | + | || — || — || — || +[[Strength]]<br>+[[DR]]<br>+[[DT]] || +%[[damage protection]] || [[Knockout]] immunity |
|- | |- | ||
| '''Mobility''' | | '''Mobility''' | ||
| − | || +[[AP Regen|AP regen]] || +[[ | + | || +[[AP Regen|AP regen]] || +%[[movement speed]]<br>-[[attack delay]] || — || +[[Agility]] || — || [[Slow]] immunity |
|- | |- | ||
| '''Power''' | | '''Power''' | ||
| − | || — || +critical chance || +% critical power<br>+critical roll || +[[Perception]] || — || Halved reload cost | + | || — || +%critical chance || +% critical power<br>+critical roll || +[[Perception]] || — || Halved reload cost |
|- | |- | ||
| '''Unity''' | | '''Unity''' | ||
| − | || — || +critical chance resistance<br>+critical effect resistance || +% critical power resistance || +[[Intelligence]] || — || [[Burn]] immunity | + | || — || +%critical chance resistance<br>+%critical effect resistance || +% critical power resistance || +[[Intelligence]] || — || [[Burn]] immunity |
|- | |- | ||
| '''Vitality''' | | '''Vitality''' | ||
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| Fury || -0.5% movement speed per stack | | Fury || -0.5% movement speed per stack | ||
|- | |- | ||
| − | | Rage || Cannot run for | + | | Rage || Cannot run for 10 s |
|- | |- | ||
| Drawbacks || <span style="color:#800080;"> | | Drawbacks || <span style="color:#800080;"> | ||
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*+50% [[First Aid]] and [[Doctor]]; both skills have their cooldowns set to 3 seconds; Doctor has no cooldown on removing the [[Slow]] effect. | *+50% [[First Aid]] and [[Doctor]]; both skills have their cooldowns set to 3 seconds; Doctor has no cooldown on removing the [[Slow]] effect. | ||
*Ability to revive dead players: | *Ability to revive dead players: | ||
| − | **Base cooldown is 600 seconds; each point of [[Intelligence]] ≤ 25 reduces it by 5 seconds; points beyond 25 only reduce the cooldown by | + | **Base cooldown is 600 seconds; each point of [[Intelligence]] ≤ 25 reduces it by 5 seconds; points beyond 25 only reduce the cooldown by 1 s. |
**The [[Medic]] level perk reduces the cooldown to 300 seconds, and increases the reduction from Intelligence ≤ 25 to 10 seconds. | **The [[Medic]] level perk reduces the cooldown to 300 seconds, and increases the reduction from Intelligence ≤ 25 to 10 seconds. | ||
**The cooldown is applied ''to the target''; players who are on cooldown and cannot be revived have a "+" in front of their overhead hit point display. | **The cooldown is applied ''to the target''; players who are on cooldown and cannot be revived have a "+" in front of their overhead hit point display. | ||
**Paramedic becomes immune to damage for 1 second after reviving someone; revived characters are immune for 8 seconds. | **Paramedic becomes immune to damage for 1 second after reviving someone; revived characters are immune for 8 seconds. | ||
*Access to a special buff that grants +0.5% damage protection to your patients per stack; buff stacks received scale with your weapon's total perk ranks: | *Access to a special buff that grants +0.5% damage protection to your patients per stack; buff stacks received scale with your weapon's total perk ranks: | ||
| − | **0-17: +1-3 stacks from FA/Doc, +10 after being revived; | + | **0-17: +1-3 stacks from FA/Doc/[[weapon healing]], +10 after being revived; |
| − | **18-33: +2-7 stacks from FA/Doc, +15 after being revived; | + | **18-33: +2-7 stacks from FA/Doc/[[weapon healing]], +15 after being revived; |
| − | **34-49: +3-10 stacks from FA/Doc, +20 after being revived; | + | **34-49: +3-10 stacks from FA/Doc/[[weapon healing]], +20 after being revived; |
| − | **50+: +4-15 stacks from FA/Doc, +25 after being revived. | + | **50+: +4-15 stacks from FA/Doc/[[weapon healing]], +25 after being revived. |
**Your [[weapon perks]]' ranks have the following values for the purpose of this calculation: rank F = 1, E = 2, D = 3, C = 4, B = 5, A = 6, S = 7, S+ = 8. | **Your [[weapon perks]]' ranks have the following values for the purpose of this calculation: rank F = 1, E = 2, D = 3, C = 4, B = 5, A = 6, S = 7, S+ = 8. | ||
**Characters with over 30 stacks of Paramedic's buff receive +100% healing from every source. A character cannot have more than 50 stacks. | **Characters with over 30 stacks of Paramedic's buff receive +100% healing from every source. A character cannot have more than 50 stacks. | ||
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| Fury || -10% radiation resistance per stack | | Fury || -10% radiation resistance per stack | ||
|- | |- | ||
| − | | Rage || 20-hex healing aura which lasts | + | | Rage || 20-hex healing aura which lasts 10 s and restores 10% of your teammates' max HP per second |
|- | |- | ||
| Drawbacks || <span style="color:#800080;"> | | Drawbacks || <span style="color:#800080;"> | ||
*+1 Fury stacks lost per attack; | *+1 Fury stacks lost per attack; | ||
| − | *Carry weight reduced | + | *[[Carry weight capacity]] reduced by 85%; |
| − | *Charisma: +1% attack delay</span> | + | *Charisma: +1% [[attack delay]]</span> |
|- | |- | ||
| PvE Ability || NPCs you hit become visible to everyone for 20min | | PvE Ability || NPCs you hit become visible to everyone for 20min | ||
|- | |- | ||
| − | | Favorite Weapon || [[Weapons#Machine Guns|Machine Guns]] ( | + | | Favorite Weapon || [[Weapons#Machine Guns|Machine Guns]] (Attacking/reloading costs 3 APs) |
|- | |- | ||
| Base crit roll || 0–20 | | Base crit roll || 0–20 | ||
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| Drawbacks || <span style="color:#800080;"> | | Drawbacks || <span style="color:#800080;"> | ||
*Inconsistent performance; | *Inconsistent performance; | ||
| − | *Strength: + | + | *Strength: +1 s battle timer duration</span> |
|- | |- | ||
| PvE ability || 20% chance for NPCs to de‑aggro when hit | | PvE ability || 20% chance for NPCs to de‑aggro when hit | ||
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Letting RNGesus take the wheel has many surprising results: | Letting RNGesus take the wheel has many surprising results: | ||
*[[Strike]] applies a random effect to the target: | *[[Strike]] applies a random effect to the target: | ||
| − | 100% [[Slow]] for | + | 100% [[Slow]] for 5 s, 50 [[Weakness]], 25 [[Radiation]], 50 [[Poison]], 10 [[#Paramedic|Paramedic]] buff stacks, 3‑second [[Paralysis]], active [[Sneak]], or +50 current hit points. |
*Using the <code>~randomboy</code> [[Commands|command]] triggers a random roll of 9 stats, see the table below for details. | *Using the <code>~randomboy</code> [[Commands|command]] triggers a random roll of 9 stats, see the table below for details. | ||
**The roll has a base cooldown of 5 minutes and 30 seconds; each point of [[Barter]] skill reduces this cooldown by 1 second. | **The roll has a base cooldown of 5 minutes and 30 seconds; each point of [[Barter]] skill reduces this cooldown by 1 second. | ||
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| +25 [[HP|hit points]] || -20 [[HP|hit points]] | | +25 [[HP|hit points]] || -20 [[HP|hit points]] | ||
|- | |- | ||
| − | | +2 [[ | + | | +2 [[action points]] and +2 TB movement-only APs || -1 [[action point]] and +1 TB movement-only AP |
|- | |- | ||
| +10 [[lethal damage]] || -3 [[lethal damage]] | | +10 [[lethal damage]] || -3 [[lethal damage]] | ||
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| +10% [[DT]] penetration || -3% DT penetration | | +10% [[DT]] penetration || -3% DT penetration | ||
|- | |- | ||
| − | | + | + | | +5 s to turn duration and +3 turn‑based shots || -1 turn duration and -1 turn‑based shots |
|- | |- | ||
| +15% critical power resistance penetration || -5% critical power resistance penetration | | +15% critical power resistance penetration || -5% critical power resistance penetration | ||
|- | |- | ||
| − | | +50 [[ | + | | +50% [[radiation]] resistance, +50% [[poison]] resistance, and +50 [[carry weight capacity]] || -25% [[radiation]] resistance, -25% [[poison]] resistance, and -25 [[carry weight capacity]] |
|- | |- | ||
| +75 [[Sequence]] || -25 [[Sequence]] | | +75 [[Sequence]] || -25 [[Sequence]] | ||
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|- | |- | ||
| +60 [[healing rate]] and +225 [[AC]] || -20 [[healing rate]] and -75 [[AC]] | | +60 [[healing rate]] and +225 [[AC]] || -20 [[healing rate]] and -75 [[AC]] | ||
| + | |- | ||
| + | | +4% Lethality || -3% Lethality | ||
| + | |- | ||
| + | | +5% [[Noiseless]]ness || -4% [[Noiseless]]ness | ||
| + | |- | ||
| + | | +10% lethal defense || -8% lethal defense | ||
| + | |- | ||
| + | | -5 AP to reload cost || +3 AP to reload cost | ||
| + | |- | ||
| + | | +60% damage vs. NPCs || -40% damage vs. NPCs | ||
| + | |- | ||
| + | | +15% [[healing received]] || -10% [[healing received]] | ||
|} | |} | ||
|} | |} | ||
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[[Agility]]: +0.1 [[AP]]s regenerated per second | [[Agility]]: +0.1 [[AP]]s regenerated per second | ||
|- | |- | ||
| − | | Fury || Lose 3 [[ | + | | Fury || Lose 3 [[action points]] per stack |
|- | |- | ||
| − | | Rage || Gain 100% [[Lifesteal]] for | + | | Rage || Gain 100% [[Lifesteal]] for 10 seconds |
|- | |- | ||
| Drawbacks || <span style="color:#800080;"> | | Drawbacks || <span style="color:#800080;"> | ||
*‑1 to all SPECIAL; | *‑1 to all SPECIAL; | ||
| − | * | + | *20% longer [[attack delay]]; |
| − | *Lose 1‑3 | + | *Lose 1‑3 action points when attacking NPCs; |
*Strength: -0.5 damage per bullet</span> | *Strength: -0.5 damage per bullet</span> | ||
|- | |- | ||
| Line 1,690: | Line 1,703: | ||
|} | |} | ||
| style="width:70%; vertical-align:top; border:none;" | | | style="width:70%; vertical-align:top; border:none;" | | ||
| − | *'''Raider''' is a specialist class focused on | + | *'''Raider''' is a specialist class focused on action points. |
*For base stats, see [[#Basic framework|the stats-by-role table]]. | *For base stats, see [[#Basic framework|the stats-by-role table]]. | ||
Being a Raider means being ready for action; that's why you get: | Being a Raider means being ready for action; that's why you get: | ||
| − | *Twice the normal amount of [[ | + | *Twice the normal amount of [[action points]] from every source |
| − | *Ability to regenerate [[ | + | *Ability to regenerate [[action points]] while running |
| − | *Bonus [[Lethal Damage]] equal to your total [[ | + | *Bonus [[Lethal Damage]] equal to your total [[action points]] |
| − | *[[Strike]] draining 4-10 [[ | + | *[[Strike]] draining 4-10 [[action points]] from its target |
*Immunity to the "lost turn" effect (from [[critical effect|critical hits]] and [[Alien]]'s [[Weapon_perks#Stun Hex|Stun Hex]] weapon perk only) | *Immunity to the "lost turn" effect (from [[critical effect|critical hits]] and [[Alien]]'s [[Weapon_perks#Stun Hex|Stun Hex]] weapon perk only) | ||
|} | |} | ||
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| PvE ability || 5% chance to knock NPCs down on hit | | PvE ability || 5% chance to knock NPCs down on hit | ||
|- | |- | ||
| − | | Favorite weapon || [[Weapons#Damage Pistols|Damage Pistols]] (- | + | | Favorite weapon || [[Weapons#Damage Pistols|Damage Pistols]] (-200 ms [[attack delay]]) |
|- | |- | ||
| Base crit roll || 10–40 | | Base crit roll || 10–40 | ||
| Line 1,807: | Line 1,820: | ||
| [[Jet]] || +3 AP, +6 TB movement‑only APs;<br>+20% [[movement speed]] with melee || -25% normal DR | | [[Jet]] || +3 AP, +6 TB movement‑only APs;<br>+20% [[movement speed]] with melee || -25% normal DR | ||
|- | |- | ||
| − | | [[Mentats]] || +15% critical chance resistance penetration,<br> +40 Sequence, +4 Intelligence, +4 Charisma || + | + | | [[Mentats]] || +15% critical chance resistance penetration,<br> +40 Sequence, +4 Intelligence, +4 Charisma || +100 s [[healing rate]] cooldown |
|- | |- | ||
| [[Mutie]] || +8 all DTs, +5 Slow resistance,<br>+15 Heavy Handed resistance || -4 AP | | [[Mutie]] || +8 all DTs, +5 Slow resistance,<br>+15 Heavy Handed resistance || -4 AP | ||
|- | |- | ||
| − | | [[Psycho]] || +10% all DRs, +10 | + | | [[Psycho]] || +10% all DRs, +10% damage protection || -100 HP, -6 Perception |
|- | |- | ||
| [[Voodoo]] || Unlocks last two critical tiers; +6 Luck, +40 critical roll,<br>+40% [[AP]] per kill || -6 Endurance | | [[Voodoo]] || Unlocks last two critical tiers; +6 Luck, +40 critical roll,<br>+40% [[AP]] per kill || -6 Endurance | ||
| Line 1,827: | Line 1,840: | ||
| [[Ear]] || +3 Luck; +6 [[AP]]; unlocks last two critical tiers; +60% critical power || -100% critical chance resistance | | [[Ear]] || +3 Luck; +6 [[AP]]; unlocks last two critical tiers; +60% critical power || -100% critical chance resistance | ||
|- | |- | ||
| − | | [[Eye]] || +5 Perception; -20% attack delay; -1 AP cost || -99% healing received | + | | [[Eye]] || +5 Perception; -20% [[attack delay]]; -1 AP cost || -99% [[healing received]] |
|- | |- | ||
| [[Heart]] || +2 Endurance; +15% critical effect chance; +300 [[HP]] cap in critical hit penalty || -10% all DRs | | [[Heart]] || +2 Endurance; +15% critical effect chance; +300 [[HP]] cap in critical hit penalty || -10% all DRs | ||
| Line 1,852: | Line 1,865: | ||
| | | | ||
*+100% [[healing rate]] | *+100% [[healing rate]] | ||
| − | *- | + | *-15 s [[healing rate]] cooldown |
*+25 [[healing rate]] | *+25 [[healing rate]] | ||
| | | | ||
| − | *-50 | + | *-50% radiation resistance cap |
| − | *-50 | + | *-50% poison resistance from Endurance |
| − | * | + | *Duration of drug effects shortened by 75% |
|- | |- | ||
| Fast Shot | | Fast Shot | ||
| | | | ||
| − | *-50% attack delay | + | *-50% [[attack delay]] |
*+4 max turn‑based shots | *+4 max turn‑based shots | ||
| | | | ||
| Line 1,908: | Line 1,921: | ||
*-1 AP attack cost | *-1 AP attack cost | ||
| | | | ||
| − | *Lose all [[DR]]s/[[DT]]s/[[ | + | *Lose all [[DR]]s/[[DT]]s/[[damage protection]] |
*Your hits cannot be critical | *Your hits cannot be critical | ||
|- | |- | ||
| Line 1,956: | Line 1,969: | ||
! Immediate effect | ! Immediate effect | ||
| Gain immunity for 2 seconds | | Gain immunity for 2 seconds | ||
| − | | Fully recover your HP | + | | Fully recover your AP and HP |
| − | | Apply [[Heresy]] to enemies within 30 hexes for | + | | Apply [[Heresy]] to enemies within 30 hexes and [[Vanishing Act|vanish]] for 3 seconds |
| Gain +50% [[Movement Speed|MS]] and the [[Hit and Run]] effect | | Gain +50% [[Movement Speed|MS]] and the [[Hit and Run]] effect | ||
|- | |- | ||
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| style="padding-left:0em;" | | | style="padding-left:0em;" | | ||
*0 [[AP]] reload cost<br> | *0 [[AP]] reload cost<br> | ||
| − | *Fury: + | + | *Fury: +2 [[DT]]<br> |
*Rage: Paralyzes all enemies<br>within 10 hexes | *Rage: Paralyzes all enemies<br>within 10 hexes | ||
| style="padding-left:0em;" | | | style="padding-left:0em;" | | ||
*+50 [[AP Regen]] | *+50 [[AP Regen]] | ||
| − | *[[Strike]] fully restores APs and<br>grants +300 AP regen for | + | *[[Strike]] fully restores APs and<br>grants +300 AP regen for 10 s |
| style="padding-left:0em;" | | | style="padding-left:0em;" | | ||
*+25% critical power; ignore [[Critical_Attack#Critical_Roll|HP-based crit roll penalty]] | *+25% critical power; ignore [[Critical_Attack#Critical_Roll|HP-based crit roll penalty]] | ||
| − | * | + | *Critical hits reduce [[attack delay]] by 5%<br>and attack AP cost by 1 for 3 s (stacks up to 10 times) |
| style="padding-left:0em;" | | | style="padding-left:0em;" | | ||
*+20% [[movement speed]] | *+20% [[movement speed]] | ||
| − | *[[Damage Knives]] apply [[Bleed]] on hit | + | *[[Damage Knives]] apply [[Bleed]], [[Confusion]], [[Poison]], and [[Slow]] on hit |
|- | |- | ||
! Penalties | ! Penalties | ||
| style="padding-left:0em;" | | | style="padding-left:0em;" | | ||
| − | *+300 attack delay | + | *+300 ms [[attack delay]] |
| style="padding-left:0em;" | | | style="padding-left:0em;" | | ||
*-10% critical chance | *-10% critical chance | ||
| Line 2,063: | Line 2,076: | ||
*Ability to use the [[Learning]] skill on [[Sneak]], raising its effective cap. | *Ability to use the [[Learning]] skill on [[Sneak]], raising its effective cap. | ||
*Uncapped Stealth skill (which can go well beyond 1000). | *Uncapped Stealth skill (which can go well beyond 1000). | ||
| − | *+ | + | *+133% damage to targets below 60% of their max [[HP]]. |
'''Note:''' Scout's [[Strike]]'s knockout effect can be countered with the [[Stonewall]] perk; [[Quick Recovery]] halves its duration. | '''Note:''' Scout's [[Strike]]'s knockout effect can be countered with the [[Stonewall]] perk; [[Quick Recovery]] halves its duration. | ||
| Line 2,103: | Line 2,116: | ||
*+8 weapon range. | *+8 weapon range. | ||
*[[Strike]]: +4 weapon range. | *[[Strike]]: +4 weapon range. | ||
| − | *+1 critical power | + | *+1 critical power for each two hexes between you and the target (aimed attacks only; upgraded to +2 if your weapon has the [[Long Range]] weapon perk). |
|} | |} | ||
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| Fury || 1% chance per stack to suffer [[Paralysis]] every time you take action (Fury stacks max out at 10) | | Fury || 1% chance per stack to suffer [[Paralysis]] every time you take action (Fury stacks max out at 10) | ||
|- | |- | ||
| − | | Rage || Cannot use healing items or skills for | + | | Rage || Cannot use healing items or skills for 10 s |
|- | |- | ||
| Drawbacks || <span style="color:#800080;"> | | Drawbacks || <span style="color:#800080;"> | ||
| Line 2,130: | Line 2,143: | ||
*-1 SP per level; -1 SP from [[Educated]]; | *-1 SP per level; -1 SP from [[Educated]]; | ||
*-1 accuracy for each hex between you and the target; | *-1 accuracy for each hex between you and the target; | ||
| − | *+ | + | *+1 s to FA, Doctor, Repair and Robbery cooldowns; |
*Luck: -2 lethal damage | *Luck: -2 lethal damage | ||
</span> | </span> | ||
| Line 2,146: | Line 2,159: | ||
*For base stats, see [[#Basic framework|the stats-by-role table]]. | *For base stats, see [[#Basic framework|the stats-by-role table]]. | ||
Enlisting as a Soldier provides a wide range of benefits: | Enlisting as a Soldier provides a wide range of benefits: | ||
| − | *+1 to nearly everything: all [[SPECIAL]], max chance to hit, minimum critical tier, Strength for chance to hit calculation, [[HP]], [[AP]], AP cost reduction, turn‑based movement AP and attack, reload cost reduction, [[ | + | *+1 to nearly everything: all [[SPECIAL]], max chance to hit, minimum critical tier, Strength for chance to hit calculation, [[HP]], [[AP]], AP cost reduction, AP drain, turn‑based movement AP and attack, reload cost reduction, [[carry weight capacity]], [[Sequence]], [[Noiseless]]ness, lethal defense, DT cap per armor tier, SP from books, melee damage, melee power, [[healing rate]], [[critical chance]], critical power, [[Heavy Handed]] malus, lethal damage, Lethality, lethal defense penetration, lifesteal, damage per bullet, accuracy, min/max accuracy, max chance to hit, [[AP Regen]], [[healing rate]] cooldown, [[Knockback]] range, [[Slow]] duration and power, and possibly more. |
| − | *[[Strike]] applies [[Taunt]] to the target for | + | *[[Strike]] applies [[Taunt]] to the target for 8 s. |
*+50% [[Small Guns]], [[Big Guns]], [[Energy Weapons]], and [[Close Combat]]. | *+50% [[Small Guns]], [[Big Guns]], [[Energy Weapons]], and [[Close Combat]]. | ||
Soldier's damage taken from a single hit is capped as follows: | Soldier's damage taken from a single hit is capped as follows: | ||
| Line 2,183: | Line 2,196: | ||
|- | |- | ||
| SPECIAL scaling || | | SPECIAL scaling || | ||
| − | *[[Endurance]]: +1% [[ | + | *[[Endurance]]: +1% [[damage protection]] (capped at 20) |
|- | |- | ||
| − | | Fury || +2% [[ | + | | Fury || +2% [[damage protection]] per stack (PvP only; max 15 stacks) |
|- | |- | ||
| − | | Rage || Lose all [[ | + | | Rage || Lose all [[damage protection]] and gain +500% damage for 10 s |
|- | |- | ||
| Drawbacks || <span style="color:#800080;"> | | Drawbacks || <span style="color:#800080;"> | ||
| Line 2,193: | Line 2,206: | ||
*Agility: -2 [[HP]]; | *Agility: -2 [[HP]]; | ||
*Cannot use [[Small Guns]] or robes; | *Cannot use [[Small Guns]] or robes; | ||
| − | *Cannot gain | + | *Cannot gain damage protection from any sources other than class bonuses. |
</span> | </span> | ||
|- | |- | ||
| Line 2,211: | Line 2,224: | ||
*Doubled base hit points. | *Doubled base hit points. | ||
*Doubled bonus hit points gained from [[Endurance]]. | *Doubled bonus hit points gained from [[Endurance]]. | ||
| − | *+ | + | *+5% [[damage protection]]. |
| − | *+0. | + | *+0.05% [[damage protection]] for every 1% of missing max HP. |
| − | *Damage | + | *Damage protection stacks additively rather than multiplicatively, resulting in increased damage reduction. |
*Attackers get a 10-second 30% [[Slow]] debuff. | *Attackers get a 10-second 30% [[Slow]] debuff. | ||
|} | |} | ||
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| Drawbacks || <span style="color:#800080;"> | | Drawbacks || <span style="color:#800080;"> | ||
*Very limited pool of available weapons; | *Very limited pool of available weapons; | ||
| − | *[[Attack delay]] set to | + | *[[Attack delay]] set to 75 ms x distance to target (capped at 2238); |
*[[Agility]]: -2 [[Sequence]] | *[[Agility]]: -2 [[Sequence]] | ||
</span> | </span> | ||
Latest revision as of 10:22, 10 July 2026
Class perks are FOnline 3's unique take on character classes.
Any given character can only have one class perk, but three of the classes (Alien, Cyborg, and Robot) have flexibility in the role they fulfil.
With the exception of the three "flex" classes, all class perks assign the character that picked them a specific role.
There are six roles available: tank, semi-tank, specialist, damage dealer (DPS), shooter, and sneaker.
Each of the six roles gives you a different baseline, influencing the number of action points you start with, your initial health pool, how much damage you output, and more; see the table below for details.
Contents
Basic framework
| Classes | Parameter | Base value | Conditional DR adjustments | ||
|---|---|---|---|---|---|
| Current DR | DR modifier | DR penetration protection | |||
| Tanks | |||||
| Action points | 2 | <25% | +10 | +2 | |
| Movement speed | 80% | 25% to 49% | +15 | +5 | |
| Hit points | 200 | 50% to 89% | +20 | +10 | |
| Character size | 65% | 90% to 99% | +25 | +10 | |
| Damage multiplier | 50% | 100% | +30 | +10 | |
| Healing received | 120% | — | — | — | |
| DT cap modifier | +5 | — | — | — | |
| DR cap | 95% | — | — | — | |
| Semi-tanks | |||||
| Action points | 3 | <25% | 0 | 0 | |
| Movement speed | 90% | 25% to 49% | +5 | +1 | |
| Hit points | 150 | 50% to 89% | +10 | +2 | |
| Character size | 75% | 90% to 99% | +15 | +5 | |
| Damage multiplier | 75% | 100% | 0 | 0 | |
| Healing received | 110% | — | — | — | |
| DT cap modifier | +2 | — | — | — | |
| DR cap | 90% | — | — | — | |
| Specialists | |||||
| Action points | 4 | <25% | -5 | 0 | |
| Movement speed | 100% | 25% to 49% | -7 | 0 | |
| Hit points | 75 | 50% to 89% | -10 | 0 | |
| Character size | 70% | 90% to 99% | 0 | 0 | |
| Damage multiplier | 100% | 100% | 0 | 0 | |
| Healing received | 100% | — | — | — | |
| DT cap modifier | -1 | — | — | — | |
| DR cap | 80% | — | — | — | |
| Damage Dealers (DPS) | |||||
| Action points | 5 | <25% | -10 | 0 | |
| Movement speed | 110% | 25% to 49% | -15 | 0 | |
| Hit points | 50 | 50% to 89% | -20 | 0 | |
| Character size | 60% | 90% to 99% | 0 | 0 | |
| Damage multiplier | 110% | 100% | 0 | 0 | |
| Healing received | 80% | — | — | — | |
| DT cap modifier | -2 | — | — | — | |
| DR cap | 70% | — | — | — | |
| Shooters | |||||
| Action points | 7 | <25% | -15 | -5 | |
| Movement speed | 100% | 25% to 49% | -30 | -5 | |
| Hit points | 30 | 50% to 89% | 0 | 0 | |
| Character size | 80% | 90% to 99% | 0 | 0 | |
| Damage multiplier | 125% | 100% | 0 | 0 | |
| Healing received | 50% | — | — | — | |
| DT cap modifier | -4 | — | — | — | |
| DR cap | 50% | — | — | — | |
| Sneakers | |||||
| Action points | 8 | <25% | 0 | -10 | |
| Movement speed | 120% | 25% to 49% | 0 | 0 | |
| Hit points | 20 | 50% to 89% | 0 | 0 | |
| Character size | 90% | 90% to 99% | 0 | 0 | |
| Damage multiplier | 150% | 100% | 0 | 0 | |
| Healing received | 10% | — | — | — | |
| DT cap modifier | -6 | — | — | — | |
| DR cap | 0% | — | — | — | |
Class roles
- Tanks survive to support the team, whether through buffs (Leader), healing (Priest), or simply being a huge bullet sponge holding the front line (Super Mutant). They have great defensive capabilities but their damage is significantly reduced and they constantly find themselves out of action points.
- Semi-tanks are versatile front-line fighters with both a significant health pool and decent damage. They all have a unique ace up their sleeve, be it a couple extra perks (Chosen One), sheer luck (Random Boy), or an evil twin (Clone).
- Specialist classes focus on taking full advantage of their unique ability to take a specific combat mechanic to a level unachievable by any other class; they may have access to nearly limitless action points (Raider), superpowered traits (Regulator), or the ability to rapidly close distance with their opponent (Combat Master).
- Damage Dealer (DPS) classes have one purpose: providing a high sustained damage output. They start with a high damage multiplier (1.1x) and gain deadly abilities, such as doubled lethal damage (Wrecker) or improved item perks (Hubologist), at the cost of their already limited defensive capabilities.
- Shooters are the glass cannons of FOnline 3, deadly at long range but completely helpless otherwise. Their unique abilities, such as heavy sniper rifles never missing (Sniper) or significantly increased critical power (Robobrain) are focused on long-range combat and nothing else.
- Sneakers are fragile but lethal ambush predators. They may be able to attack without de-sneaking (Assassin) or deal massive additional damage to characters low on health (Scout) but stand little chance in open combat.
Each role confers one unique bonus and one unique penalty:
| Role | Bonus | Penalty |
|---|---|---|
| Tank | +200% damage multiplier vs. other tanks | Enemies gain +8% lethality against you |
| Semi-tank | Damage-per-bullet cap increased by 50% | -20% critical damage resistance |
| Specialist | +30% critical damage resistance against Shooters | -20 HP restored using meds |
| Damage Dealer | +10 lethal damage; +4% lethality | Enemies gain +30% damage multiplier against you |
| Shooter | Incoming damage from tanks capped at 50 | Your damage per bullet bonus is set to -1 |
| Sneaker | -2 AP cost of firing burst weapons | Aimed attacks cost three times the normal amount |
Class perks
Class perk selection defines your character's core identity and their place in the six-role system.
Each class perk grants a unique set of abilities, limitations, bonuses, and penalties that fundamentally change your gameplay experience.
As of Patch 6.4.1, twenty-three unique class perks are available.
Alien
|
Alien receives several powerful bonuses:
| ||||||||||||||||||||||||
Assassin
|
There are many unique advantages to being an Assassin:
Note: The extra critical chance equal to the distance to your target (in hexes) from Assassin's favorite weapon bonus can push your critical chance above 100% and is not reduced by the target's critical chance resistance. | ||||||||||||||||||||
Bounty Hunter
|
Being a Bounty Hunter has many benefits.
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Chosen One
|
Class bonuses:
| ||||||||||||||||||||||||||||||||||||||||||
Clone
|
The clone-summoning ability works as follows:
| ||||||||||||||||||
Combat Master
|
Combat Master has many advantages in close combat:
| ||||||||||||||||||||||
Cyborg
|
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Deathclaw
|
Deathclaws receive a wide range of melee-focused bonuses:
Deathclaws don't wear body armor. They get their resistances from Natural Armor, which scales with their stats and the tier of the helmet they wear. If the helmet is tier 1, base Natural Armor values get multiplied by 15%; if it's tier 2: 33%; tier 3: 66%; tier 4: 80%; tier 5: 100%; tier 6: 115%.
Deathclaws gain access to armor perks based on the tier and specific perks of their weapon. The number of armor perks that a Deathclaw can have is equal to the tier of their weapon. For example, a T3 weapon will give you 3 armor perks. The specific armor perks that get unlocked depend on what perks your weapon has, see the table below for details. Note: Heavy Handed protection effects, such as those granted by Thwart Block, Mutie, or Jinxed will counter Slow Aura. | |||||||||||||||||||||||||||||||||||||||||||||||
Grenadier
|
Grenadier has many unique advantages:
| ||||||||||||||||||||
Hubologist
|
Donating all of your level perks to the Church of Hubology has the following effects:
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Infantry
|
Enlisting as an infantryman comes with several benefits:
Note: In practical terms, Infantry's favorite weapon bonus adds | ||||||||||||||||||||||||||||||||||||
Killer
|
Choosing the Killer life grants several powerful advantages:
Note: Installing two Tactical Module implants reduces Killer's replication cooldown from 300 to 225 seconds. | ||||||||||||||||||||||||
Leader
|
Leadership gives you several advantages:
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Paramedic
|
Being trained as a Paramedic has the following results:
| ||||||||||||||||||||||||
Priest
|
Priesthood confers several privileges:
| ||||||||||||||||||||||
Random Boy
|
Letting RNGesus take the wheel has many surprising results:
100% Slow for 5 s, 50 Weakness, 25 Radiation, 50 Poison, 10 Paramedic buff stacks, 3‑second Paralysis, active Sneak, or +50 current hit points.
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Raider
|
Being a Raider means being ready for action; that's why you get:
| ||||||||||||||||||||
Regulator
|
Becoming a Regulator fundamentally changes your character:
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Robot
- Robot is a flex class able to swap between four different roles using the
~cmdmenu. - You can become a Robot in Las Vegas (40:32) at level 170.
- Robot's base critical roll depends on its current transformation, see below for details. For the remaining base stats, see the stats-by-role table.
| Robot transformations | ||||||||||||||||||||||||||||||||||||||||
|
Robots can use the
|
Becoming a Robot transforms your character in several ways:
- Your EMP resistance and level perks are lost.
- You choose 8 new level perks: five base perks that work normally, and 3 temporary perks that ignore their SPECIAL requirements and can be changed freely whenever you transform.
- You have an option of replacing one temporary perk with an S+ weapon perk.
- You cannot use your own weapons. Instead, you equip body armor and get a weapon that matches its tier. If there's ever a tier mismatch between the two, your weapon systems are disabled.
- Robot's weapon systems gain weapon experience a bit differently from normal weapons:
- The initial amount of Robot's current transformation's weapon XP is governed by a Robot-exclusive resource called "fuel."
- Fuel is obtained by melting weapons via the
~cmdmenu which converts their experience into an equal amount of fuel. - Transforming consumes
2.5% x Perceptionof your total fuel. - On transformation, your new weapon starts with experience equal to your current fuel.
- Adding more fuel does not affect your current weapon; it only increases the starting experience of your next weapon.
- Your weapon can gain additional weapon experience normally (by killing NPCs or via Upgrade Parts), but this extra experience will be lost during your next transformation.
- Dying causes you to lose
40% - INT%of your current fuel; the amount can't be reduced below 1%. - In War Events, there is no fuel penalty for dying and additional fuel can be earned by killing NPCs or purchased directly from the spawn point vendor.
Scout
|
Scouts are able to do their job thanks to the following unique advantages:
Note: Scout's Strike's knockout effect can be countered with the Stonewall perk; Quick Recovery halves its duration. | ||||||||||||||||||||
Sniper
|
Snipers benefit from the following bonuses:
| ||||||||||||||||||
Soldier
|
Enlisting as a Soldier provides a wide range of benefits:
Soldier's damage taken from a single hit is capped as follows:
Note: When rerolling to Soldier, it's best to only take the class perk once you're fully leveled to avoid incurring Soldier's SP-per-level penalties. | ||||||||||||||||||||||||||||||||||||
Super Mutant
|
Super Mutants gain powerful defensive bonuses:
| ||||||||||||||||||||||||
Wrecker
|
If you're a Wrecker:
| ||||||||||||||||||