Difference between revisions of "Class perks"
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=== Class roles === | === Class roles === | ||
| − | *'''Tanks''' survive to support the team, whether through buffs ([[#Leader|Leader]]), healing ([[#Priest|Priest]]), or simply being a huge bullet sponge holding the front line ([[#Super Mutant|Super Mutant]]). They have great defensive capabilities but their damage is | + | *'''Tanks''' survive to support the team, whether through buffs ([[#Leader|Leader]]), healing ([[#Priest|Priest]]), or simply being a huge bullet sponge holding the front line ([[#Super Mutant|Super Mutant]]). They have great defensive capabilities, but their damage is low, 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|Chosen One]]), sheer luck ([[#Random Boy|Random Boy]]), or an evil twin ([[#Clone|Clone]]). | + | *'''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 of extra perks ([[#Chosen One|Chosen One]]), sheer luck ([[#Random Boy|Random Boy]]), or an evil twin ([[#Clone|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|Raider]]), superpowered traits ([[#Regulator|Regulator]]), or the ability to rapidly close distance with their opponent ([[#Combat Master|Combat Master]]). | *'''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|Raider]]), superpowered traits ([[#Regulator|Regulator]]), or the ability to rapidly close distance with their opponent ([[#Combat Master|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|Wrecker]]) or improved item perks ([[#Hubologist|Hubologist]]), at the cost of their already limited defensive capabilities. | *'''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|Wrecker]]) or improved item perks ([[#Hubologist|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|Sniper]]) or significantly increased critical power ([[#Robot|Robobrain]]) are focused on long-range combat and nothing else. | + | *'''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|Sniper]]) or significantly increased critical power ([[#Robot|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|Assassin]]) or deal massive additional damage to characters low on health ([[#Scout|Scout]]) but stand little chance in open combat. | + | *'''Sneakers''' are fragile but lethal ambush predators. They may be able to attack without de-sneaking ([[#Assassin|Assassin]]) or deal massive additional damage to characters low on health ([[#Scout|Scout]]), but stand little chance in open combat. |
Each role confers one unique bonus and one unique penalty: | Each role confers one unique bonus and one unique penalty: | ||
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=== Class perks === | === Class perks === | ||
| − | Class perk selection defines your character's core identity and their place in the six-role system. | + | 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. | + | 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. | As of Patch 6.4.1, twenty-three unique class perks are available. | ||
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| Favorite weapon || [[Weapons#ETG1000|ETG]] (ignores electric immunity) | | Favorite weapon || [[Weapons#ETG1000|ETG]] (ignores electric immunity) | ||
|- | |- | ||
| − | | Base crit roll || 0–50 (unlinked); 0–10 (Tank); 0–20 (Semi-tank); 0–30 (DPS); 0–50 (Shooter); 0–80 (Sneaker) | + | | Base crit roll || 0–50 (unlinked); 0–10 (Tank); 0–20 (Semi-tank); 0–30 (DPS); 0–50 (Shooter); 0–80 (Sneaker) |
|- | |- | ||
| Acquisition || Necropolis (36:39) ([[:File:Alien NPC Necropolis.gif|picture]]) | | Acquisition || Necropolis (36:39) ([[:File:Alien NPC Necropolis.gif|picture]]) | ||
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*When using the [[Learning]] skill to boost [[Crafting]], the increased cap is filled immediately<br>without requiring additional skill points (e.g., 250/250 goes to 260/260 rather than 250/260). | *When using the [[Learning]] skill to boost [[Crafting]], the increased cap is filled immediately<br>without requiring additional skill points (e.g., 250/250 goes to 260/260 rather than 250/260). | ||
*66% chance to apply a critical effect (such as crippling) on a critical hit, instead of the standard 33%. | *66% chance to apply a critical effect (such as crippling) on a critical hit, instead of the standard 33%. | ||
| − | *Ability to craft and use [[Weapons#Alien-exclusive_weapons|Alien-exclusive weapons]]. Regular weapons can also be crafted by Aliens | + | *Ability to craft and use [[Weapons#Alien-exclusive_weapons|Alien-exclusive weapons]]. Regular weapons can also be crafted by Aliens; they just can't use them. |
*Access to a set of unique [[Weapon_perks#Alien%20Perks|Alien-exclusive weapon perks]]. | *Access to a set of unique [[Weapon_perks#Alien%20Perks|Alien-exclusive weapon perks]]. | ||
|} | |} | ||
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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> | + | *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>. |
*You have a 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. | ||
*You gain +16 [[Sneak#Modifiers|Stealth]] when the battle timer is active. | *You gain +16 [[Sneak#Modifiers|Stealth]] when the battle timer is active. | ||
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|} | |} | ||
{| class="mw-collapsible mw-collapsed wikitable" | {| class="mw-collapsible mw-collapsed wikitable" | ||
| − | | '''Bounty | + | | '''Bounty power calculation''' |
|- | |- | ||
| | | | ||
Bounty power determines how many bounty stacks Bounty Hunter applies per hit. It is calculated as follows: | Bounty power determines how many bounty stacks Bounty Hunter applies per hit. It is calculated as follows: | ||
| − | '''Step 1:''' Add up the ranks of your | + | '''Step 1:''' Add up the ranks of your weapon perks, keeping in mind that rank F = 1, rank E = 2, rank D = 3, rank C = 4, rank B = 5, rank A = 6, rank S = 7, rank S+ = 8, then find your result's corresponding value in the bounty power bonus column of the table below. |
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
| − | ! Perk | + | ! Perk rank sum !! Bounty power bonus |
|- | |- | ||
| − | | | + | | 0–17 || +0 |
|- | |- | ||
| − | | | + | | 18–33 || +1 |
|- | |- | ||
| − | | | + | | 34–50 || +2 |
|- | |- | ||
| 51+ || +3 | | 51+ || +3 | ||
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{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
| − | ! Weapon | + | ! Weapon type !! Base bounty power |
|- | |- | ||
| [[Weapons#Fast Pistols|Fast Pistols]], [[Weapons#Damage Knives|Damage Knives]], [[Weapons#Damage Pistols|Damage Pistols]], [[Weapons#Fast Knives|Fast Knives]], [[Weapons#Rocket Launcher|Rocket Launchers]], [[Weapons#Punch Weapons|Punch Weapons]], [[Weapons#Hammers|Hammers]], [[Weapons#Clubs|Clubs]], [[Weapons#SMGs|SMGs]] || 1 | | [[Weapons#Fast Pistols|Fast Pistols]], [[Weapons#Damage Knives|Damage Knives]], [[Weapons#Damage Pistols|Damage Pistols]], [[Weapons#Fast Knives|Fast Knives]], [[Weapons#Rocket Launcher|Rocket Launchers]], [[Weapons#Punch Weapons|Punch Weapons]], [[Weapons#Hammers|Hammers]], [[Weapons#Clubs|Clubs]], [[Weapons#SMGs|SMGs]] || 1 | ||
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|} | |} | ||
| − | '''For energy weapons''' | + | '''For energy weapons:''' |
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
| − | ! Weapon | + | ! Weapon name !! Base bounty power |
|- | |- | ||
| [[Laser Pistol]], [[Plasma Pistol]], [[Electric Zip Gun]], [[Magneto-Laser Pistol]], [[Solar Scorcher]], [[Plasma Pistol MKII]], [[Pulse Pistol]], [[Alien Blaster]], [[Commissar's Pistol]] || 1 | | [[Laser Pistol]], [[Plasma Pistol]], [[Electric Zip Gun]], [[Magneto-Laser Pistol]], [[Solar Scorcher]], [[Plasma Pistol MKII]], [[Pulse Pistol]], [[Alien Blaster]], [[Commissar's Pistol]] || 1 | ||
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{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
| − | ! Bounty | + | ! Bounty power !! Bounty stacks applied |
|- | |- | ||
| 0 || 0 | | 0 || 0 | ||
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| 1 || 1 | | 1 || 1 | ||
|- | |- | ||
| − | | 2 || | + | | 2 || 1–2 |
|- | |- | ||
| − | | 3 || | + | | 3 || 1–4 |
|- | |- | ||
| − | | 4 || | + | | 4 || 1–6 |
|- | |- | ||
| − | | 5 || | + | | 5 || 1–8 |
|- | |- | ||
| − | | 6 || | + | | 6 || 4–8 |
|- | |- | ||
| 7 || 8 | | 7 || 8 | ||
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**Bounty Hunter applies "bounty" stacks on hit that reduce the target's damage by 1% per stack. | **Bounty Hunter applies "bounty" stacks on hit that reduce the target's damage by 1% per stack. | ||
**Bounty stacks can only be applied to players. | **Bounty stacks can only be applied to players. | ||
| − | **Bounty | + | **Bounty power determines the number of bounty stacks per hit; the cap on stacks from bounty power is 8. |
*[[Strike]] applies 10 additional Bounty stacks to the target. | *[[Strike]] applies 10 additional Bounty stacks to the target. | ||
*Bounty Hunters can see everyone's bounty stacks. | *Bounty Hunters can see everyone's bounty stacks. | ||
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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 | + | *Cloning has a base cooldown of 9 minutes (540 seconds); each point of [[Speech]] reduces the cooldown by 1 second, down to a minimum of 40 seconds. |
*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. | ||
| − | **The clone cannot use grenades | + | **The clone cannot use grenades or any other stackable weapons. |
**The clone does not consume ammunition. | **The clone does not consume ammunition. | ||
**The clone cannot carry additional gear. | **The clone cannot carry additional gear. | ||
| Line 731: | Line 731: | ||
*You deal 50% more damage when your clone is dead. | *You deal 50% more damage when your clone is dead. | ||
*The clone provides vision in a 15-hex radius even when dead. | *The clone provides vision in a 15-hex radius even when dead. | ||
| − | *The | + | *The clone's stats get adjusted based on how the target is marked: |
**Red (aggressive): +50% damage, -20% DR | **Red (aggressive): +50% damage, -20% DR | ||
**Purple (defensive): -50% damage, +20% DR | **Purple (defensive): -50% damage, +20% DR | ||
**Blue/unmarked: No changes | **Blue/unmarked: No changes | ||
| − | *When directing the clone with alt‑click commands the neutral "Command Move" is recommended to avoid aggroing non-hostile NPCs. | + | *When directing the clone with alt‑click commands, the neutral "Command Move" is recommended to avoid aggroing non-hostile NPCs. |
|} | |} | ||
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*+125% melee [[critical chance]]. | *+125% melee [[critical chance]]. | ||
*Using the 2-handed weapon [[Critical Table|critical table]] when wielding melee weapons, resulting in significantly better criticals. | *Using the 2-handed weapon [[Critical Table|critical table]] when wielding melee weapons, resulting in significantly better criticals. | ||
| − | *[[Strike]] instantly moving you next to the target and allowing you to ignore their melee protection for 10 seconds. This "engagement jump" has a range of 20 hexes unless you're using a [[Weapons#Hammers|hammer]] in which case the range is increased to 40 hexes | + | *[[Strike]] instantly moving you next to the target and allowing you to ignore their melee protection for 10 seconds. This "engagement jump" has a range of 20 hexes unless you're using a [[Weapons#Hammers|hammer]], in which case the range is increased to 40 hexes |
*90% shorter battle timer after being hit. This doesn't affect the battle timer when ''you'' are doing the hitting. | *90% shorter battle timer after being hit. This doesn't affect the battle timer when ''you'' are doing the hitting. | ||
|} | |} | ||
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*'''Cyborg''' is a flex class focused on taking full advantage of [[implants]]. | *'''Cyborg''' is a flex class focused on taking full advantage of [[implants]]. | ||
*For base stats, see [[#Basic framework|the stats-by-role table]]. | *For base stats, see [[#Basic framework|the stats-by-role table]]. | ||
| − | *As a Cyborg, your role is determined by the combination of combat implants you have installed. Each one grants points towards one or more roles; see the table to the right for a complete breakdown. You assume the role that has the most points once all of your desired combat implants are in place. If two or more roles are tied for highest, you are assigned the third; for example, if Tank = DPS > Shooter, you become a shooter. If there's a three-way tie, your baseline (no implants) role as a specialist class remains unchanged. Your class designation displayed on mouse hover changes based on your role: if you're a tank, you're | + | *As a Cyborg, your role is determined by the combination of combat implants you have installed. Each one grants points towards one or more roles; see the table to the right for a complete breakdown. You assume the role that has the most points once all of your desired combat implants are in place. If two or more roles are tied for highest, you are assigned the third; for example, if Tank = DPS > Shooter, you become a shooter. If there's a three-way tie, your baseline (no implants) role as a specialist class remains unchanged. |
| + | **Your class designation displayed on mouse hover changes based on your role: if you're a tank, you're ''Cyborg MKII''; if you're a damage dealer (DPS), you're ''Terminator''; if you're a shooter, you're ''C-54''. Otherwise, you're just a ''Prototype.'' | ||
*Being half-man, half-machine fundamentally changes several aspects of gameplay: | *Being half-man, half-machine fundamentally changes several aspects of gameplay: | ||
| − | **Your base implant installation limit is set to 12 [[SPECIAL implants]] and 12 [[combat implants]]. | + | **Your base implant installation limit is set to 12 [[SPECIAL implants]] and 12 [[combat implants]]. Your [[Charisma]] does not interact with this limit in any way. |
**Three copies of the same combat implant can be installed to trigger a powerful tier 3 bonus; see the [[Implants#Combat_implants|Implants]] article for details. | **Three copies of the same combat implant can be installed to trigger a powerful tier 3 bonus; see the [[Implants#Combat_implants|Implants]] article for details. | ||
| − | **Implants can be freely (un)installed at any time using the <code>~cmd</code> menu | + | **[[Implants]] can be freely (un)installed at any time using the <code>~cmd</code> menu. |
**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 | + | **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 meds, 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;" | | ||
{| class="wikitable" style="width:100%; text-align:center;" | {| class="wikitable" style="width:100%; text-align:center;" | ||
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|- | |- | ||
| SPECIAL scaling || | | SPECIAL scaling || | ||
| − | *[[Strength]]: +4 Stealth; +1% crit chance resistance; +1% | + | *[[Strength]]: +4 Stealth; +1% crit chance resistance; +1% plasma DR |
| − | *[[Perception]]:+1% laser DR; +1 | + | *[[Perception]]: +1% laser DR; +1 electrical DT |
| − | *[[Endurance]]: +1% crit chance; +1% | + | *[[Endurance]]: +1% crit chance; +1% explosive DR |
*[[Charisma]]: +1 laser DT | *[[Charisma]]: +1 laser DT | ||
*[[Intelligence]]: +1% crit chance; normal DT +1 | *[[Intelligence]]: +1% crit chance; normal DT +1 | ||
| − | *[[Agility]]: +1% crit chance; +1 | + | *[[Agility]]: +1% crit chance; +1 explosive DT |
| − | *[[Luck]]: +5% movement speed; +1 | + | *[[Luck]]: +5% movement speed; +1 plasma DT |
|- | |- | ||
| Fury || +5 melee damage per stack | | Fury || +5 melee damage per stack | ||
|- | |- | ||
| − | | Rage || Receive a random injury; [[ | + | | Rage || Receive a random injury; apply [[Taunt]] to everyone on the map except your faction for 3 s |
|- | |- | ||
| Drawbacks || <span style="color:#800080;"> | | Drawbacks || <span style="color:#800080;"> | ||
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| 40 + [[Strength]] | | 40 + [[Strength]] | ||
|- | |- | ||
| − | | | + | | Explosive |
| 6 + [[Agility]] | | 6 + [[Agility]] | ||
| 50 + [[Endurance]] | | 50 + [[Endurance]] | ||
|- | |- | ||
| − | | | + | | Electrical |
| 3 + [[Perception]] | | 3 + [[Perception]] | ||
| 30 + [[action points]] | | 30 + [[action points]] | ||
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|} | |} | ||
|} | |} | ||
| − | '''Note:''' Heavy Handed protection effects, such as those granted by [[Thwart Block]], [[Mutie]], or [[Jinxed]] will counter Slow | + | '''Note:''' Heavy Handed protection effects, such as those granted by [[Thwart Block]], [[Mutie]], or [[Jinxed]], will counter Deathclaw's Slow aura.<br> |
'''Note:''' Deathclaw is able to scale off of bonuses it got as a result of other scaling; for example, normal DR scaling with crit chance will benefit from crit chance received via SPECIAL scaling. | '''Note:''' Deathclaw is able to scale off of bonuses it got as a result of other scaling; for example, normal DR scaling with crit chance will benefit from crit chance received via SPECIAL scaling. | ||
|} | |} | ||
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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. |
| − | **Laser damage can spawn a Spear Trap that deals high damage and then places the [[Laser Spear]] it fired in the | + | **Laser damage can spawn a Spear Trap that deals high damage and then places the [[Laser Spear]] it fired in the Grenadier's inventory. |
| − | **Plasma damage can spawn a Gamma Mine that deals medium damage and applies Slow to the target | + | **Plasma damage can spawn a Gamma Mine that deals medium damage and applies Slow to the target. |
| − | **Electrical damage can spawn a Stun Trap that deals low damage and applies Paralysis to the target | + | **Electrical damage can spawn a Stun Trap that deals low damage and applies Paralysis to the target. |
| − | **Explosive damage can spawn a Land Mine that deals high damage | + | **Explosive damage can spawn a Land Mine that deals high damage. |
|} | |} | ||
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| SPECIAL scaling || Endurance: +60 s to your selected immunity's duration | | SPECIAL scaling || Endurance: +60 s to your selected immunity's duration | ||
|- | |- | ||
| − | | Fury || +0.25% normal DR, +0.5% laser/ | + | | Fury || +0.25% normal DR, +0.5% laser/explosive DR,<br>and +1% fire/plasma/electrical DR per stack |
|- | |- | ||
| − | | Rage || +40% DT and DR | + | | 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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*+7% to all DRs | *+7% to all DRs | ||
*+30% character size | *+30% character size | ||
| − | *Your [[Strike]]s ignore the | + | *Your [[Strike]]s ignore the target's damage protection. |
*Using the <code>~infantry</code> command allows you to select one damage type that you will become immune to for one minute. Being "immune" to a damage type means that all incoming damage of that type will be reduced to 0. You cannot choose the same damage type twice in a row. Every time your immunity absorbs damage from an attack, its remaining duration goes down by 15 seconds. Damage immunity does not protect you from status effects. | *Using the <code>~infantry</code> command allows you to select one damage type that you will become immune to for one minute. Being "immune" to a damage type means that all incoming damage of that type will be reduced to 0. You cannot choose the same damage type twice in a row. Every time your immunity absorbs damage from an attack, its remaining duration goes down by 15 seconds. Damage immunity does not protect you from status effects. | ||
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|- | |- | ||
| Drawbacks || <span style="color:#800080;"> | | Drawbacks || <span style="color:#800080;"> | ||
| − | * Respawning takes 500% longer; | + | *Respawning takes 500% longer; |
| − | * Intelligence: -2 to all DTs | + | *Intelligence: -2 to all DTs |
</span> | </span> | ||
|- | |- | ||
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Choosing the Killer life grants several powerful advantages: | Choosing the Killer life grants several powerful advantages: | ||
*+1% [[Lethality]] | *+1% [[Lethality]] | ||
| − | *Additional +1% Lethality from every Lethality bonus that applies to you (note that Lethality is capped at 5% vs. NPCs) | + | *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. | *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. |
'''Note:''' Installing two [[Tactical Module]] implants reduces Killer's replication cooldown from 300 to 225 seconds. | '''Note:''' Installing two [[Tactical Module]] implants reduces Killer's replication cooldown from 300 to 225 seconds. | ||
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Leadership gives you several advantages: | Leadership gives you several advantages: | ||
| − | *+50 [[ | + | *+50 [[party points]]. |
| − | *+35% [[ | + | *+35% [[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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{| class="mw-collapsible mw-collapsed wikitable" | {| class="mw-collapsible mw-collapsed wikitable" | ||
| − | | '''Full list of Leader-specific flag buff effects''' | + | | '''Full list of Leader-specific flag buff effects''' |
|- | |- | ||
| | | | ||
| Line 1,456: | Line 1,457: | ||
|- | |- | ||
| '''Aggression''' | | '''Aggression''' | ||
| − | || — || +damage per bullet || +% [[damage]] || +[[Luck]]<br>+[[DR]] penetration || — || Bursts ignore critical resistances and deal double bonus critical damage (this stacks with [[Drugs#PID_GUM|After Burner gum]]) | + | || — || +damage per bullet || +% [[damage]] || +[[Luck]]<br>+% [[DR]] penetration || — || Bursts ignore critical resistances and deal double bonus critical damage (this stacks with [[Drugs#PID_GUM|After Burner gum]]) |
|- | |- | ||
| '''Defense''' | | '''Defense''' | ||
| − | || — || — || — || +[[Strength]]<br>+[[DR]]<br>+[[DT]] || +% [[damage protection]] || [[Knockout]] immunity | + | || — || — || — || +[[Strength]]<br>+% [[DR]]<br>+[[DT]] || +% [[damage protection]] || [[Knockout]] immunity |
|- | |- | ||
| '''Mobility''' | | '''Mobility''' | ||
| − | || +[[AP Regen]] || +% [[movement speed]]<br>-[[attack delay]] || — || +[[Agility]] || — || [[Slow]] immunity | + | || +[[AP Regen]] || +% [[movement speed]]<br>-ms [[attack delay]] || — || +[[Agility]] || — || [[Slow]] immunity |
|- | |- | ||
| '''Power''' | | '''Power''' | ||
| Line 1,471: | Line 1,472: | ||
|- | |- | ||
| '''Vitality''' | | '''Vitality''' | ||
| − | || +[[HP]]<br>+[[healing rate]] || — || — || +[[Endurance]]<br> | + | || +[[HP]]<br>+[[healing rate]] || — || — || +[[Endurance]]<br>-s [[Healing rate|HR]] cooldown || — || [[Bleed]] immunity |
|} | |} | ||
|} | |} | ||
| Line 1,500: | Line 1,501: | ||
*Perception: -3 HP restored per heal</span> | *Perception: -3 HP restored per heal</span> | ||
|- | |- | ||
| − | | PvE | + | | PvE ability || Doubled [[First Aid]] effect on NPCs |
|- | |- | ||
| − | | Favorite | + | | Favorite weapon || [[Weapons#Fast Pistols|Fast Pistols]] (+25% more healing to target) |
|- | |- | ||
| Base crit roll || 0–30 | | Base crit roll || 0–30 | ||
| Line 1,521: | Line 1,522: | ||
**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/[[weapon healing]], +10 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/[[weapon healing]], +20 after being revived; |
| − | **50+: + | + | **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. | ||
| Line 1,552: | Line 1,553: | ||
*Charisma: +1% [[attack delay]]</span> | *Charisma: +1% [[attack delay]]</span> | ||
|- | |- | ||
| − | | PvE | + | | PvE ability || NPCs you hit become visible to everyone for 20 minutes |
|- | |- | ||
| − | | Favorite | + | | Favorite weapon || [[Weapons#Machine Guns|Machine Guns]] (attacking/reloading costs 3 APs) |
|- | |- | ||
| Base crit roll || 0–20 | | Base crit roll || 0–20 | ||
| Line 1,694: | Line 1,695: | ||
*‑1 to all SPECIAL; | *‑1 to all SPECIAL; | ||
*20% longer [[attack delay]]; | *20% longer [[attack delay]]; | ||
| − | *Lose | + | *Lose 1–3 action points when attacking NPCs; |
*Strength: -0.5 damage per bullet</span> | *Strength: -0.5 damage per bullet</span> | ||
|- | |- | ||
| Line 1,710: | Line 1,711: | ||
*Ability to regenerate [[action points]] while running | *Ability to regenerate [[action points]] while running | ||
*Bonus [[lethal damage]] equal to your total [[action points]] | *Bonus [[lethal damage]] equal to your total [[action points]] | ||
| − | *[[Strike]] draining | + | *[[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) | ||
|} | |} | ||
| Line 1,773: | Line 1,774: | ||
*+4 [[Strength]] and [[Endurance]] | *+4 [[Strength]] and [[Endurance]] | ||
*+2 melee damage from all sources | *+2 melee damage from all sources | ||
| − | *Immunity to | + | *Immunity to [[Knockout]] |
*+40% [[character size]] | *+40% [[character size]] | ||
| | | | ||
| Line 1,781: | Line 1,782: | ||
| | | | ||
*+25% melee [[lifesteal]] cap | *+25% melee [[lifesteal]] cap | ||
| − | *Access to powerful | + | *Access to powerful Cannibal drugs |
| | | | ||
*You cannot use regular drugs | *You cannot use regular drugs | ||
| − | *Powerful | + | *Powerful Cannibal drugs have powerful side effects |
|- | |- | ||
| Chem Reliant | | Chem Reliant | ||
| Line 1,855: | Line 1,856: | ||
| [[Radiated Heart]] || +3 [[Agility]]; +15% critical chance; +5 to critical roll || +32% to attackers' damage multiplier against you | | [[Radiated Heart]] || +3 [[Agility]]; +15% critical chance; +5 to critical roll || +32% to attackers' damage multiplier against you | ||
|- | |- | ||
| − | | [[Radiated Liver]] || +100% [[radiation]] resistance; +10/5% [[DT]]/[[DR]] penetration (normal, fire, | + | | [[Radiated Liver]] || +100% [[radiation]] resistance; +10/5% [[DT]]/[[DR]] penetration (normal, fire, explosive) || Attackers deal +15 lethal damage to you |
|} | |} | ||
|} | |} | ||
| Line 2,035: | Line 2,036: | ||
*Robot's weapon systems gain [[Weapon perks#Weapon Experience|weapon experience]] a bit differently from normal weapons: | *Robot's weapon systems gain [[Weapon perks#Weapon Experience|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." | **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 <code>~cmd</code> menu which converts their experience into an equal amount of fuel. | + | **Fuel is obtained by melting weapons via the <code>~cmd</code> menu, which converts their experience into an equal amount of fuel. |
**Transforming consumes <code>2.5% x [[Perception]]</code> of your total fuel. | **Transforming consumes <code>2.5% x [[Perception]]</code> of your total fuel. | ||
**On transformation, your new weapon starts with experience equal to your current fuel. | **On transformation, your new weapon starts with experience equal to your current fuel. | ||
| Line 2,081: | Line 2,082: | ||
*+133% damage to targets below 60% of their max [[HP]]. | *+133% damage to targets below 60% of their max [[HP]]. | ||
| − | '''Note:''' Scout's [[Strike]]'s | + | '''Note:''' Scout's [[Strike]]'s [[Knockout]] effect can be countered with the [[Stonewall]] perk; [[Quick Recovery]] halves its duration. |
|} | |} | ||
| Line 2,178: | Line 2,179: | ||
| Plasma || 650 - ([[Endurance]] x 5) | | Plasma || 650 - ([[Endurance]] x 5) | ||
|- | |- | ||
| − | | | + | | Electrical || 550 - ([[Endurance]] x 5) |
|- | |- | ||
| − | | | + | | Explosive || 250 - ([[Endurance]] x 5) |
|} | |} | ||
'''Note:''' When [[reroll]]ing 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. | '''Note:''' When [[reroll]]ing 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. | ||
| Line 2,214: | Line 2,215: | ||
| PvE ability || Deal 1% of your max [[HP]] as bonus damage to NPCs | | PvE ability || Deal 1% of your max [[HP]] as bonus damage to NPCs | ||
|- | |- | ||
| − | | Favorite weapon || [[Weapons#Rocket Launchers|Rocket Launchers]] (+1 explosion radius; ignore | + | | Favorite weapon || [[Weapons#Rocket Launchers|Rocket Launchers]] (+1 explosion radius; ignore target's [[DT]]) |
|- | |- | ||
| Base crit roll || 0–25 | | Base crit roll || 0–25 | ||
| Line 2,269: | Line 2,270: | ||
*Your lethal damage is doubled. | *Your lethal damage is doubled. | ||
*You can install 3 additional [[SPECIAL implants]]. | *You can install 3 additional [[SPECIAL implants]]. | ||
| − | *You can only use [[Explosive Small Guns]], [[Rocket Launchers]], [[ELECTRO Launcher]], and [[Electro Cannon]]. | + | *You can only use [[Explosive Small Guns]], [[Rocket Launchers]], [[ELECTRO Launcher]], and [[Electro Cannon]]. |
|} | |} | ||
[[Category:Perks| ]] | [[Category:Perks| ]] | ||
Latest revision as of 03:42, 21 October 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 low, 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 of 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 Deathclaw's 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:
| ||||||||||||||||||