Difference between revisions of "Class perks"

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{| class="wikitable sortable" border="1"
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'''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.
 +
 
 +
== Basic framework ==
 +
 
 +
{| class="wikitable"
 +
|+ Class Statistics by Role
 
|-
 
|-
! Name
+
! rowspan="2" | Classes
! Req.<br> level
+
! rowspan="2" | Parameter
! Effect
+
! rowspan="2" | Base Value
! Notes
+
! colspan="3" | Conditional DR Adjustments
!  Basic <br> Critical <br> Power
 
 
|-
 
|-
| [[Alien Perk|Alien]]
+
! Current DR
| 45
+
! DR modifier
 +
! DR Penetration Protection
 +
|-
 +
! colspan="6" | Tanks
 +
|-
 +
| rowspan="8" |
 +
*[[#Alien|Alien]]
 +
*[[#Cyborg|Cyborg MKII]]
 +
*[[#Deathclaw|Deathclaw]]
 +
*[[#Infantry|Infantry]]
 +
*[[#Leader|Leader]]
 +
*[[#Paramedic|Paramedic]]
 +
*[[#Priest|Priest]]
 +
*[[#Robot|Sentry Bot]]
 +
*[[#Super Mutant|Super Mutant]]
 +
| style="background-color:#cef7e3;" |Action points
 +
| style="background-color:#ecfcf4; text-align:center;" | 2
 +
| style="text-align:center; background-color:#f7efba;" | <25%
 +
| style="text-align:center; background-color:#fef6d7;" | +10
 +
| style="text-align:center; background-color:#fef6d7;" | +2
 +
|-
 +
| style="background-color:#cef7e3;" |Movement speed
 +
| style="background-color:#ecfcf4; text-align:center;" | 80%
 +
| style="text-align:center; background-color:#f7efba;" | 25% to 49%
 +
| style="text-align:center; background-color:#fef6d7;" | +15
 +
| style="text-align:center; background-color:#fef6d7;" | +5
 +
|-
 +
| style="background-color:#cef7e3;" |Hit points
 +
| style="background-color:#ecfcf4; text-align:center;" | 200 
 +
| style="text-align:center; background-color:#f7efba;" | 50% to 89%
 +
| style="text-align:center; background-color:#fef6d7;" | +20
 +
| style="text-align:center; background-color:#fef6d7;" | +10
 +
|-
 +
| style="background-color:#cef7e3;" |Character size
 +
| style="background-color:#ecfcf4; text-align:center;" | 65%
 +
| style="text-align:center; background-color:#f7efba;" | 90% to 99%
 +
| style="text-align:center; background-color:#fef6d7;" | +25
 +
| style="text-align:center; background-color:#fef6d7;" | +10
 +
|-
 +
| style="background-color:#cef7e3;" |Damage multiplier
 +
| style="background-color:#ecfcf4; text-align:center;" | 50%
 +
| style="text-align:center; background-color:#f7efba;" | 100%
 +
| style="text-align:center; background-color:#fef6d7;" | +30
 +
| style="text-align:center; background-color:#fef6d7;" | +10
 +
|-
 +
| style="background-color:#cef7e3;" |Healing multiplier
 +
| style="background-color:#ecfcf4; text-align:center;" | 120%
 +
| style="text-align:center; background-color:#f9f9f9;" | —
 +
| style="text-align:center; background-color:#f9f9f9;" | —
 +
| style="text-align:center; background-color:#f9f9f9;" | —
 +
|-
 +
| style="background-color:#cef7e3;" |DT cap modifier
 +
| style="background-color:#ecfcf4; text-align:center;" | +5
 +
| style="text-align:center; background-color:#f9f9f9;" | —
 +
| style="text-align:center; background-color:#f9f9f9;" | —
 +
| style="text-align:center; background-color:#f9f9f9;" | —
 +
|-
 +
| style="background-color:#cef7e3;" |DR cap
 +
| style="background-color:#ecfcf4; text-align:center;" | 95%
 +
| style="text-align:center; background-color:#f9f9f9;" | —
 +
| style="text-align:center; background-color:#f9f9f9;" | —
 +
| style="text-align:center; background-color:#f9f9f9;" | —
 +
|-
 +
! colspan="6" | Semi-tanks
 +
|-
 +
| rowspan="8" |
 +
*[[#Alien|Alien]]
 +
*[[#Chosen One|Chosen One]]
 +
*[[#Clone|Clone]]
 +
*[[#Random Boy|Random Boy]]
 +
*[[#Soldier|Soldier]]
 +
| style="background-color:#cef7e3;" |Action points
 +
| style="background-color:#ecfcf4; text-align:center;" | 3
 +
| style="text-align:center; background-color:#f7efba;" | <25%
 +
| style="text-align:center; background-color:#fef6d7;" | 0
 +
| style="text-align:center; background-color:#fef6d7;" | 0
 +
|-
 +
| style="background-color:#cef7e3;" |Movement speed
 +
| style="background-color:#ecfcf4; text-align:center;" | 90%
 +
| style="text-align:center; background-color:#f7efba;" | 25% to 49%
 +
| style="text-align:center; background-color:#fef6d7;" | +5
 +
| style="text-align:center; background-color:#fef6d7;" | +1
 +
|-
 +
| style="background-color:#cef7e3;" |Hit points
 +
| style="background-color:#ecfcf4; text-align:center;" | 150 
 +
| style="text-align:center; background-color:#f7efba;" | 50% to 89%
 +
| style="text-align:center; background-color:#fef6d7;" | +10
 +
| style="text-align:center; background-color:#fef6d7;" | +2
 +
|-
 +
| style="background-color:#cef7e3;" |Character size
 +
| style="background-color:#ecfcf4; text-align:center;" | 75%
 +
| style="text-align:center; background-color:#f7efba;" | 90% to 99%
 +
| style="text-align:center; background-color:#fef6d7;" | +15
 +
| style="text-align:center; background-color:#fef6d7;" | +5
 +
|-
 +
| style="background-color:#cef7e3;" |Damage multiplier
 +
| style="background-color:#ecfcf4; text-align:center;" | 75%
 +
| style="text-align:center; background-color:#f7efba;" | 100%
 +
| style="text-align:center; background-color:#fef6d7;" | 0
 +
| style="text-align:center; background-color:#fef6d7;" | 0
 +
|-
 +
| style="background-color:#cef7e3;" |Healing multiplier
 +
| style="background-color:#ecfcf4; text-align:center;" | 110%
 +
| style="text-align:center; background-color:#f9f9f9;" | —
 +
| style="text-align:center; background-color:#f9f9f9;" | —
 +
| style="text-align:center; background-color:#f9f9f9;" | —
 +
|-
 +
| style="background-color:#cef7e3;" |DT cap modifier
 +
| style="background-color:#ecfcf4; text-align:center;" | +2
 +
| style="text-align:center; background-color:#f9f9f9;" | —
 +
| style="text-align:center; background-color:#f9f9f9;" | —
 +
| style="text-align:center; background-color:#f9f9f9;" | —
 +
|-
 +
| style="background-color:#cef7e3;" |DR cap
 +
| style="background-color:#ecfcf4; text-align:center;" | 90%
 +
| style="text-align:center; background-color:#f9f9f9;" | —
 +
| style="text-align:center; background-color:#f9f9f9;" | —
 +
| style="text-align:center; background-color:#f9f9f9;" | —
 +
|-
 +
! colspan="6" | Specialists
 +
|-
 +
| rowspan="8" |
 +
*[[#Combat Master|Combat Master]]
 +
*[[#Killer|Killer]]
 +
*[[#Robot|Mr. Handy]]
 +
*[[#Cyborg|Prototype]]
 +
*[[#Raider|Raider]]
 +
*[[#Regulator|Regulator]]
 +
| style="background-color:#cef7e3;" |Action points
 +
| style="background-color:#ecfcf4; text-align:center;" | 4
 +
| style="text-align:center; background-color:#f7efba;" | <25%
 +
| style="text-align:center; background-color:#fef6d7;" | -5
 +
| style="text-align:center; background-color:#fef6d7;" | 0
 +
|-
 +
| style="background-color:#cef7e3;" |Movement speed
 +
| style="background-color:#ecfcf4; text-align:center;" | 100%
 +
| style="text-align:center; background-color:#f7efba;" | 25% to 49%
 +
| style="text-align:center; background-color:#fef6d7;" | -7
 +
| style="text-align:center; background-color:#fef6d7;" | 0
 +
|-
 +
| style="background-color:#cef7e3;" |Hit points
 +
| style="background-color:#ecfcf4; text-align:center;" | 75 
 +
| style="text-align:center; background-color:#f7efba;" | 50% to 89%
 +
| style="text-align:center; background-color:#fef6d7;" | -10
 +
| style="text-align:center; background-color:#fef6d7;" | 0
 +
|-
 +
| style="background-color:#cef7e3;" |Character size
 +
| style="background-color:#ecfcf4; text-align:center;" | 70%
 +
| style="text-align:center; background-color:#f7efba;" | 90% to 99%
 +
| style="text-align:center; background-color:#fef6d7;" | 0
 +
| style="text-align:center; background-color:#fef6d7;" | 0
 +
|-
 +
| style="background-color:#cef7e3;" |Damage multiplier
 +
| style="background-color:#ecfcf4; text-align:center;" | 100%
 +
| style="text-align:center; background-color:#f7efba;" | 100%
 +
| style="text-align:center; background-color:#fef6d7;" | 0
 +
| style="text-align:center; background-color:#fef6d7;" | 0
 +
|-
 +
| style="background-color:#cef7e3;" |Healing multiplier
 +
| style="background-color:#ecfcf4; text-align:center;" | 100%
 +
| style="text-align:center; background-color:#f9f9f9;" | —
 +
| style="text-align:center; background-color:#f9f9f9;" | —
 +
| style="text-align:center; background-color:#f9f9f9;" | —
 +
|-
 +
| style="background-color:#cef7e3;" |DT cap modifier
 +
| style="background-color:#ecfcf4; text-align:center;" | -1
 +
| style="text-align:center; background-color:#f9f9f9;" | —
 +
| style="text-align:center; background-color:#f9f9f9;" | —
 +
| style="text-align:center; background-color:#f9f9f9;" | —
 +
|-
 +
| style="background-color:#cef7e3;" |DR cap
 +
| style="background-color:#ecfcf4; text-align:center;" | 80%
 +
| style="text-align:center; background-color:#f9f9f9;" | —
 +
| style="text-align:center; background-color:#f9f9f9;" | —
 +
| style="text-align:center; background-color:#f9f9f9;" | —
 +
|-
 +
! colspan="6" | Damage Dealers (DPS)
 +
|-
 +
| rowspan="8" |
 +
*[[#Alien|Alien]]
 +
*[[#Bounty Hunter|Bounty Hunter]]
 +
*[[#Robot|Eyebot]]
 +
*[[#Hubologist|Hubologist]]
 +
*[[#Cyborg|Terminator]]
 +
*[[#Wrecker|Wrecker]]
 +
| style="background-color:#cef7e3;" |Action points
 +
| style="background-color:#ecfcf4; text-align:center;" | 5
 +
| style="text-align:center; background-color:#f7efba;" | <25%
 +
| style="text-align:center; background-color:#fef6d7;" | -10
 +
| style="text-align:center; background-color:#fef6d7;" | 0
 +
|-
 +
| style="background-color:#cef7e3;" |Movement speed
 +
| style="background-color:#ecfcf4; text-align:center;" | 110%
 +
| style="text-align:center; background-color:#f7efba;" | 25% to 49%
 +
| style="text-align:center; background-color:#fef6d7;" | -15
 +
| style="text-align:center; background-color:#fef6d7;" | 0
 +
|-
 +
| style="background-color:#cef7e3;" |Hit points
 +
| style="background-color:#ecfcf4; text-align:center;" | 50 
 +
| style="text-align:center; background-color:#f7efba;" | 50% to 89%
 +
| style="text-align:center; background-color:#fef6d7;" | -20
 +
| style="text-align:center; background-color:#fef6d7;" | 0
 +
|-
 +
| style="background-color:#cef7e3;" |Character size
 +
| style="background-color:#ecfcf4; text-align:center;" | 60%
 +
| style="text-align:center; background-color:#f7efba;" | 90% to 99%
 +
| style="text-align:center; background-color:#fef6d7;" | 0
 +
| style="text-align:center; background-color:#fef6d7;" | 0
 +
|-
 +
| style="background-color:#cef7e3;" |Damage multiplier
 +
| style="background-color:#ecfcf4; text-align:center;" | 110%
 +
| style="text-align:center; background-color:#f7efba;" | 100%
 +
| style="text-align:center; background-color:#fef6d7;" | 0
 +
| style="text-align:center; background-color:#fef6d7;" | 0
 +
|-
 +
| style="background-color:#cef7e3;" |Healing multiplier
 +
| style="background-color:#ecfcf4; text-align:center;" | 80%
 +
| style="text-align:center; background-color:#f9f9f9;" | —
 +
| style="text-align:center; background-color:#f9f9f9;" | —
 +
| style="text-align:center; background-color:#f9f9f9;" | —
 +
|-
 +
| style="background-color:#cef7e3;" |DT cap modifier
 +
| style="background-color:#ecfcf4; text-align:center;" | -2
 +
| style="text-align:center; background-color:#f9f9f9;" | —
 +
| style="text-align:center; background-color:#f9f9f9;" | —
 +
| style="text-align:center; background-color:#f9f9f9;" | —
 +
|-
 +
| style="background-color:#cef7e3;" |DR cap
 +
| style="background-color:#ecfcf4; text-align:center;" | 70%
 +
| style="text-align:center; background-color:#f9f9f9;" | —
 +
| style="text-align:center; background-color:#f9f9f9;" | —
 +
| style="text-align:center; background-color:#f9f9f9;" | —
 +
|-
 +
! colspan="6" | Shooters
 +
|-
 +
| rowspan="8" |
 +
*[[#Alien|Alien]]
 +
*[[#Cyborg|C-54]]
 +
*[[#Robot|Robobrain]]
 +
*[[#Sniper|Sniper]]
 +
| style="background-color:#cef7e3;" |Action points
 +
| style="background-color:#ecfcf4; text-align:center;" | 7
 +
| style="text-align:center; background-color:#f7efba;" | <25%
 +
| style="text-align:center; background-color:#fef6d7;" | -15
 +
| style="text-align:center; background-color:#fef6d7;" | -5
 +
|-
 +
| style="background-color:#cef7e3;" |Movement speed
 +
| style="background-color:#ecfcf4; text-align:center;" | 100%
 +
| style="text-align:center; background-color:#f7efba;" | 25% to 49%
 +
| style="text-align:center; background-color:#fef6d7;" | -30
 +
| style="text-align:center; background-color:#fef6d7;" | -5
 +
|-
 +
| style="background-color:#cef7e3;" |Hit points
 +
| style="background-color:#ecfcf4; text-align:center;" | 30 
 +
| style="text-align:center; background-color:#f7efba;" | 50% to 89%
 +
| style="text-align:center; background-color:#fef6d7;" | 0
 +
| style="text-align:center; background-color:#fef6d7;" | 0
 +
|-
 +
| style="background-color:#cef7e3;" |Character size
 +
| style="background-color:#ecfcf4; text-align:center;" | 80%
 +
| style="text-align:center; background-color:#f7efba;" | 90% to 99%
 +
| style="text-align:center; background-color:#fef6d7;" | 0
 +
| style="text-align:center; background-color:#fef6d7;" | 0
 +
|-
 +
| style="background-color:#cef7e3;" |Damage multiplier
 +
| style="background-color:#ecfcf4; text-align:center;" | 125%
 +
| style="text-align:center; background-color:#f7efba;" | 100%
 +
| style="text-align:center; background-color:#fef6d7;" | 0
 +
| style="text-align:center; background-color:#fef6d7;" | 0
 +
|-
 +
| style="background-color:#cef7e3;" |Healing multiplier
 +
| style="background-color:#ecfcf4; text-align:center;" | 50%
 +
| style="text-align:center; background-color:#f9f9f9;" | —
 +
| style="text-align:center; background-color:#f9f9f9;" | —
 +
| style="text-align:center; background-color:#f9f9f9;" | —
 +
|-
 +
| style="background-color:#cef7e3;" |DT cap modifier
 +
| style="background-color:#ecfcf4; text-align:center;" | -4
 +
| style="text-align:center; background-color:#f9f9f9;" | —
 +
| style="text-align:center; background-color:#f9f9f9;" | —
 +
| style="text-align:center; background-color:#f9f9f9;" | —
 +
|-
 +
| style="background-color:#cef7e3;" |DR cap
 +
| style="background-color:#ecfcf4; text-align:center;" | 50%
 +
| style="text-align:center; background-color:#f9f9f9;" | —
 +
| style="text-align:center; background-color:#f9f9f9;" | —
 +
| style="text-align:center; background-color:#f9f9f9;" | —
 +
|-
 +
! colspan="6" | Sneakers
 +
|-
 +
| rowspan="8" |
 +
*[[#Alien|Alien]]
 +
*[[#Assassin|Assassin]]
 +
*[[#Scout|Scout]]
 +
| style="background-color:#cef7e3;" |Action points
 +
| style="background-color:#ecfcf4; text-align:center;" | 8
 +
| style="text-align:center; background-color:#f7efba;" | <25%
 +
| style="text-align:center; background-color:#fef6d7;" | 0
 +
| style="text-align:center; background-color:#fef6d7;" | -10
 +
|-
 +
| style="background-color:#cef7e3;" |Movement speed
 +
| style="background-color:#ecfcf4; text-align:center;" | 120%
 +
| style="text-align:center; background-color:#f7efba;" | 25% to 49%
 +
| style="text-align:center; background-color:#fef6d7;" | 0
 +
| style="text-align:center; background-color:#fef6d7;" | 0
 +
|-
 +
| style="background-color:#cef7e3;" |Hit points
 +
| style="background-color:#ecfcf4; text-align:center;" | 20 
 +
| style="text-align:center; background-color:#f7efba;" | 50% to 89%
 +
| style="text-align:center; background-color:#fef6d7;" | 0
 +
| style="text-align:center; background-color:#fef6d7;" | 0
 +
|-
 +
| style="background-color:#cef7e3;" |Character size
 +
| style="background-color:#ecfcf4; text-align:center;" | 90%
 +
| style="text-align:center; background-color:#f7efba;" | 90% to 99%
 +
| style="text-align:center; background-color:#fef6d7;" | 0
 +
| style="text-align:center; background-color:#fef6d7;" | 0
 +
|-
 +
| style="background-color:#cef7e3;" |Damage multiplier
 +
| style="background-color:#ecfcf4; text-align:center;" | 150%
 +
| style="text-align:center; background-color:#f7efba;" | 100%
 +
| style="text-align:center; background-color:#fef6d7;" | 0
 +
| style="text-align:center; background-color:#fef6d7;" | 0
 +
|-
 +
| style="background-color:#cef7e3;" |Healing multiplier
 +
| style="background-color:#ecfcf4; text-align:center;" | 10%
 +
| style="text-align:center; background-color:#f9f9f9;" | —
 +
| style="text-align:center; background-color:#f9f9f9;" | —
 +
| style="text-align:center; background-color:#f9f9f9;" | —
 +
|-
 +
| style="background-color:#cef7e3;" |DT cap modifier
 +
| style="background-color:#ecfcf4; text-align:center;" | -6
 +
| style="text-align:center; background-color:#f9f9f9;" | —
 +
| style="text-align:center; background-color:#f9f9f9;" | —
 +
| style="text-align:center; background-color:#f9f9f9;" | —
 +
|-
 +
| style="background-color:#cef7e3;" |DR cap
 +
| style="background-color:#ecfcf4; text-align:center;" | 0%
 +
| style="text-align:center; background-color:#f9f9f9;" | —
 +
| style="text-align:center; background-color:#f9f9f9;" | —
 +
| style="text-align:center; background-color:#f9f9f9;" | —
 +
|-
 +
|}
 +
 
 +
=== 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 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|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]]).
 +
*'''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.
 +
*'''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:
 +
 
 +
{| class="wikitable"
 +
! 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 ==
 +
 
 +
{| class="wikitable" style="width:100%; border:none; background:none;"
 +
| style="width:30%; vertical-align:top; border:none; padding-right:20px;" |
 +
{| class="wikitable" style="width:100%;"
 +
! colspan="2" | Alien
 +
|-
 +
| Min. Level || 45
 +
|-
 +
| Role || Flex
 +
|-
 +
| SPECIAL || +3 [[Intelligence]]
 +
|-
 +
| SPECIAL scaling || [[Intelligence]]: Crafted gear gets 5000 additional XP
 +
|-
 +
| Fury || Lose 1% [[Damage Protection]]
 +
|-
 +
| Rage || 4x [[Weapon perks#Weapon Experience|weapon experience]] for 10s
 +
|-
 +
| Drawbacks || <span style="color:#800080;">
 +
*Cannot use non-Alien weapons;
 +
*Agility: +1 reload cost</span>
 +
|-
 +
| PvE ability || 5% of damage applied as radiation to NPCs
 +
|-
 +
| Favorite weapon || [[Weapons#ETG1000|ETG]] (ignores electric immunity)
 +
|-
 +
| Base crit roll || 0–10
 +
|-
 +
| Acquisition || Necropolis (36:39) ([[:File:Alien NPC Necropolis.gif|picture]])
 +
|}
 +
| style="width:70%; vertical-align:top; border:none;" |
 +
*'''Alien''' is a flex class, with its role determined by the weapon it's <code>~link</code>ed to.
 +
**When linked to [[Weapons#ETG3000|ETG3000]], Alien is a tank;
 +
**When linked to [[Weapons#IPF210|IPF210]], semi-tank;
 +
**When linked to [[Weapons#LAR62|LAR62]], damage dealer;
 +
**When linked to [[Weapons#SSR10|SSR10]], shooter;
 +
**When linked to [[Weapons#ESR02|ESR02]], sneaker.
 +
*Linking has a 60-second cooldown. You will be prompted to link if you attempt to use a weapon you're not linked to.
 +
*For base stats, see [[#Basic framework|the above table]].
 +
Alien receives several powerful bonuses:
 +
*+50 to the [[Crafting]] skill cap.
 +
*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%.
 +
*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]].
 +
|}
 +
 
 +
== Assassin ==
 +
 
 +
{| class="wikitable" style="width:100%; border:none; background:none;"
 +
| style="width:30%; vertical-align:top; border:none; padding-right:20px;" |
 +
{| class="wikitable" style="width:100%;"
 +
! colspan="2" | Assassin
 +
|-
 +
| Min. Level || 90
 +
|-
 +
| Role || Sneaker
 +
|-
 +
| SPECIAL || +3 [[Perception]]
 +
|-
 +
| SPECIAL scaling || [[Perception]]: +1% critical chance
 +
|-
 +
| Drawbacks || <span style="color:#800080;">
 +
*Damage reduced by 75% if de-sneaked;
 +
*Agility: -1% damage</span>
 +
|-
 +
| PvE ability || +25% critical chance vs. NPCs
 +
|-
 +
| Favorite weapon || [[Weapons#Range Pistols|Range Pistols]] (+1% crit chance for each hex between you and the target)
 +
|-
 +
| Base crit roll || 0–90
 +
|-
 +
| Acquisition || The Hub (31:40), Old Town ([[:File:Assassin NPC The Hub.gif|picture]])
 +
|}
 +
| style="width:70%; vertical-align:top; border:none;" |
 +
*'''Assassin''' is a master of stealth, always looking to punish exposed targets.
 +
*For base stats, see [[#Basic framework|the above table]].
 +
There are many unique advantages to being an Assassin:
 +
* 92% chance to remain in sneak mode after attacking an opponent.
 +
* 10% chance to enter sneak after performing any action, even if observed.
 +
* +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.
 +
|}
 +
 
 +
== Bounty Hunter ==
 +
{| class="wikitable" style="width:100%; border:none; background:none;"
 +
| style="width:30%; vertical-align:top; border:none; padding-right:20px;" |
 +
{| class="wikitable" style="width:100%;"
 +
! colspan="2" | Bounty Hunter
 +
|-
 +
| Min. Level || 80
 +
|-
 +
| Role || Damage Dealer
 +
|-
 +
| SPECIAL || +3 [[Luck]]
 +
|-
 +
| SPECIAL scaling || [[Luck]]: Attack delay reduced by 1%
 +
|-
 +
| Drawbacks || <span style="color:#800080;">Endurance: -3% crit power</span>
 +
|-
 +
| PvE ability || Deal 1% of target NPC's max HP as bonus damage.
 +
|-
 +
| Favorite weapon || [[Weapons#Plasma Weapons|Plasma Weapons]] (+10% crit power, +10s [[Slow]] duration, no HP-based crit roll penalty)
 +
|-
 +
| Base crit roll || 0–75
 +
|-
 +
| Acquisition || Klamath (8:2), Trapper Town ([[:File:Bounty Hunter NPC Klamath.png|picture]])
 +
|}
 +
{| class="mw-collapsible mw-collapsed wikitable"
 +
| '''Bounty Power Calculation''' 
 +
|-
 +
|
 +
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 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"
 +
|-
 +
! Perk Rank Sum !! Bounty Power Bonus
 +
|-
 +
| 0-17 || +0
 +
|-
 +
| 18-33 || +1
 +
|-
 +
| 34-50 || +2
 +
|-
 +
| 51+ || +3
 +
|}
 +
 
 +
'''Step 2:''' Add a value based on your weapon type from one of the tables below to the value from step 1.
 +
 
 +
'''For conventional weapons:'''
 +
{| class="wikitable"
 +
|-
 +
! 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#Range Pistols|Range Pistols]], [[Weapons#Machine Guns|Machine Guns]], [[Weapons#Assault Rifles|Assault Rifles]], [[Weapons#Flamers|Flamers]], [[Weapons#Miniguns|Miniguns]], [[Weapons#Explosive Small Guns|Explosive Small Guns]] || 2
 +
|-
 +
| [[Weapons#Shotguns|Shotguns]], [[Weapons#Support Rifles|Support Rifles]] || 3
 +
|-
 +
| [[Weapons#Sniper Rifles|Sniper Rifles]] || 4
 +
|-
 +
| [[Weapons#Heavy Sniper Rifles|Heavy Sniper Rifles]] || 5
 +
|}
 +
 
 +
'''For energy weapons''':
 +
{| class="wikitable"
 +
|-
 +
! 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
 +
|-
 +
| [[Signal Pistol]], [[Plasma SMG]], [[ELECTRO Launcher]], [[Fire Rifle]], [[Gatling Laser]], [[Heat Machine]] || 2
 +
|-
 +
| [[Laser Rifle]], [[Turbo Plasma Rifle]], [[Electro Cannon]] || 3
 +
|-
 +
| [[Plasma Rifle]], [[Prototype 14]], [[Plasma Gatling]], [[Turbolaser]] || 4
 +
|-
 +
| [[Pyro Rifle]], [[Pulse Rifle]] || 5
 +
|}
 +
 
 +
'''Step 3:''' Apply miscellaneous bonuses and penalties.
 +
*+1 if your [[weapon]]'s tier is above 3.
 +
*+1 if your attack's damage is above 350.
 +
 
 +
*‑1 if your attack's [[damage]] is below 100.
 +
*‑1 if your attack was not a [[critical hit]].
 +
*‑1 if the target has the [[In Your Face!]] perk.
 +
*‑1 if you have the Quick Fingers [[perk synergy]].
 +
 
 +
'''Step 4:''' Apply the lower cap (0) and the upper cap (7).
 +
 
 +
'''Step 5:''' You now know your bounty power! Use the table below to find out how many bounty stacks it will allow you to apply to your target.
 +
 
 +
{| class="wikitable"
 +
|-
 +
! Bounty Power !! Bounty Stacks Applied
 +
|-
 +
| 0 || 0
 +
|-
 +
| 1 || 1
 +
|-
 +
| 2 || 1-2
 +
|-
 +
| 3 || 1-4
 +
|-
 +
| 4 || 1-6
 +
|-
 +
| 5 || 1-8
 +
|-
 +
| 6 || 4-8
 +
|-
 +
| 7 || 8
 +
|}
 +
 
 +
'''Note:''' The [[Strike]] bonus of 10 additional bounty stacks is separate from this calculation.
 +
|}
 +
| style="width:70%; vertical-align:top; border:none;" |
 +
*'''Bounty Hunter''' is a PvP-focused damage dealer class with a powerful debuffing ability.
 +
*For base stats, see [[#Basic framework|the above table]].
 +
 
 +
Being a Bounty Hunter has many benefits.
 +
*Critical roll bonuses scaling with your and your target's combined ''base'' crit chance (bonuses from weapons and perks do not apply).
 +
*+1% critical power for each 10 points of [[Sight|sight range]].
 +
*+0.5 sight range per point of critical chance.
 +
*Automatically [[Critical_Hit#Critical_Effect|marking]] targets for 4 seconds.
 +
*Access to the unique "bounty stacking" mechanic.
 +
**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 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.
 +
*Bounty Hunters can see everyone's bounty stacks.
 +
*Bounty stacks trigger additional effects at certain thresholds: at '''33''' stacks, the usual rule that all incoming damage in PvP must be halved if it's above 350, and then halved again if it's still above 300, no longer applies to Bounty Hunter's damage; at '''66''' stacks, Bounty Hunter ignores the target's crit chance/power resistance; at '''100''' stacks, the target's current hit points are set to -100.
 +
*In [[War Event]]s and [[New Reno Wars]], killing players with bounty stacks rewards Bounty Hunters with a currency bonus of 10% for each of the target's bounty stacks.
 +
*<span style="color:#800080;">Bounty Hunter's bounty power is reduced by 1 if they have the Quick Fingers perk synergy.</span>
 +
|}
 +
 
 +
== Chosen One ==
 +
 
 +
{| class="wikitable" style="width:100%; border:none; background:none;"
 +
| style="width:30%; vertical-align:top; border:none; padding-right:20px;" |
 +
{| class="wikitable" style="width:100%;"
 +
! colspan="2" | Chosen One
 +
|-
 +
| Min. Level || 30
 +
|-
 +
| Role || Semi‑tank
 +
|-
 +
| SPECIAL || +3 [[Charisma]]
 +
|-
 +
| SPECIAL scaling || [[Charisma]]: +1 [[HP]]
 +
|-
 +
| Fury || -1 [[Charisma]] per stack
 +
|-
 +
| Rage || Set 2 random SPECIAL<br>attributes to 1 for 10s
 +
|-
 +
| Drawbacks || <span style="color:#800080;">
 +
*Luck: -4 AP Regen;<br>
 +
*Each active perk synergy reduces damage by 15%;<br>
 +
*[[Healing rate]] is set to 0;<br>
 +
*Reaching 0 HP means instant death</span>
 +
|-
 +
| PvE ability || Gain 10% more experience from kills
 +
|-
 +
| Favorite weapon || [[Weapons#SMGs|SMGs]] (+25% damage at 1‑hex range)
 +
|-
 +
| Base crit roll || 0–45
 +
|-
 +
| Acquisition || Klamath (8:2), Downtown ([[:File:Chloc.jpg|picture]])
 +
|}
 +
| style="width:70%; vertical-align:top; border:none;" |
 +
*'''Chosen One''' is a semi‑tank with a lot of build design space. Time to get creative!
 +
*For base stats, see [[#Basic framework|the above table]].<br>
 +
Class bonuses:
 +
*+3 [[level perks]] (<span style="color:#ec0003;">Chosen One must be acquired before level 50 to get this bonus</span>)
 +
{| class="mw-collapsible mw-collapsed wikitable"
 +
| '''Sample build (Patch 6.4) '''
 +
|-
 +
|
 +
{| class="wikitable"
 +
|-
 +
! colspan="2" | Turret Engineer (HP: 556, AP: 7)
 +
|-
 +
| '''SPECIAL'''
 +
| [[Strength|S]] 1→4, [[Perception|P]] 5→1, [[Endurance|E]] 10→17, [[Charisma|C]] 5→20, [[Intelligence|I]] 8→10, [[Agility|A]] 10→11, [[Luck|L]] 1→2
 +
|-
 +
| '''Traits & Perks'''
 +
| '''Traits:''' Gifted, Good Natured<br>'''Perks:'''<br>3: Gain Charisma<br>6: Animal Friend<br>9: Bonus AP Regen<br>12: Party Member<br>15: Adrenaline Rush<br>18: Toughness<br>21: Lethal Protection<br>24: Turret Mechanic<br>27: Engineer<br>30: '''Chosen One''', Cult of Personality,<br>Quick Pockets, Earlier Sequence
 +
|-
 +
| '''Synergies'''
 +
| Tank, Mysterious Stranger, Quartermaster, Architect
 +
|-
 +
| '''Drugs'''
 +
| Buffout, Rot Gut, Psycho, Mutie, Beer
 +
|-
 +
| '''Implants'''
 +
| '''SPECIAL:''' [[Nociception Regulator|Endurance]] (×3), [[Empathy Synthesizer|Charisma]] (×7)<br>'''Combat:''' [[Dermal Module]] (×2), [[Phoenix Module]] (×2),<br>[[Tactical Chip]] (×2), [[Claw Module]] (×1)
 +
|-
 +
| '''WE Stats'''
 +
| Combat Medic, CHA, DMG RES & DT, HP, AP, AC, AP Regen, Medic
 +
|-
 +
| '''Source'''
 +
| [https://discord.com/channels/360781249616412672/1448102545175220304/1448102545175220304 Originally posted on FO3 discord by KompreSor]
 +
|-
 +
|}
 +
|}
 +
|}
 +
 
 +
== Clone ==
 +
 
 +
{| class="wikitable" style="width:100%; border:none; background:none;"
 +
| style="width:30%; vertical-align:top; border:none; padding-right:20px;" |
 +
{| class="wikitable" style="width:100%;"
 +
! colspan="2" | Clone
 +
|-
 +
| Min. Level || 150
 +
|-
 +
| Role || Semi‑tank
 +
|-
 +
| SPECIAL || +3 [[Endurance]]
 +
|-
 +
| SPECIAL scaling || [[Charisma]]: +25 [[Carry Weight]]
 +
|-
 +
| Drawbacks || <span style="color:#800080;">
 +
*Endurance: -1% crit chance;<br>
 +
*5% less damage against NPCs;<br>
 +
*Can only use SPECIAL implants</span>
 +
|-
 +
| Favorite weapon || [[Weapons#Laser Weapons|Laser Weapons]] (5% chance to chain attack to another target)
 +
|-
 +
| Base crit roll || 0–50
 +
|-
 +
| Acquisition || New Vault City (16:8) ([[:File:Clone_NPC_New_Vault_City.gif|picture]])
 +
|}
 +
| style="width:70%; vertical-align:top; border:none;" |
 +
*'''Clone''' is a semi‑tank with the ability to summon an AI‑controlled doppelganger.
 +
*For base stats, see [[#Basic framework|the above table]].
 +
The clone-summoning ability works as follows:
 +
*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 1s, but it can never go below 15s, which requires the [[Good Natured]] trait and [[Speech]] = 500.
 +
*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.
 +
**The clone cannot use grenades, or any other stackable weapons.
 +
**The clone does not consume ammunition.
 +
**The clone cannot carry additional gear.
 +
*Both the player and the clone are immune to knockouts, knockbacks, knockdowns, and the Heavy Handed effect.
 +
*If your clone is alive when you are killed by another '''player''', you are instantly revived, effectively killing the clone to take its place.
 +
*You deal 50% more damage when your clone is dead.
 +
*The clone provides vision in a 15-hex radius even when dead.
 +
*The clone’s stats get adjusted based on how the target is marked:
 +
**Red (aggressive): +50% damage, -20% DR
 +
**Purple (defensive): -50% damage, +20% DR
 +
**Blue/unmarked: No changes
 +
*When directing the clone with alt‑click commands the neutral "Command Move" is recommended to avoid aggroing non-hostile NPCs.
 +
|}
 +
 
 +
== Combat Master ==
 +
 
 +
{| class="wikitable" style="width:100%; border:none; background:none;"
 +
| style="width:30%; vertical-align:top; border:none; padding-right:20px;" |
 +
{| class="wikitable" style="width:100%;"
 +
! colspan="2" | Combat Master
 +
|-
 +
| Min. Level || 35
 +
|-
 +
| Role || Specialist
 +
|-
 +
| SPECIAL scaling || [[Strength]]: +1% [[Critical_Hit#Critical_Power_and_Critical_Roll|critical power]]
 +
|-
 +
| Fury || +6% critical power per stack
 +
|-
 +
| Rage || Ignore critical resistances for 10s
 +
|-
 +
| Drawbacks || <span style="color:#800080;">
 +
*You're limited to 1 Trait;
 +
*Luck: -1% [[DR]]</span>
 +
|-
 +
| PvE ability || Lifesteal cap increased to 50%
 +
|-
 +
| Favorite weapon || [[Weapons#Hammers|Hammers]] (doubled [[Strike]] jump range)
 +
|-
 +
| Base crit roll || 0–80
 +
|-
 +
| Acquisition || San Francisco (9:25) ([[:File:Combat Master NPC San Francisco.png|picture]])
 +
|}
 +
| style="width:70%; vertical-align:top; border:none;" |
 +
*'''Combat Master''' is a melee-focused specialist class with exceptional mobility.
 +
*For base stats, see [[#Basic framework|the above table]].
 +
 
 +
Combat Master has many advantages in [[Close Combat|close combat]]:
 +
*+30 [[melee damage]].
 +
*+125% melee [[critical chance]].
 +
*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
 +
*90% shorter battle timer after being hit. This doesn't affect the battle timer when ''you'' are doing the hitting.
 +
|}
 +
 
 +
== Cyborg ==
 +
 
 +
{| class="wikitable" style="width:100%; border:none; background:none;"
 +
| style="width:30%; vertical-align:top; border:none; padding-right:20px;" |
 +
{| class="wikitable" style="width:100%;"
 +
! colspan="2" | Cyborg
 +
|-
 +
| Min. Level || 120
 +
|-
 +
| Role || Flex
 +
|-
 +
| SPECIAL scaling || [[Luck]]: +1% critical power;<br>[[Charisma]]: varies, see [[combat implants]]
 +
|-
 +
| Fury || +2% EMP DR per stack
 +
|-
 +
| Rage || EMP explosions that deal 25% of your max HP surround you for 10s
 +
|-
 +
| Drawbacks || <span style="color:#800080;">
 +
*Vulnerability to EMP damage;
 +
*Chance to lose an implant on death (SPECIAL: 0.25%; Combat: 0.05%);
 +
*Receive 5 more damage from NPCs;</span>
 +
*[[Perception]]: -2% to [[EMP]] DR
 +
|-
 +
| Favorite weapon || [[Weapons#Clubs|Clubs]] ([[Shock]] the target for 1s)
 +
|-
 +
| Base crit roll || 0–65
 +
|-
 +
| Acquisition || Gecko (29:4), Scrapyard ([[:File:Cyborg_NPC_Gecko.gif|picture]])
 +
|}
 +
| style="width:70%; vertical-align:top; border:none;" |
 +
{| class="wikitable" style="width:100%; border:none; background:none;"
 +
| style="width:80%; vertical-align:top; border:none; padding-right:10px;" |
 +
*'''Cyborg''' is a flex class focused on taking full advantage of [[implants]].
 +
*For base stats, see [[#Basic framework|the above 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 "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:
 +
**Your base implant installation limit is set to 12 [[SPECIAL implants]] and 12 [[combat implants]]. You [[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.
 +
**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]].
 +
**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 (120s 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]].
 +
| style="width:20%; vertical-align:top; border:none;" |
 +
{| class="wikitable" style="width:100%; text-align:center;"
 +
|+ Implant Role Points
 +
|-
 +
! Implant !! Tank !! DPS !! Shooter
 +
|-
 +
| [[Dermal Module]] || 3 || – || –
 +
|-
 +
| [[Phoenix Module]] || 3 || – || –
 +
|-
 +
| [[Tiger Module]] || – || 3 || –
 +
|-
 +
| [[Claw Module]] || – || 3 || –
 +
|-
 +
| [[Dragon Module]] || – || – || 3
 +
|-
 +
| [[Nemean Module]] || 2 || 2 || –
 +
|-
 +
| [[Tactical Module]] || – || 2 || 2
 +
|-
 +
| [[EMP Shield]] || 2 || – || 2
 +
|}
 +
|}
 +
|}
 +
 
 +
== Deathclaw ==
 +
 
 +
{| class="wikitable" style="width:100%; border:none; background:none;"
 +
| style="width:30%; vertical-align:top; border:none; padding-right:20px;" |
 +
{| class="wikitable" style="width:100%;"
 +
! colspan="2" | Deathclaw
 +
|-
 +
| Min. Level || 40
 +
|-
 +
| Role || Tank
 +
|-
 +
| SPECIAL || +3 [[Strength]]
 +
|-
 +
| SPECIAL scaling ||
 +
*[[Strength]]: +4 Stealth; +1% crit chance resistance; +1% Plasma DR
 +
*[[Perception]]:+1% laser DR; +1 electro DT
 +
*[[Endurance]]: +1% crit chance; +1% Explode DR
 +
*[[Charisma]]: +1 laser DT
 +
*[[Intelligence]]: +1% crit chance; normal DT +1
 +
*[[Agility]]: +1% crit chance; +1 explode DT
 +
*[[Luck]]: +5% movement speed; +1 Plasma DT
 +
|-
 +
| Fury || +5 melee damage per stack
 +
|-
 +
| Rage || Receive a random injury; [[taunt]] everyone on the map except your faction for 3s
 +
|-
 +
| Drawbacks || <span style="color:#800080;">
 +
*Can't use guns;
 +
*Can't use body armor;
 +
*Intelligence: -3 melee damage</span>
 +
|-
 +
| PvE ability || +10 melee damage against NPCs
 +
|-
 +
| Favorite weapon || [[Weapons#Punch Weapons|Punch Weapons]] (15-hex PvP Slow aura scaling with [[Heavy Handed]] Strength that replaces its normal effect)
 +
|-
 +
| Base crit roll || 0–55
 +
|-
 +
| Acquisition || [[Modoc]] (20:5) ([[:File:Deathclaw NPC Modoc.gif|picture]])
 +
|}
 +
| style="width:70%; vertical-align:top; border:none;" |
 +
*'''Deathclaw''' is a melee tank with complex SPECIAL scaling.
 +
*For base stats, see [[#Basic framework|the above table]].
 +
Deathclaws receive a wide range of melee-focused bonuses:
 +
*+1 attack range
 +
*+10% [[movement speed]]
 +
*Immunity to Slow
 +
*Bonus hit points equal to 3 x '''base''' [[Lethal Damage]]
 +
*+0.01 [[AP Regen]] per point of melee damage
 +
*+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)
 +
*+1 [[AC]] per point of [[Sneak]]
 +
*+5% critical chance resistance
 +
*+(10 + movement-only APs)% [[Critical Power Resistance|critical power resistance]]
 +
*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 33%; if it's tier 2: 66%; tier 3: 100%; tier 4: 115%; tier 5: 125%; tier 6: 133%.
 +
{| class="mw-collapsible mw-collapsed wikitable"
 +
| '''Natural Armor breakdown''' 
 +
|-
 +
|
 +
{| class="wikitable"
 +
|-
 +
! Damage
 +
! DT
 +
! DR
 +
|-
 +
| Normal
 +
| 6 + [[Intelligence]]
 +
| 45 + [[critical chance]]
 +
|-
 +
| Laser
 +
| 7 + [[Charisma]]
 +
| 10 + [[Perception]]
 +
|-
 +
| Fire
 +
| 4 + [[Sequence]]
 +
| 50 + [[healing rate]]
 +
|-
 +
| Plasma
 +
| 5 + [[Luck]]
 +
| 40 + [[Strength]]
 +
|-
 +
| Explode
 +
| 6 + [[Agility]]
 +
| 50 + [[Endurance]]
 +
|-
 +
| Electro
 +
| 3 + [[Perception]]
 +
| 30 + [[Action Points]]
 +
|}
 +
|}
 +
 
 +
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.
 +
 
 +
{| class="mw-collapsible mw-collapsed wikitable"
 +
| '''Weapon perk to armor perk mapping''' 
 +
|-
 +
|
 +
{| class="wikitable"
 +
|-
 +
! Weapon Perk
 +
! Armor Perk
 +
|-
 +
| [[Ammo Upgrade]]
 +
| [[Iron Skin]]
 +
|-
 +
| [[Destroyer]]
 +
| [[Bonus Charisma]]
 +
|-
 +
| [[Bloody]]
 +
| [[Cured]]
 +
|-
 +
| [[Bonus Critical Power]]
 +
| [[Integrated Gloves]]
 +
|-
 +
| [[Damage per Bullet]]
 +
| [[Explosive Belt]]
 +
|-
 +
| [[Bonus Max Damage]]
 +
| [[Bonus Strength]]
 +
|-
 +
| [[Bonus Min Damage]]
 +
| [[Sneaky]]
 +
|-
 +
| [[Bonus Attack Speed]]
 +
| [[Armor perks#Utility|Utility]]
 +
|-
 +
| [[Less AP Cost]]
 +
| [[Bonus Movement]]
 +
|-
 +
| [[Chip Shot]]
 +
| [[Special Force Bonus]]
 +
|-
 +
| [[Fast Trigger]]
 +
| [[Regeneration]]
 +
|-
 +
| [[Frozen Queen]]
 +
| [[Penetration Protection]]
 +
|-
 +
| [[Killing Spree]]
 +
| [[Mirror System]]
 +
|-
 +
| [[Knockback]]
 +
| [[Thwart Block]]
 +
|-
 +
| [[Life Steal]]
 +
| [[Speed Mechanism]]
 +
|-
 +
| [[Long Range]]
 +
| [[Survivalist]]
 +
|-
 +
| [[Bonus Critical Chance]]
 +
| [[Bonus Luck]]
 +
|-
 +
| [[More Critical Damage]]
 +
| [[Fill The Gaps]]
 +
|-
 +
| [[Penetrate]]
 +
| [[Defense Enhancement]]
 +
|-
 +
| [[Poisonous]]
 +
| [[Shock Protection]]
 +
|-
 +
| [[Scoped]]
 +
| [[Bonus Perception]]
 +
|-
 +
| [[Spiked]]
 +
| [[Heavy]]
 +
|-
 +
| [[Smasher!]]
 +
| [[Anty-Termal System]]
 +
|-
 +
| [[Lethal Damage]]
 +
| [[Advanced Plate]]
 +
|-
 +
| [[More Bonus Damage]]
 +
| [[Advanced Defence]]
 +
|-
 +
| [[Lethal Upgrade]]
 +
| [[Nightmare Defence]]
 +
|-
 +
| [[Critical Master]]
 +
| [[Powered]]
 +
|-
 +
| [[Butcher]]
 +
| [[Great Shield]]
 +
|-
 +
|}
 +
|}
 +
'''Note:''' Heavy Handed protection effects, such as those granted by [[Thwart Block]], [[Mutie]], or [[Jinxed]] will counter 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.
 +
|}
 +
 
 +
== Grenadier ==
 +
 
 +
{| class="wikitable" style="width:100%; border:none; background:none;"
 +
| style="width:30%; vertical-align:top; border:none; padding-right:20px;" |
 +
{| class="wikitable" style="width:100%;"
 +
! colspan="2" | Grenadier
 +
|-
 +
| Min. Level || 180
 +
|-
 +
| Role || Damage Dealer
 +
|-
 +
| SPECIAL || +3 Strength
 +
|-
 +
| SPECIAL scaling ||
 +
*Strength: +1% Throwing DR penetration
 +
|-
 +
| Drawbacks || <span style="color:#800080;">
 +
*Charisma: -1 weapon range;
 +
*Cannot gain critical chance resistance
 +
</span>
 +
|-
 +
| PvE ability || Hitting NPCs triggers the [[Hit and Run]] effect<br>even if you don't have the perk
 +
|-
 +
| Favorite weapon || Explosive [[Grenades]] (knockback range is doubled)
 +
|-
 +
| Base crit roll || ??–??
 +
|-
 +
| Acquisition || Not available yet
 +
|}
 +
| style="width:70%; vertical-align:top; border:none;" |
 +
*'''Grenadier''' is a damage dealer class that specializes in [[Throwing]].
 +
*For base stats, see [[#Basic framework|the above table]].
 +
 
 +
Grenadier has many unique advantages:
 +
*AoE damage does not harm friendly targets
 +
*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:
 +
**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 Grenadier’s inventory
 +
**Plasma damage can spawn a Gamma Mine that deals medium damage and slows the target
 +
**Electrical damage can spawn a Stun Trap that deals low damage and paralyzes the target
 +
**Explosive damage can spawn a Land Mine that deals high damage
 +
|}
 +
 
 +
== Hubologist ==
 +
 
 +
{| class="wikitable" style="width:100%; border:none; background:none;"
 +
| style="width:30%; vertical-align:top; border:none; padding-right:20px;" |
 +
{| class="wikitable" style="width:100%;"
 +
! colspan="2" | Hubologist
 +
|-
 +
| Min. Level || 105
 +
|-
 +
| Role || Damage Dealer
 +
|-
 +
| SPECIAL scaling || [[Intelligence]]: +1/3 to gear [[level perk]] limit
 +
|-
 +
| Drawbacks || <span style="color:#800080;">
 +
*Lose all of your level perks;
 +
*Endurance: +2 incoming damage;
 +
*On death, lose one random gear perk rank</span>
 +
|-
 +
| Favorite weapon || [[Weapons#Electro Weapons|Electro Weapons]] (double damage)
 +
|-
 +
| Base crit roll || 10–20
 +
|-
 +
| Acquisition || San Francisco (9:25), Tanker ([[:File:Hubologist_NPC_San_Francisco.gif|picture]])
 +
|}
 +
| style="width:70%; vertical-align:top; border:none;" |
 +
*'''Hubologist''' is a damage dealer (DPS) class with greatly enhanced gear perks and gear XP gain rate.
 +
*For base stats, see [[#Basic framework|the above table]].
 +
 
 +
Donating all of your level perks to the Church of Hubology has the following effects:
 +
*+100 [[HP]]
 +
*All of your gear perks are substantially improved, see the [[armor perks]] and [[weapon perks]] articles for details.
 +
*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.
 +
**The number of level perks that Hubologist can get from equipment is limited to <code>3 + <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.
 +
{| class="mw-collapsible mw-collapsed wikitable"
 +
| Level perk priority 
 +
|-
 +
|
 +
{| class="wikitable"
 +
|-
 +
! Priority !! Name !! Synergy
 +
|-
 +
| 1 (top) || [[Action Boy]] || [[Speedboy]]
 +
|-
 +
| 2 || [[Bonus Move]] || [[Speedboy]]
 +
|-
 +
| 3 || [[Gain Agility]] || [[Speedboy]]
 +
|-
 +
| 4 || [[Bonus Rate of Fire]] || [[Quick Fingers]]
 +
|-
 +
| 5 || [[Gain Charisma]] || [[Mysterious Stranger]]
 +
|-
 +
| 6 || [[Gain Intelligence]] || [[Stealth Master]]
 +
|-
 +
| 7 || [[Faster Healing]] || [[Vitality]]
 +
|-
 +
| 8 || [[Quick Pockets]] || [[Quartermaster]]
 +
|-
 +
| 9 || [[Gain Endurance]] || [[Vitality]]
 +
|-
 +
| 10 || [[Gain Strength]] || [[Bonus HtH Rapid]]
 +
|-
 +
| 11 || [[Better HtH Criticals]] || [[Bonus HtH Rapid]]
 +
|-
 +
| 12 || [[In Your Face!]] || [[Bonus HtH Rapid]]
 +
|-
 +
| 13 || [[Dodger]] || [[Armor King]]
 +
|-
 +
| 14 || [[Lifegiver]] || [[Vitality]]
 +
|-
 +
| 15 || [[Livewire]] || [[Armor King]]
 +
|-
 +
| 16 || [[Even More Criticals]] || [[Slayer]]
 +
|-
 +
| 17 || [[Gain Luck]] || [[Slayer]]
 +
|-
 +
| 18 || [[More Critical]] || [[Slayer]]
 +
|-
 +
| 19 || [[Bonus Ranged Damage]] || [[Burster]]
 +
|-
 +
| 20 || [[Death Sense]] || [[Burster]]
 +
|-
 +
| 21 || [[More Ranged Damage]] || [[Burster]]
 +
|-
 +
| 22 || [[Quick Recovery]] || [[Armor King]]
 +
|-
 +
| 23 || [[Right between the Eyes]] || [[Ranger]]
 +
|-
 +
| 24 || [[Sharpshooter]] || [[Ranger]]
 +
|-
 +
| 25 || [[Gain Perception]] || [[Ninja]]
 +
|-
 +
| 26 || [[Ghost]] || [[Ninja]]
 +
|-
 +
| 27 || [[Silent Running]] || [[Ninja]]
 +
|-
 +
| 28 || [[Better Criticals]] || [[Marksman]]
 +
|-
 +
| 29 || [[Hit the Gaps]] || [[Marksman]]
 +
|-
 +
| 30 || [[Spray and Pray]] || [[Marksman]]
 +
|-
 +
| 31 || [[Iron Limbs]] || [[Iron Man]]
 +
|-
 +
| 32 || [[Man of Steel]] || [[Iron Man]]
 +
|-
 +
| 33 || [[Unbreakable]] || [[Iron Man]]
 +
|-
 +
| 34 || [[Adrenaline Rush]] || [[Tank (perk synergy)|Tank]]
 +
|-
 +
| 35 || [[Lethal Protection]] || [[Tank (perk synergy)|Tank]]
 +
|-
 +
| 36 || [[Toughness]] || [[Tank (perk synergy)|Tank]]
 +
|-
 +
| 37 || [[Bonus HtH Attacks]] || [[Bonus HtH Speed]]
 +
|-
 +
| 38 || [[Bonus HtH Damage]] || [[Bonus HtH Speed]]
 +
|-
 +
| 39 || [[Vampire]] || [[Bonus HtH Speed]]
 +
|-
 +
| 40 || [[Bonus Battle Stats]] || [[Pyro!]]
 +
|-
 +
| 41 || [[Pyromaniac]] || [[Pyro!]]
 +
|-
 +
| 42 || [[Firefighter]] || [[Pyro!]]
 +
|-
 +
| 43 || [[Healer]] || [[Medicine Doctor]]
 +
|-
 +
| 44 || [[Medic]] || [[Medicine Doctor]]
 +
|-
 +
| 45 || [[Surgeon]] || [[Medicine Doctor]]
 +
|-
 +
| 46 || [[Earlier Sequence]] || [[Quartermaster]]
 +
|-
 +
| 47 || [[Cowboy]] || [[Quick Fingers]]
 +
|-
 +
| 48 || [[Fast Attacks]] || [[Quick Fingers]]
 +
|-
 +
| 49 || [[Living Anatomy]] || [[Lethal Death]]
 +
|-
 +
| 50 || [[Weapon Handling]] || [[Lethal Death]]
 +
|-
 +
| 51 || [[Gunner]] || [[Lethal Death]]
 +
|-
 +
| 52 || [[Heave Ho!]] || [[Nader]]
 +
|-
 +
| 53 || [[Demolition Boy]] || [[Nader]]
 +
|-
 +
| 54 || [[Hit and Run]] || [[Nader]]
 +
|-
 +
| 55 || [[Atomic Savant]] || [[Vigor Boost]]
 +
|-
 +
| 56 || [[Muscular Physique]] || [[Vigor Boost]]
 +
|-
 +
| 57 || [[Coolheaded]] || [[Vigor Boost]]
 +
|-
 +
| 58 || [[Awareness]] || [[Ranger]]
 +
|-
 +
| 59 || [[Cult of Personality]] || [[Mysterious Stranger]]
 +
|-
 +
| 60 || [[Party Member]] || [[Mysterious Stranger]]
 +
|-
 +
| 61 || [[Undetected]] || [[Stealth Master]]
 +
|-
 +
| 62 || [[Phantom Presence]] || [[Stealth Master]]
 +
|-
 +
| 63 || [[Gain Implants]] || [[Technician]]
 +
|-
 +
| 64 || [[Synthetic]] || [[Technician]]
 +
|-
 +
| 65 || [[Cybernetic Eye]] || [[Technician]]
 +
|-
 +
| 66 || [[Focused Striker]] || [[Deadly Momentum]]
 +
|-
 +
| 67 || [[Deadeye]] || [[Deadly Momentum]]
 +
|-
 +
| 68 || [[Bonus Damage Multi]] || [[Deadly Momentum]]
 +
|-
 +
| 69 || [[Turret Mechanic]] || [[Architect]]
 +
|-
 +
| 70 || [[Animal Friend]] || [[Architect]]
 +
|-
 +
| 71 || [[Engineer]] || [[Architect]]
 +
|-
 +
| 72 || [[Reinforced Endurance]] || [[Adaptive Barrier]]
 +
|-
 +
| 73 || [[Vital Shielding]] || [[Adaptive Barrier]]
 +
|-
 +
| 74 || [[Energy Deflection]] || [[Adaptive Barrier]]
 +
|-
 +
| 75 || [[Stonewall]] || [[Undying]]
 +
|-
 +
| 76 || [[Lone Wanderer]] || [[Undying]]
 +
|-
 +
| 77 || [[Providence]] || [[Undying]]
 +
|-
 +
| 78 || [[Baiter]] || [[Vanishing Act]]
 +
|-
 +
| 79 || [[Long Arms]] || [[Vanishing Act]]
 +
|-
 +
| 80 || [[Crasher]] || [[Vanishing Act]]
 +
|-
 +
| 81 || [[Bonus AP Regen]] || [[Quartermaster]]
 +
|}
 +
|}
 +
|}
 +
 
 +
== Infantry ==
 +
 
 +
{| class="wikitable" style="width:100%; border:none; background:none;"
 +
| style="width:30%; vertical-align:top; border:none; padding-right:20px;" |
 +
{| class="wikitable" style="width:100%;"
 +
! colspan="2" | Infantry
 +
|-
 +
| Min. Level || 130
 +
|-
 +
| Role || Tank
 +
|-
 +
| SPECIAL || +3 [[Strength]]
 +
|-
 +
| SPECIAL scaling || Endurance: +60s 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
 +
|-
 +
| Rage || +40% DT and DR Penetration Protection for 10s
 +
|-
 +
| Drawbacks || <span style="color:#800080;">
 +
*-20% HP;
 +
*Intelligence: -2 HP;
 +
*Healing via drugs removes all Fury stacks</span>
 +
|-
 +
| PvE ability || -5 damage taken from NPCs
 +
|-
 +
| Favorite weapon || [[Weapons#Shotguns|Shotguns]] gain two tiers for the purpose of damage multiplier calculations, see the note
 +
|-
 +
| Base crit roll || 0–60
 +
|-
 +
| Acquisition || Den (10:5) ([[:File:Infantry_NPC_Den.png|picture]])
 +
|}
 +
| style="width:70%; vertical-align:top; border:none;" |
 +
*'''Infantry''' is a tank class able to gain complete immunity to one chosen damage type.
 +
*For base stats, see [[#Basic framework|the above table]].
 +
 
 +
Enlisting as an infantryman comes with several benefits:
 +
*+5% to all DR caps
 +
*+7% to all DRs
 +
*+30% character size
 +
*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.
 +
 
 +
'''Note:''' In practical terms, Infantry's favorite weapon bonus adds <code>(4% + 4% x Distance)</code> to Shotguns' regular damage multiplier.
 +
|}
 +
 
 +
== Killer ==
 +
 
 +
{| class="wikitable" style="width:100%; border:none; background:none;"
 +
| style="width:30%; vertical-align:top; border:none; padding-right:20px;" |
 +
{| class="wikitable" style="width:100%;"
 +
! colspan="2" | Killer
 +
|-
 +
| Min. Level || 60
 +
|-
 +
| Role || Specialist
 +
|-
 +
| SPECIAL || +3 [[Agility]]
 +
|-
 +
| SPECIAL scaling || [[Agility]]: +1% chance to deal double damage
 +
|-
 +
| Fury || -2% DR per stack (PvP only)
 +
|-
 +
| Rage || Set attack delay to 700 for 10s<br>(triggers at 10 Fury stacks)
 +
|-
 +
| Drawbacks || <span style="color:#800080;">
 +
* Respawning takes 500% longer;
 +
* Intelligence: -2 to all DTs
 +
</span>
 +
|-
 +
| PvE ability || Regain ~1/3 of your [[AP]]s when you kill an NPC
 +
|-
 +
| Favorite weapon || [[Weapons#Miniguns|Miniguns]] (+25% accuracy)
 +
|-
 +
| Base crit roll || 0–95
 +
|-
 +
| Acquisition || Hinkley (36:28) ([[:File:Killer NPC Hinkley.png|picture]])
 +
|}
 +
| style="width:70%; vertical-align:top; border:none;" |
 +
*'''Killer''' is a specialist class that feeds on its victims, using each kill to fuel the next.
 +
*For base stats, see [[#Basic framework|the above table]].
 +
 
 +
Choosing the Killer life grants several powerful advantages:
 +
*+5% Lethality (your attacks automatically kill any target at or below 5% of their max HP)
 +
*Whenever you kill a player, you become immune to all damage for 3s and fully recover your health and action points.
 +
*[[Strike]] applies 6 stacks of [[Confusion]] and [[Fury]] to the target.
 +
*+25 [[AP Regen]] while the battle timer is active
 +
*+15% [[Lifesteal]]
 +
 
 +
'''Note:''' Installing two [[Tactical Module]] implants reduces Killer's replication cooldown from 300 to 225 seconds.
 +
|}
 +
 
 +
== Leader ==
 +
 
 +
{| class="wikitable" style="width: 100%; border:none; background:none;"
 +
| style="width:30%;vertical-align:top; border:none; padding-right:20px;" |
 +
{| class="wikitable" style="width: 100%;"
 +
! colspan="2" | Leader
 +
|-
 +
| Min. Level || 65
 +
|-
 +
| Role || Tank
 +
|-
 +
| SPECIAL scaling || [[Charisma]]: Improved flag buffs, see the table
 +
|-
 +
| Drawbacks || <span style="color:#800080;">
 +
*Field of View reduced by 50%;
 +
*Perception: -10 carry weight capacity</span>
 +
|-
 +
| PvE ability || NPCs receive 2 [[Weakness]] stacks per hit
 +
|-
 +
| Favorite weapon || [[Weapons#Flamers|Flamers]] (critical chance resistance: +0.5 HP)
 +
|-
 +
| Base crit roll || 0–35
 +
|-
 +
| Acquisition || Wind of War (32:31) ([[:File:Leader_NPC_Wind_of_War.gif|picture]])
 +
|}
 +
| style="width:70%; vertical-align:top; border:none;" |
 +
*'''Leader''' is a tank class that provides powerful party‑wide buffs.
 +
*For base stats, see [[#Basic framework|the above table]].
 +
 
 +
Leadership gives you several advantages:
 +
*+50 [[Party Points]].
 +
*+40% [[Critical Chance Resistance|critical chance resistance]].
 +
*+4% [[movement speed]] bonus for each faction member in the same location.
 +
*Ability to plant flags that buff your team:
 +
**Flags apply a buff based on the Leader's [[Charisma]] to all teammates within their range.
 +
**To select the desired buff, your teammates can use the <code>~leader</code> command or left-click one of your flags.
 +
**Setting up a flag requires [[Wood]] and has a 60-second cooldown.
 +
**Leader flag bonuses stack with those from non-Leader flags (WE, TC), but flag bonuses from multiple Leaders do not stack with one another.
 +
**The command to opt out of receiving buffs from Leader flags is <code>~leaderoff</code>.
 +
 
 +
{| class="mw-collapsible mw-collapsed wikitable"
 +
| '''Full list of Leader-specific flag buff effects''' 
 +
|-
 +
|
 +
'''Note:''' One character can only select a single set of bonuses; for example, if you select "Vitality" and then also select "Unity," the second choice will override the first. The exact magnitude of the bonuses depends on the [[Charisma]] of the flag's creator. For example, if you selected the "Vitality" buff, and the Leader's Charisma = 20, staying within their flag's range will give you +20 hit points (20 / 1 = 20), +20 healing rate (20 / 1 = 20), +5 Endurance and 5 seconds faster healing rate tickrate (20 / 4 = 5), and immunity to bleeding.
 +
{| class="wikitable" style="width: 85%;"
 +
|-
 +
! Category !! E<br>(CHA/1) !! B<br>(CHA/2) !! D<br>(CHA/3) !! A<br>(CHA/4) !! C<br>(CHA/5) !! Unique Buff
 +
|-
 +
| '''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]])
 +
|-
 +
| '''Defense'''
 +
|| — || — || — || +[[Strength]]<br>+[[DR]]<br>+[[DT]] || +[[Damage Protection]] || [[Knockout]] immunity
 +
|-
 +
| '''Mobility'''
 +
|| +[[AP Regen|AP regen]] || +[[Movement speed]]<br>-[[attack delay]] || — || +[[Agility]] || — || [[Slow]] immunity
 +
|-
 +
| '''Power'''
 +
|| — || +critical chance || +% critical power<br>+critical roll || +[[Perception]] || — || Halved reload cost
 +
|-
 +
| '''Unity'''
 +
|| — || +critical chance resistance<br>+critical effect resistance || +% critical power resistance || +[[Intelligence]] || — || [[Burn]] immunity
 +
|-
 +
| '''Vitality'''
 +
|| +[[HP]]<br>+[[healing rate]] || — || — || +[[Endurance]]<br>+sec faster [[Healing rate|HR]] tickrate || — || [[Bleed]] immunity
 +
|}
 +
|}
 +
|}
 +
 
 +
== Paramedic ==
 +
 
 +
{| class="wikitable" style="width:100%; border:none; background:none;"
 +
| style="width:30%; vertical-align:top; border:none; padding-right:20px;" |
 +
{| class="wikitable" style="width:100%;"
 +
! colspan="2" | Paramedic
 +
|-
 +
| Min. Level || 65
 +
|-
 +
| Role || Tank
 +
|-
 +
| SPECIAL || +3 [[Intelligence]]
 +
|-
 +
| SPECIAL scaling || [[Intelligence]]: Revive cooldown reduction
 +
|-
 +
| Fury || -0.5% movement speed per stack
 +
|-
 +
| Rage || Cannot run for 10s
 +
|-
 +
| Drawbacks || <span style="color:#800080;">
 +
*-50% damage;
 +
*FA and Doctor give no XP;
 +
*Perception: -3 HP restored per heal</span>
 +
|-
 +
| PvE Ability || Doubled [[First Aid]] effect on NPCs
 +
|-
 +
| Favorite Weapon || [[Weapons#Fast Pistols|Fast Pistols]] (+25% more healing to target)
 +
|-
 +
| Base crit roll || 0–30
 +
|-
 +
| Acquisition || Salt Lake (40:3) ([[:File:Paramedic_NPC_Salt_Lake.gif|picture]])
 +
|}
 +
| style="width:70%; vertical-align:top; border:none;" |
 +
*'''Paramedic''' is a tank class focused on healing, with the ability to revive dead players.
 +
*For base stats, see [[#Basic framework|the above table]].
 +
 
 +
Being trained as a Paramedic has the following results:
 +
*+100 [[AC]], -10 to attackers' [[Ammo|AC mod]], and 10% character size reduction.
 +
*+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:
 +
**Base cooldown is 600 seconds; each point of [[Intelligence]] ≤ 25 reduces it by 5 seconds; points beyond 25 only reduce the cooldown by 1s.
 +
**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.
 +
**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:
 +
**0-17: +1-3 stacks from FA/Doc, +10 after being revived;
 +
**18-33: +2-7 stacks from FA/Doc, +15 after being revived;
 +
**34-49: +3-10 stacks from FA/Doc, +20 after being revived;
 +
**50+: +4-15 stacks from FA/Doc, +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.
 +
**Characters with over 30 stacks of Paramedic's buff receive +100% healing from every source. A character cannot have more than 50 stacks.
 +
**The stacks gradually expire while you're out of combat at the approximate rate of 1 stack every 5 seconds.
 +
|}
 +
 
 +
== Priest ==
 +
 
 +
{| class="wikitable" style="width:100%; border:none; background:none;"
 +
| style="width:30%; vertical-align:top; border:none; padding-right:20px;" |
 +
{| class="wikitable" style="width:100%;"
 +
! colspan="2" | Priest
 +
|-
 +
| Min. Level || 70
 +
|-
 +
| Role || Tank
 +
|-
 +
| SPECIAL scaling || Endurance: -0.1s to healing rate tickrate
 +
|-
 +
| Fury || -10% radiation resistance per stack
 +
|-
 +
| Rage || 20-hex healing aura which lasts 10s and restores 10% of your teammates' max HP per second
 +
|-
 +
| Drawbacks || <span style="color:#800080;">
 +
*+1 Fury stacks lost per attack;
 +
*Carry weight reduced to 15%;
 +
*Charisma: +1% attack delay</span>
 +
|-
 +
| PvE Ability || NPCs you hit become visible to everyone for 20min
 +
|-
 +
| Favorite Weapon || [[Weapons#Machine Guns|Machine Guns]] (+10% [[Carry Weight]] Capacity)
 +
|-
 +
| Base crit roll || 0–20
 +
|-
 +
| Acquisition || The Den (10:5) ([[:File:Priest NPC Den.gif|picture]])
 +
|}
 +
| style="width:70%; vertical-align:top; border:none;" |
 +
*'''Priest''' is a tank class focused on health recovery.
 +
*For base stats, see [[#Basic framework|the above table]].
 +
Priesthood confers several privileges:
 +
*Healing from [[First Aid]], [[Drugs]], and healing [[ammo]] is doubled.
 +
*For every 25 points of [[healing rate]], you regain 1 HP every 2.1s. This replaces the regular HR effect. Endurance can reduce this all the way down to 0.1s.
 +
*Anyone attacking Priests gets the [[Heresy]] debuff.
 +
|}
 +
 
 +
== Random Boy ==
 +
 
 +
{| class="wikitable" style="width:100%; border:none; background:none;"
 +
| style="width:30%; vertical-align:top; border:none; padding-right:20px;" |
 +
{| class="wikitable" style="width:100%;"
 +
! colspan="2" | Random Boy
 +
|-
 +
| Min. Level || 100
 +
|-
 +
| Role || Semi‑tank
 +
|-
 +
| SPECIAL scaling || Current [[Luck]] (recalculated every roll):
 +
*+3.5% chance to get a lucky <code>~rb</code> roll
 +
*+3% damage
 +
*+2% [[Lifesteal]]
 +
*+2% [[HP]]
 +
*+5 [[AP Regen]]
 +
*+3% [[movement speed]]
 +
|-
 +
| Fury || Lose 1 [[DT]] per stack
 +
|-
 +
| Rage || Reset the current roll and its associated cooldown
 +
|-
 +
| Drawbacks || <span style="color:#800080;">
 +
*Inconsistent performance;
 +
*Strength: +1s battle timer duration</span>
 +
|-
 +
| PvE ability || 20% chance for NPCs to de‑aggro when hit
 +
|-
 +
| Favorite weapon || [[Weapons#Assault Rifles|Assault Rifles]]: -3 to +3 damage per bullet (randomized for each attack)
 +
|-
 +
| Base crit roll || 0–100
 +
|-
 +
| Acquisition || Reno (20:18), 2nd Street ([[:File:Random_Boy_NPC_Reno.gif|picture]])
 +
|}
 +
| style="width:70%; vertical-align:top; border:none;" |
 +
*'''Random Boy''' is a semi‑tank gambling addict whose power level fluctuates wildly with every roll of the dice.
 +
*For base stats, see [[#Basic framework|the above table]].
 +
Letting RNGesus take the wheel has many surprising results:
 +
*[[Strike]] applies a random effect to the target:
 +
100% [[Slow]] for 5s, 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.
 +
**The roll has a base cooldown of 5 minutes and 30 seconds; each point of [[Barter]] skill reduces this cooldown by 1 second.
 +
**Stats from multiple rolls can stack.
 +
**Chance of getting a lucky roll is capped at 95%.
 +
{| class="mw-collapsible mw-collapsed wikitable"
 +
| '''Full list of possible stat rolls''' (in random order) 
 +
|-
 +
|
 +
{| class="wikitable"
 +
|-
 +
! Lucky Roll !! Unlucky Roll
 +
|-
 +
| +25 [[HP|hit points]] || -20 [[HP|hit points]]
 +
|-
 +
| +2 [[AP|action points]] and +2 TB movement-only APs || -1 [[AP|action point]] and +1 TB movement-only AP
 +
|-
 +
| +10 [[lethal damage]] || -3 [[lethal damage]]
 +
|-
 +
| -10% [[attack delay]] || +3% [[attack delay]]
 +
|-
 +
| +6% [[DR]] penetration || -1% DR penetration
 +
|-
 +
| +10% [[DT]] penetration || -3% DT penetration
 +
|-
 +
| +5s 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
 +
|-
 +
| +50 [[Radiation]] resistance, +50 [[Poison]] resistance, and +50 [[carry weight]] || -25 [[Radiation]] resistance, -25 [[Poison]] resistance, and -25 [[carry weight]]
 +
|-
 +
| +75 [[Sequence]] || -25 [[Sequence]]
 +
|-
 +
| +20 [[melee damage]] || -5 [[melee damage]]
 +
|-
 +
| +3 Strength, Perception, Endurance, Charisma, Intelligence, and Agility || -1 Strength, Perception, Endurance, Charisma, Intelligence, and Agility
 +
|-
 +
| +10% critical chance || -3% critical chance
 +
|-
 +
| +40% critical power || -20% critical power
 +
|-
 +
| +80 critical roll || -30 critical roll
 +
|-
 +
| +5 [[Sight]] range || -5 [[Sight]] range
 +
|-
 +
| +60 [[healing rate]] and +225 [[AC]] || -20 [[healing rate]] and -75 [[AC]]
 +
|}
 +
|}
 +
|}
 +
 
 +
== Raider ==
 +
 
 +
{| class="wikitable" style="width:100%; border:none; background:none;"
 +
| style="width:30%; vertical-align:top; border:none; padding-right:20px;" |
 +
{| class="wikitable" style="width:100%;"
 +
! colspan="2" | Raider
 +
|-
 +
| Min. Level || 95
 +
|-
 +
| Role || Specialist
 +
|-
 +
| SPECIAL scaling ||
 +
[[Agility]]: +0.1 [[AP]]s regenerated per second
 +
|-
 +
| Fury || Lose 3 [[Action Points]] per stack
 +
|-
 +
| Rage || Gain 100% [[Lifesteal]] for 10s
 +
|-
 +
| Drawbacks || <span style="color:#800080;">
 +
*‑1 to all SPECIAL;
 +
*25% longer attack delay;
 +
*Lose 1‑3 Action Points when attacking NPCs;
 +
*Strength: -0.5 damage per bullet</span>
 +
|-
 +
| Favorite weapon || [[Weapons#Fire Weapons|Fire Weapons]] (leave fire hexes on targets)
 +
|-
 +
| Base crit roll || 5–25
 +
|-
 +
| Acquisition || Reno (20:18), Virgin Street ([[:File:Raider NPC Reno.gif|picture]])
 +
|}
 +
| style="width:70%; vertical-align:top; border:none;" |
 +
*'''Raider''' is a specialist class focused on Action Points.
 +
*For base stats, see [[#Basic framework|the above table]].
 +
Being a Raider means being ready for action; that's why you get:
 +
*Twice the normal amount of [[Action Points]] from every source
 +
*Ability to regenerate [[Action Points]] while running
 +
*Bonus [[Lethal Damage]] equal to your total [[Action Points]]
 +
*[[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)
 +
|}
 +
 
 +
== Regulator ==
 +
 
 +
{| class="wikitable" style="width:100%; border:none; background:none;"
 +
| style="width:30%; vertical-align:top; border:none; padding-right:20px;" |
 +
{| class="wikitable" style="width:100%;"
 +
! colspan="2" | Regulator
 +
|-
 +
| Min. Level || 25
 +
|-
 +
| Role || Specialist
 +
|-
 +
| SPECIAL scaling || [[Charisma]]: +10% [[accuracy]]
 +
|-
 +
| Drawbacks || <span style="color:#800080;">
 +
*Amplified trait downsides;
 +
*[[Endurance]]: -0.5 Luck when calculating your armor's condition loss
 +
</span>
 +
|-
 +
| PvE ability || 5% chance to knock NPCs down on hit
 +
|-
 +
| Favorite weapon || [[Weapons#Damage Pistols|Damage Pistols]] (-1 [[AP]] cost)
 +
|-
 +
| Base crit roll || 10–40
 +
|-
 +
| Acquisition || New Adytum (29:45), South East Gate ([[:File:Regulator NPC New Adytum.png|picture]])
 +
|}
 +
| style="width:70%; vertical-align:top; border:none;" |
 +
*'''Regulator''' is a specialist class with unique [[traits]].
 +
*For base stats, see [[#Basic framework|the above table]].
 +
 
 +
Becoming a Regulator fundamentally changes your character:
 +
*You gain 2 additional [[traits]], for a total of 4 (use the <code>~trait</code> menu to choose which ones you want).
 +
*Your traits are significantly different from their normal versions, see the table below for details.
 +
{| class="mw-collapsible mw-collapsed wikitable"
 +
| '''Regulator traits''' 
 +
|-
 +
|
 +
{| class="wikitable"
 +
|-
 +
! Trait !! Upsides !! Downsides
 +
|-
 +
| Bloody Mess
 
|  
 
|  
* +50 Crafting cap
+
*Your action points are fully restored after a kill
* Learning on crafting adds to max
 
*For each Intelligence gets 5% more experience on crafted gear
 
*Can Craft special [[Alien Weapons]] and use them.
 
*100% chances instead of 33% to get critical effect
 
*Can't use non-alien weapons
 
 
|  
 
|  
*You can get this perk in [[Necropolis]] near vertibird
+
*All skills are capped at 200%
*Alien weapons fit for frontline and sniper build types
+
|-
| 0-10
+
| Bonehead
 +
|
 +
*Your opponents' criticals get downgraded by 1 tier
 +
*+75% critical chance resistance
 +
|
 +
*Your Intelligence is set to 1
 
|-
 
|-
| [[Assassin]]
+
| Bruiser
| 90
+
|
 +
*+100% base melee damage
 +
*+4 Strength and Endurance
 +
*+2 melee damage from all sources
 +
*Immunity to knockout
 +
*+40% character size
 +
|
 +
*[[Movement speed]] capped at ~91% of base value
 +
|-
 +
| Cannibal
 +
|
 +
*+25% melee lifesteal cap
 +
*Access to powerful cannibal drugs
 
|  
 
|  
*+3 [[Perception]]
+
*You cannot use regular drugs
*You have a 90% chance to not de-sneak when attacking opponents.
+
*Powerful cannibal drugs have powerful side effects
*Gives you a 10% chance to go into sneak when performing any action (regardless of being seen by players or not).
+
|-
*For each Perception gets +1% critical chance
+
| Chem Reliant
*Immunity to Motion Sensor
+
|
* While de-sneaked, your damage is reduced by 75%.
+
*No drug limit
|  
+
*Drugs have significantly enhanced effects (see below)
*You can take this perk in [[Hub]] Old town
+
{| class="mw-collapsible mw-collapsed wikitable"
*Take note that opponent [[Perception]] lower a [[Sneak]] Skill by 7% per
+
| '''Chem Reliant drug effects''' 
| 0-90
+
|-
 +
|
 +
{| class="mw-collapsible mw-collapsed wikitable"
 +
| '''Regular drugs''' 
 
|-
 
|-
| [[Bounty Hunter]]
 
| 80
 
|
 
*+3 [[Luck]]
 
*Bonuses to Critical Roll that scales with your and target base critical chance combined (crit chance bonuses from weapon, and More HtH Criticals perk doesn't apply)
 
*25% penetration of target critical roll defenses. These allows to achieve devastating critical effects such as cripples and knockouts way easier, especially against character with stonewall perk.
 
*Penetrate Armor Perk (Fill The Gaps and Heavy)
 
*Extra flat critical power for each 10 FoV
 
*Extra FoV for each critical chance
 
*Applies debuff when hitting opponent lowering the targets damage until death
 
*You cannot take drugs (this includes cannibal drugs).
 
*[[Strike]]: apply 10 bounty stacks for target
 
 
|
 
|
*You can take this perk in [[Klamath]]
+
{| class="wikitable"
*Healing drugs however (such as Stimpaks) are still able to be used
+
! Name !! Upsides !! Downsides
*Do note that perks such as Iron Grip which grants full protection against arms critical effects regardless of penetration
+
|-
| 0-75
+
| [[After Burner gum]] || +15 critical chance || -10 Luck
 +
|-
 +
| [[Beer]] || +2 Charisma, +5 normal DR || -2 Perception, -5 Sight
 +
|-
 +
| [[Booze]] || +2 Luck, +5 laser DR || -2 Perception, -5 Sight
 +
|-
 +
| [[Rot Gut]] || +2 Endurance, +5 explosive DR || -2 Perception, -5 Sight
 +
|-
 +
| [[Roentgen Rum]] || +2 Intelligence, +5 fire DR || -2 Perception, -5 Sight
 +
|-
 +
| [[Gamma Gulp Beer]] || +2 Strength, +5 plasma DR || -2 Perception, -5 Sight
 +
|-
 +
| [[Buffout]] || +4 Strength, +4 Endurance || -3 AP, -100 AP Regen
 +
|-
 +
| [[Cigarettes]] || +5 weapon range, +3 Perception,<br>+5% critical chance resistance || -30 [[AC]], -6 Charisma
 +
|-
 +
| [[Healing Powder]] || +50 [[healing rate]], -5 [[healing rate]] cooldown ||  -15% damage dealt, -6 Luck
 +
|-
 +
| [[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 || +100s [[healing rate]] cooldown
 +
|-
 +
| [[Mutie]] || +8 all DTs, +5 Slow resistance,<br>+15 Heavy Handed resistance || -4 AP
 +
|-
 +
| [[Psycho]] || +10% all DRs, +10 Damage Protection || -100 HP, -6 Perception
 
|-
 
|-
| [[Chosen One]]
+
| [[Voodoo]] || Unlocks last two critical tiers; +6 Luck, +40 critical roll,<br>+40% [[AP]] per kill || -6 Endurance
| 30
+
|}
|
+
|}
* + 2 [[level perks]]
+
{| class="mw-collapsible mw-collapsed wikitable"
* + 1 [[Trait]]
+
| '''Cannibal drugs''' 
* + 3 [[Hit Point]] per [[Charisma]]
 
* + 3 [[Charisma]]
 
* Healing Rate set to 0
 
|  
 
*You can get this perk in Klamath in Vics shack
 
*Remember to take it before Level 50
 
*You die on 0 hit points
 
*Picking Bloody Mess as your third trait makes bloody mess have no downside.
 
| 0-45
 
 
|-
 
|-
| [[Clone]]  
 
| 150  
 
|
 
*You gain 25 CW for every point of Charisma.
 
*If the Clone kills an NPC you get none of the experience points from that kill.
 
*Clone NPC gives the player 15 small hex vision that updates every 5 Seconds.
 
*Getting clone perk grants immunity to knockouts, knockbacks, knockdowns and heavy handed. (works for both you and your clone)
 
*Clone player deals 50% more damage when clone NPC is dead.
 
 
|
 
|
*You can get this perk in [[Vault 8]]
+
{| class="wikitable"
*PvE Perks such as Mini Toughness and  Quick Dodger protects you.  
+
! Name !! Upsides !! Downsides
*The Clone NPC doesn't need any ammunition
+
|-
*PvE Perks such as Small Ranged Damage, Brute and Murder works against the Clone.
+
| [[Brain]] || +7 Intelligence; +10% [[movement speed]] || Enemies deal +8 damage per bullet
*If killed the Clone takes about 2 Minutes to respawn.
 
*The Clone can't carry any gear
 
*When alt clicking to set a rally point to move your clone "defend move" seems to be the most effective as it doesn't seem to aggro clone onto* sometimes neutral NPCs
 
| 0-50
 
 
|-
 
|-
| [[Combat Master]]
+
| [[Ear]] || +3 Luck; +6 [[AP]]; unlocks last two critical tiers; +60% critical power || -100% critical chance resistance
| 55
+
|-
|  
+
| [[Eye]] || +5 Perception; -20% attack delay; -1 AP cost || -99% healing received
*+10 [[Melee]] damage
+
|-
*+100% to critical chance on [[Melee]] attacks
+
| [[Heart]] || +2 Endurance; +15% critical effect chance; +300 [[HP]] cap in critical hit penalty || -10% all DRs
*Critical table up
+
|-
*For each Strength 1 [[Critical Power]]
+
| [[Liver]] || +2 Strength; +40 lethal damage; +5% Lethal Penetration || -5 all [[DT]]
*Lose all traits
+
|-
*For each Fury stacks will gets +5 critical power
+
| [[Radiated Brain]] || +50 [[AC]]; -5% max chance to hit for opponents; +50 AP Regen || -70 [[healing rate]]
*[[Strike]]: on 20 range move next to target
+
|-
 +
| [[Radiated Ear]] || +150 Sneak; +20% damage multiplier and +2 damage per bullet while sneaking || -100 [[HP]]
 +
|-
 +
| [[Radiated Eye]] || +10 Charisma; +5 [[Sight]]; +5% [[Slow]] power || -50% critical power resistance
 +
|-
 +
| [[Radiated Heart]] || +3 Agility; +15% critical chance; +5 critical roll || Attackers deal +32% damage
 +
|-
 +
| [[Radiated Liver]] || +100% Radiation resistance; +10/5% [[DT]]/[[DR]] penetration (normal, fire, explode) || Attackers deal +15 lethal damage
 +
|}
 +
|}
 +
|}
 
|
 
|
*You can take this perk in [[San Francisco]] building above Dr.fung clinic
+
*You automatically become addicted to any drugs you take
*Taking [[Gifted]] or [[Bloody Mess]] before taking [[Combat Master]] is bad idea.
+
*Addiction side effects are doubled
| 0-80
 
 
|-
 
|-
| [[Cyborg]]
+
| Fast Metabolism
| 120
 
|
 
*Set amounts of implant limits to 10 combat implants and 12 special, can't be increased by [[Charisma]]
 
*Unlocks powerful third tier of combat implants by installing the same combat implant for the third time after 2 previous installations
 
*For each Luck gets critical power
 
*You become vulnerable to EMP type of damage (which is really high)
 
*When above 25 fury stacks getting EMP exlosions  around him for 25% of his max HP
 
 
|
 
|
*You can take this perk in Gecko, Scrapyard
+
*+100% [[healing rate]]
*You can install and uninstall implants for free at anytime by using ~cmd command
+
*-15s [[healing rate]] cooldown
*You can say random joke by ~cmd command
+
*+25 [[healing rate]]
*You can craft EMP implants by using ~cmd commands
+
|
*Mr. Fixit working like Healer
+
*-50 Radiation resistance cap
*Healing hit-points goes through repair skill instead of first-aid (and requires a tool-kit)
+
*-50 Poison resistance from Endurance
*To repair your damaged limbs you need to use command ~cmd
+
*Drugs last 75% less than normal
*Healer perk doesn't work
 
| 0-65
 
 
|-
 
|-
| [[Deathclaw Perk|Deathclaw]]
+
| Fast Shot
|  40
 
 
* Double [[Melee]] Damage
 
* + 5 Heavy Handed Malus
 
* + 1 attack range
 
* + 10% [[Movement Speed]]
 
* + 3 [[Strength]]
 
* + 5 [[Melee]] Damage per [[Fury]] Stack
 
* Natural Armor
 
* Can't use guns and armors
 
* Halved DR while sneaking
 
* [[Strike]]: put 50 slow on target
 
 
|  
 
|  
You can get this perk in [[Modoc]] in north <br>
+
*-50% attack delay
Natural Armor:
+
*+4 max turn‑based shots
*Normal DR: 40 + [[Critical Chance]], DT: 6 + [[Intelligence]]
+
|
*Laser DR: 40 + 2x[[Perception]], DT: 7 + [[Charisma]]
+
*Cannot fire aimed shots or bursts
*Fire DR: 40 + [[Healing Rate]], DT: 4 + [[Sequence]]
+
*Cannot deal lethal damage
*Plasma DR: 40 + [[Strength]], DT: 5 + [[Luck]]
 
*Explode DR: 40 + [[Endurance]], DT: 6 + [[Agility]]
 
*Electro DR: 40 + [[Action Points]], DT: 3 + [[Perception]]
 
*Critical Power Resistance: 20%
 
| 0-55
 
 
|-
 
|-
| [[Infantry]]
+
| Finesse
| 130
 
 
|  
 
|  
*+7% Each DRs
+
*Your [[critical chance]] is doubled
*Immunity to selective damage type for 1 minute per each Endurance level
+
*+66% chance to apply critical effects
*Change DR cap from 90% to 100%
 
*-40% HP
 
*[[Strike]]: Ignore Damage Reduction
 
|
 
*You can take this perk in Navarro
 
*Can't choose same immune type twice in a row
 
*Lose Fury stacks when using healing drugs
 
| 0-60
 
|-
 
| [[Killer]]
 
| 60
 
|
 
*+3 [[Agility]]
 
*Regen all your [[Action Points]] when you kill enemy Player
 
*Regen 30% your [[Action Points]] when you kill enemy NPC
 
*Regen All [[Hit Points]] when you kill enemy Player
 
*For each [[Agility]] gets +1% to double damage
 
*+10% [[Lifesteal]]
 
*Your respawn will be 500% longer than normal.
 
*Gets Fury stacks from NPC attacks
 
*For each Fury stack will lose 3% DR
 
*[[Strike]]: apply 6 confusion and fury for target
 
 
|
 
|
*You can take this perk in Hinkley
+
*-50% damage
*5 minutes  or 3 minutes and 45 seconds if you have second level of Tactical implant.
 
*Sometimes when you kill npc you not gen your AP, just reload or use action points for another action, and you get it back.
 
*In turn based if you kill something, and use rest of your action points, you get some, but your turn go away.
 
| 0-95
 
 
|-
 
|-
| [[Leader]]
+
| Gifted
| 65
 
 
|
 
|
*+50 [[Party Points]]
+
*+2 to all [[SPECIAL]]
*+50% [[Critical Chance Resistance]]
 
*+4% [[Movement Speed]] for each faction member in location
 
*Ability to create flags which provide buffs to team
 
*For each Charisma have 5 second lower cooldown for creating flag
 
*FoV is halved
 
 
|
 
|
*You can take this perk in [[Wind of War]]
+
*You gain no experience
*Base cooldown for flag is 180 seconds
 
*You need Wood for build a flag
 
*Flags stacks bonuses with [[War Event]] Flags or [[Town Control]] Flags
 
Bonuses:
 
*Mobility: + 1 [[Charisma]], + 1 [[Agility]], + 3% [[Movement Speed]], + 3% Attack Speed, + 15 [[AP_Regen|AP Regen]]
 
*Defense: + 1 [[DR]], + 1 [[DT]], + 0.5% [[Damage Reduction]], + 2% [[Critical Chance Resistance]], + 3% [[Critical_Power_Resistance|Critical Power resistance]]
 
*Aggression: + 1 [[Luck]], + 1 [[Intelligence]], + 2% [[Lifesteal]], + 3% [[Damage]], + 5 Flat Damage
 
*Vitality: + 1 [[Endurance]], + 3% [[Hit Points]], - 1 sec [[Healing Rate]] Time, + 15 [[Healing Rate]], + 1 [[Strength]]
 
*Power: + 1 [[Perception]], + 4% [[Critical_Power|Critical Power]], + 4 [[Critical_Power|Critical Power]], + 3% [[Critical_Chance|Critical Chance]], + 1 Critical rolls(against stonewall etc)
 
| 0-35
 
 
|-
 
|-
| [[Paramedic]]
+
| Good Natured
| 65
 
|
 
*+50% [[First Aid]]
 
*+50% [[Doctor]]
 
*3 seconds cooldown on First Aid and Doctor
 
*Ability to revive people
 
*For each Intelligence gets 5 seconds of reduction CD in reviving
 
*You deal -50% total damage
 
*Healing others gives them temporary 0,5% [[Damage Reduction]] per stack
 
*-0,5% Movement speed per fury stack
 
 
|
 
|
*You can take this perk in [[Salt Lake City]] go to green grid on south then on bottom right find a doctor
+
*+50% max HP until you kill a player
*bonus [[First Aid]] or [[Doctor]] doesn't go over cap
+
|
*Base cooldown for revive is 480 seconds
+
*Killing another player removes your HP bonus and then reduces your remaining HP by 50%
*[[Medic]] perk reduce base cooldown to 240 and change For each Intelligence gets 10 seconds of reduction CD in reviving
+
*Killing NPCs gives you 1 bounty stack and 5 stacks of Weakness
*Revive give 10 stacks of buff
 
*on Revive cooldown you can't use [[Doctor]] Skill
 
| 0-30
 
 
|-
 
|-
| [[Priest]]
+
| Heavy Handed
| 70
+
|
|  
+
*The base value (before penalties) of your [[Heavy Handed]] Strength roll is set to 100, which usually guarantees a knockback
*+3 [[Intelligence]]
 
*Double all heals: First Aid and meds.
 
*Heal 1 hp per 25 healing rate after 2,1 seconds, instead having healing rate
 
*-0,1 seconds heal cooldown per endurance
 
*Change your Carry Weight to 15%.
 
*For each stack decrease Rad Resistance by 10.
 
*Strike: Remove all own debuffs(bounty, weakness, slow, fury, Rad)
 
 
|
 
|
*You can take this perk in [[Den]], church
+
*Your critical hits are automatically downgraded to the lowest tier possible
*[[Healing Needler Ammo]] heals priest double
+
*You must use [[Weapons#Punch Weapons|Punch Weapons]] or the extra effects won't trigger
*[[Healing Needler Ammo]] heals others double when priest using it
 
*Healing rate trigger every 5 seconds
 
| 0-20
 
 
|-
 
|-
| [[Random Boy]]
+
| Jinxed
| 100
 
|
 
* +1 [[Action Points]]
 
*Chance to roll of 20% while tick effect
 
*Rolls 9 stats, can be negative
 
*If randomboy rolls negative stat he have chance to convert it to positive (roll 1-61 have to be lower than Luck*3)
 
Roll 1 extra stat which effect is scaling with [[Luck]]:
 
*5% damage per Luck
 
*3% [[Damage Reduction]] per [[luck]]
 
*2% [[Lifesteal]] per [[luck]]
 
*5 [[AP Regen]] per [[Luck]]
 
*3% [[Movement Speed]] per [[Luck]]
 
*[[Strike]]: apply Random effect for target : 10 slow, 50 weakness, 25 Rad, 50 poison, 50 heal, 10 Paramedic Buffs, active sneak
 
 
|
 
|
*You can take this perk in New Reno Shark Club
+
*+5 [[AC]] from all sources
*it rolls the Stats on actions like idling(every 5 sec), attack, reloading, get attacked, start turn, login to game, enter to new location
+
*Provides Heavy Handed protection
*Stats can stack
+
*Your attackers' misses have double the chance of being "upgraded" to critical misses
Stats what Randomboy can roll:
+
|
*[[Critical Power]] -20 or 40
+
*Cannot use ranged weapons
*[[Critical Power]] -20% or 40%
+
*Your misses have double the chance of being "upgraded" to critical misses
*[[Critical Chance]] -5% or 10%
 
*One of [[DR]] -3% or 10%
 
*One of [[DT]] -1 or 6
 
*[[Rad Resistance]] and [[Poison Resistance]] -25 or 50 and carry weight -50 to 100
 
*all of [[S.P.E.C.I.A.L.]] -1 or 3
 
*[[Hit Points]] -20 or 50
 
*[[Action Points]] and turnbased AP for move -1 or 3
 
*[[Sequence]] -25 or 75
 
*[[Melee]] Damage -5 or 20
 
*[[Healing Rate]] -20 or 60
 
*[[Armor Class]] -75 or 225
 
| 0-100
 
 
|-
 
|-
| [[Sniper]]
+
| Kamikaze
| 140
 
 
|
 
|
*+5 Weapon Range
+
*+100% damage
*+1 Crit Power per each hex away from target
+
*-1 AP attack cost
*For each Perception gets +2% critical damage
 
*-6% each DR
 
*[[Strike]]: +5 range
 
 
|
 
|
*You can take this perk in gun runners
+
*Lose all [[DR]]s/[[DT]]s/[[Damage Protection]]
*Double amount of crit power from passive, when using long range weapon
+
*Your hits cannot be critical
| 0-85
 
 
|-
 
|-
| [[Soldier]]
+
| Loner
| 110
+
|
 +
*+100% experience gained
 +
*+100% accuracy
 
|
 
|
*-1 AP cost for each action
+
*You cannot have followers
*+50 to random gun skills (Small guns, Big Guns, Energy Weapons, Close Combat)
+
*Your gear does not gain experience
*+1% chance to get random KO during on action for each fury stack
 
*Critical tier minimum tier 2
 
*lower maximum damage soldier can receive
 
*1 to all SPECIAL, HP, AP, APTB, Carry Weight, Sequence, Melee Damage, Healing Rate, Critical Chance, Critical Power, Heavy Handed Malus, Flat Damage, Lifesteal, Damage per Bullet, ST when calculating chance to hit, Accurate distance mod, max chance to hit, Accuracy, Higher Critical Miss Fail, AP Regen, less Healing Time, less skill points, to longer cooldowns, SP from books, to less exp gain,
 
|
 
*You can take this perk in Redding downtown near tent
 
*Stonewall perk no longer works, making a soldier fully vulnerable to knockouts
 
Damage caps:
 
*Normal: 400 - Agility*10 + Flat Damage
 
*Laser: 700- Agility*10 + Flat Damage
 
*Fire: 300 - Agility*10 + Flat Damage
 
*Plasma: 600 - Agility*10 + Flat Damage
 
*Electro: 500 - Agility*10 + Flat Damage
 
*Explode: 200 - Agility*10 + Flat Damage
 
| 0-70
 
 
|-
 
|-
| [[Super Mutant]]
+
| One Hander
| 50
+
|
|
+
*+50% damage with one‑handed weapons (+100% with pistols)
*+3 EN
 
*Double your Hit Points.
 
*[[One Hander]] working on every weapon
 
*Reduce 10% of enemy damage
 
*Reduce 0,3% of enemy damage for every 1% missing [[Hit Points]]
 
*For each [[Endurance]] gets 0,25% [[Movement Speed]] Walk
 
*You can't wear small guns or robes.
 
*You also cannot run.
 
*+0,25% [[Movement Speed]] per [[Fury]] stack
 
 
|
 
|
*You can take this perk in [[Broken Hills]] on Residential site
+
*-50% max chance to hit with two‑handed weapons
| 0-25
+
*Your weapons' range is capped at 20 hexes
 
|-
 
|-
| [[Wrecker]]
+
| Small Frame
| 75
+
|
 +
*+1 AP from all sources
 +
*-20% character size
 
|  
 
|  
*+3 special implants limit
+
*Your carry weight capacity is capped at 75kg
*Unlimited Ammo
+
|}
*Double Flat Damage
+
|}
*For each Strength, 1 flat damage(that doesn't double)
+
|}
*Hurt himself for 5-10 HP on shot
+
 
*Hurt himself when using t4 ammo for 50-100 [[Hit Points]]
+
== Robot ==
*Can use only 6 weapons: FN 69A1, M79 Grenade Launcher, Rocket Launcher, ELECTRO Rocket Launcher, ELECTRO Cannon and M202A1 FLASH
+
 
*For each Fury stack will increase shot cost by 5 HP
+
*'''Robot''' is a flex class able to swap between four different roles using the <code>~cmd</code> menu.
 +
*You can become a Robot in Las Vegas (40:32) at level 170. [[File:Robot_NPC_Las_Vegas.gif|thumb|Error: Organic lifeform detected.<br>Initiate mechanization? [Y/N]]]
 +
*Robot's base critical power is 40-80. For the remaining base stats, see [[#Basic framework|the above table]].
 +
{| class="mw-collapsible mw-collapsed wikitable"
 +
| '''Robot transformations''' 
 +
|-
 
|
 
|
*You can take this perk in [[Junktown]] bottom Left
+
Robots can use the <code>~cmd</code> command to access a menu that lets them transform every 10 seconds. Transforming grants a unique set of modifiers, and triggers an immediate effect.
*To fight vs [[Wrecker]] make sure you take [[Lethal Protection]] [[Armor Perk]]
+
{| class="wikitable"
| 0-40
+
|-
 +
! Transformation
 +
! Sentry Bot
 +
! Mr. Handy
 +
! Robobrain
 +
! Eyebot
 +
|-
 +
! Immediate effect
 +
| Gain immunity for 2 seconds
 +
| Fully recover your HP
 +
| Apply [[Heresy]] to enemies within 30 hexes for 3s
 +
| Gain +50% [[Movement Speed|MS]] and the [[Hit and Run]] effect
 +
|-
 +
! Role
 +
| Tank
 +
| Specialist
 +
| Shooter
 +
| DPS
 +
|-
 +
! SPECIAL bonus
 +
| +3 [[Endurance]]
 +
| +3 [[Agility]]
 +
| +3 [[Luck]]
 +
| +3 [[Strength]]
 +
|-
 +
! Available [[weapons]]
 +
| Big Guns
 +
| Energy Weapons
 +
| Small Guns
 +
| Close Combat weapons
 +
|-
 +
! Bonuses
 +
| style="padding-left:0em;" |
 +
*0 [[AP]] reload cost<br>
 +
*Fury: +1 [[DT]]<br>
 +
*Rage: Paralyzes all enemies<br>within 10 hexes
 +
| style="padding-left:0em;" |
 +
*+50 [[AP Regen]]
 +
*[[Strike]] fully restores APs and<br>grants +300 AP regen for 10s
 +
| style="padding-left:0em;" |
 +
*+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 3s (stacks up to 10 times)
 +
| style="padding-left:0em;" |
 +
*+20% [[movement speed]]
 +
*[[Damage Knives]] apply [[Bleed]] on hit
 +
|-
 +
! Penalties
 +
| style="padding-left:0em;" |
 +
*+300 attack delay
 +
| style="padding-left:0em;" |
 +
*-10% critical chance
 +
| style="padding-left:0em;" |
 +
*Cannot gain extra damage per bullet
 +
| style="padding-left:0em;" |
 +
*-20 STR for [[Heavy Handed]] calculation
 +
|}
 +
|}
 +
 
 +
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 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."
 +
**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.
 +
**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 <code>40% - INT%</code> of your current fuel; the amount can't be reduced below 1%.
 +
**In [[War Event]]s, 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 ==
 +
 
 +
{| class="wikitable" style="width:100%; border:none; background:none;"
 +
| style="width:30%; vertical-align:top; border:none; padding-right:20px;" |
 +
{| class="wikitable" style="width:100%;"
 +
! colspan="2" | Scout
 +
|-
 +
| Min. Level || 85
 +
|-
 +
| Role || Sneaker
 +
|-
 +
| SPECIAL || +3 [[Luck]]
 +
|-
 +
| SPECIAL scaling ||
 +
[[Luck]]: +5% chance for your [[Strike]]s to apply [[Knockout]]
 +
|-
 +
| Drawbacks || <span style="color:#800080;">
 +
*Cannot gain movement speed;
 +
*Lose 25% movement speed when de‑sneaked;
 +
*Endurance: -5 [[Stealth]]</span>
 +
|-
 +
| PvE ability || +5% NPC [[DR]] penetration
 +
|-
 +
| Favorite weapon || [[Weapons#Sniper Rifles|Sniper Rifles]] (+25% critical chance, roll, and power resistance penetration)
 +
|-
 +
| Base crit roll || 0–105
 +
|-
 +
| Acquisition || NCR (34:27), ([[:File:Scout_NPC_NCR.gif|picture]])
 +
|}
 +
| style="width:70%; vertical-align:top; border:none;" |
 +
*'''Scout''' is a sneaker class with an uncapped Sneak skill.
 +
*For base stats, see [[#Basic framework|the above table]].
 +
 
 +
Scouts are able to do their job thanks to the following unique advantages:
 +
*Ability to use the [[Learning]] skill on [[Sneak]], raising its effective cap.
 +
*Uncapped Stealth skill (which can go well beyond 1000).
 +
*+125% damage to targets below 50% of their max [[HP]].
 +
 +
'''Note:''' Scout's [[Strike]]'s knockout effect can be countered with the [[Stonewall]] perk; [[Quick Recovery]] halves its duration.
 +
|}
 +
 
 +
== Sniper ==
 +
 
 +
{| class="wikitable" style="width:100%; border:none; background:none;"
 +
| style="width:30%; vertical-align:top; border:none; padding-right:20px;" |
 +
{| class="wikitable" style="width:100%;"
 +
! colspan="2" | Sniper
 +
|-
 +
| Min. Level || 140
 +
|-
 +
| Role || Shooter
 +
|-
 +
| SPECIAL scaling ||
 +
*[[Perception]]: +2% critical power
 +
|-
 +
| Drawbacks || <span style="color:#800080;">
 +
*‑10% all [[DR]]s;
 +
*+50% [[AP]] reload cost;
 +
*[[Endurance]]: -10 [[HP]]
 +
</span>
 +
|-
 +
| PvE ability || +10 critical power against NPCs
 +
|-
 +
| Favorite weapon || [[Weapons#Heavy Sniper Rifles|Heavy Sniper Rifles]] (never miss your shots)
 +
|-
 +
| Base crit roll || 0–85
 +
|-
 +
| Acquisition || Boneyard (29:45), Gun Runners' Fortress ([[:File:Sniper NPC New Adytum.jpg|picture]])
 +
|}
 +
| style="width:70%; vertical-align:top; border:none;" |
 +
*'''Sniper''' is a shooter class focused on dealing massive critical damage from far away.
 +
*For base stats, see [[#Basic framework|the above table]].
 +
 
 +
Snipers benefit from the following bonuses:
 +
*+8 weapon range.
 +
*[[Strike]]: +4 weapon range.
 +
*+1 critical power per hex between you and the target (aimed attacks only; upgraded to +2 if your weapon has the [[Long Range]] weapon perk).
 +
|}
 +
 
 +
== Soldier ==
 +
 
 +
{| class="wikitable" style="width:100%; border:none; background:none;"
 +
| style="width:30%; vertical-align:top; border:none; padding-right:20px;" |
 +
{| class="wikitable" style="width:100%;"
 +
! colspan="2" | Soldier
 +
|-
 +
| Min. Level || 110
 +
|-
 +
| Role || Semi‑tank
 +
|-
 +
| SPECIAL scaling || [[Endurance]]: Reduced maximum damage taken (see the table to the right for details)
 +
|-
 +
| 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 10s
 +
|-
 +
| Drawbacks || <span style="color:#800080;">
 +
*-100 to all defense rolls against [[critical effect]]s;
 +
*-1% critical effect defense from perks;
 +
*Your critical misses are "upgraded" by 1 tier
 +
*-1% XP gained;
 +
*-1 SP per level; -1 SP from [[Educated]];
 +
*-1 accuracy for each hex between you and the target;
 +
*+1s to FA, Doctor, Repair and Robbery cooldowns;
 +
*Luck: -2 lethal damage
 +
</span>
 +
|-
 +
| PvE ability || +1 damage per bullet against NPCs
 +
|-
 +
| Favorite weapon || [[Weapons#Support Rifles|Support Rifles]] (-10% [[attack delay]], [[Weapon perks#Weapon Experience|weapon XP]] gains are tripled)
 +
|-
 +
| Base crit roll || 0–70
 +
|-
 +
| Acquisition || Redding (14:11), Downtown ([[:File:Soldier_NPC_Redding.png|picture]])
 +
|}
 +
| style="width:70%; vertical-align:top; border:none;" |
 +
*'''Soldier''' is a semi‑tank "jack of all trades, master of none" class.
 +
*For base stats, see [[#Basic framework|the above table]].
 +
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, [[Carry Weight]] capacity, [[Sequence]], DT cap per armor tier, SP from books, melee damage, melee power, [[healing rate]], [[critical chance]], critical power, [[Heavy Handed]] malus, lethal damage, 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 8s.
 +
*+50% [[Small Guns]], [[Big Guns]], [[Energy Weapons]], and [[Close Combat]].
 +
Soldier's damage taken from a single hit is capped as follows:
 +
{| class="wikitable"
 +
|-
 +
! Damage Type !! Max Damage Taken
 +
|-
 +
| Normal || 450 - ([[Endurance]] x 5)
 +
|-
 +
| Laser || 750 - ([[Endurance]] x 5)
 +
|-
 +
| Fire || 350 - ([[Endurance]] x 5)
 +
|-
 +
| Plasma || 650 - ([[Endurance]] x 5)
 +
|-
 +
| Electro || 550 - ([[Endurance]] x 5)
 +
|-
 +
| Explode || 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.
 +
|}
 +
 
 +
== Super Mutant ==
 +
 
 +
{| class="wikitable" style="width:100%; border:none; background:none;"
 +
| style="width:30%; vertical-align:top; border:none; padding-right:20px;" |
 +
{| class="wikitable" style="width:100%;"
 +
! colspan="2" | Super Mutant
 
|-
 
|-
| [[Scout]]
+
| Min. Level || 50
| 85
+
|-
|  
+
| Role || Tank
*Ability to use learning skill on Sneak Skill.
+
|-
*Removing a stealth cap(1000)
+
| SPECIAL || +3 [[Endurance]]
*Strike: For each luck gets 5% chance to knockout target
+
|-
*Lose 25% ms when is no in sneak mode
+
| SPECIAL scaling ||  
*Can't gain movement speed.  
+
*[[Endurance]]: +1% [[Damage Protection]] (capped at 20)
|
+
|-
*You can get this perk in NCR, Ranger HQ
+
| Fury || +2% [[Damage Protection]] per stack (PvP only; max 15 stacks)
*that knockout can't be resist by stonewall but its halved by quick recovery
+
|-
| 0-105
+
| Rage || Lose all [[Damage Protection]] and gain +500% damage for 10s
 +
|-
 +
| Drawbacks || <span style="color:#800080;">
 +
*Cannot run;
 +
*Agility: -2 [[HP]];
 +
*Cannot use [[Small Guns]] or robes;
 +
*Cannot gain Damage Protection from any sources other than class bonuses.
 +
</span>
 +
|-
 +
| PvE ability || Deal 1% of your max [[HP]] as bonus damage to NPCs
 +
|-
 +
| Favorite weapon || [[Weapons#Rocket Launchers|Rocket Launchers]] (+1 explosion radius; ignore target’s [[DT]])
 +
|-
 +
| Base crit roll || 0–25
 +
|-
 +
| Acquisition || Broken Hills (29:17) ([[:File:Super_Mutant_NPC_Broken_Hills.gif|picture]])
 +
|}
 +
| style="width:70%; vertical-align:top; border:none;" |
 +
*'''Super Mutant''' is a towering tank that trades mobility for unrivaled staying power.
 +
*For base stats, see [[#Basic framework|the above table]].
 +
 
 +
Super Mutants gain powerful defensive bonuses:
 +
*Doubled hit points.
 +
*+15% [[Damage Protection]].
 +
*+0.2% [[Damage Protection]] for every 1% of missing max HP.
 +
*Damage Protection stacks additively rather than multiplicatively, resulting in increased damage reduction.
 +
*Attackers get a 10-second 30% [[Slow]] debuff.
 +
|}
 +
 
 +
== Wrecker ==
 +
 
 +
{| class="wikitable" style="width:100%; border:none; background:none;"
 +
| style="width:30%; vertical-align:top; border:none; padding-right:20px;" |
 +
{| class="wikitable" style="width:100%;"
 +
! colspan="2" | Wrecker
 +
|-
 +
| Min. Level || 75
 +
|-
 +
| Role || Damage Dealer
 +
|-
 +
| SPECIAL scaling ||
 +
*Strength: +3 lethal damage ('''<u>not doubled</u>''')
 +
|-
 +
| Drawbacks || <span style="color:#800080;">
 +
*Very limited pool of available weapons;
 +
*[[Attack delay]] set to 100 x distance to target;
 +
*[[Agility]]: -2 [[Sequence]]
 +
</span>
 +
|-
 +
| PvE ability || +5 [[lethal damage]] against NPCs
 +
|-
 +
| Favorite weapon || [[Weapons#Explosive Small Guns|Explosive Small Guns]] (+15 [[lethal damage]] and +25% lethal penetration)
 +
|-
 +
| Base crit roll || 0–40
 +
|-
 +
| Acquisition || Junktown (31:36), South Entrance ([[:File:Wrecker NPC Junktown.gif|picture]])
 +
|}
 +
| style="width:70%; vertical-align:top; border:none;" |
 +
*'''Wrecker''' is a damage dealer class that specializes in lethal explosions.
 +
*For base stats, see [[#Basic framework|the above table]].
 +
 
 +
If you're a Wrecker:
 +
 
 +
*Your lethal damage is doubled.
 +
*You can install 3 additional [[SPECIAL implants]].
 +
*You can only use [[Explosive Small Guns]], [[Rocket Launchers]], [[ELECTRO Launcher]], and [[Electro Cannon]].
 
|}
 
|}
 +
 +
[[Category:Perks| ]]

Latest revision as of 01:55, 11 April 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.

Basic framework

Class Statistics by Role
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 multiplier 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 multiplier 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 multiplier 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 multiplier 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 multiplier 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 multiplier 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
Min. Level 45
Role Flex
SPECIAL +3 Intelligence
SPECIAL scaling Intelligence: Crafted gear gets 5000 additional XP
Fury Lose 1% Damage Protection
Rage 4x weapon experience for 10s
Drawbacks
  • Cannot use non-Alien weapons;
  • Agility: +1 reload cost
PvE ability 5% of damage applied as radiation to NPCs
Favorite weapon ETG (ignores electric immunity)
Base crit roll 0–10
Acquisition Necropolis (36:39) (picture)
  • Alien is a flex class, with its role determined by the weapon it's ~linked to.
    • When linked to ETG3000, Alien is a tank;
    • When linked to IPF210, semi-tank;
    • When linked to LAR62, damage dealer;
    • When linked to SSR10, shooter;
    • When linked to ESR02, sneaker.
  • Linking has a 60-second cooldown. You will be prompted to link if you attempt to use a weapon you're not linked to.
  • For base stats, see the above table.

Alien receives several powerful bonuses:

  • +50 to the Crafting skill cap.
  • When using the Learning skill to boost Crafting, the increased cap is filled immediately
    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%.
  • Ability to craft and use Alien-exclusive weapons. Regular weapons can also be crafted by Aliens, they just can't use them.
  • Access to a set of unique Alien-exclusive weapon perks.

Assassin

Assassin
Min. Level 90
Role Sneaker
SPECIAL +3 Perception
SPECIAL scaling Perception: +1% critical chance
Drawbacks
  • Damage reduced by 75% if de-sneaked;
  • Agility: -1% damage
PvE ability +25% critical chance vs. NPCs
Favorite weapon Range Pistols (+1% crit chance for each hex between you and the target)
Base crit roll 0–90
Acquisition The Hub (31:40), Old Town (picture)
  • Assassin is a master of stealth, always looking to punish exposed targets.
  • For base stats, see the above table.

There are many unique advantages to being an Assassin:

  • 92% chance to remain in sneak mode after attacking an opponent.
  • 10% chance to enter sneak after performing any action, even if observed.
  • +16 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.

Bounty Hunter

Bounty Hunter
Min. Level 80
Role Damage Dealer
SPECIAL +3 Luck
SPECIAL scaling Luck: Attack delay reduced by 1%
Drawbacks Endurance: -3% crit power
PvE ability Deal 1% of target NPC's max HP as bonus damage.
Favorite weapon Plasma Weapons (+10% crit power, +10s Slow duration, no HP-based crit roll penalty)
Base crit roll 0–75
Acquisition Klamath (8:2), Trapper Town (picture)
Bounty Power Calculation 

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 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.

Perk Rank Sum Bounty Power Bonus
0-17 +0
18-33 +1
34-50 +2
51+ +3

Step 2: Add a value based on your weapon type from one of the tables below to the value from step 1.

For conventional weapons:

Weapon Type Base Bounty Power
Fast Pistols, Damage Knives, Damage Pistols, Fast Knives, Rocket Launchers, Punch Weapons, Hammers, Clubs, SMGs 1
Range Pistols, Machine Guns, Assault Rifles, Flamers, Miniguns, Explosive Small Guns 2
Shotguns, Support Rifles 3
Sniper Rifles 4
Heavy Sniper Rifles 5

For energy weapons:

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
Signal Pistol, Plasma SMG, ELECTRO Launcher, Fire Rifle, Gatling Laser, Heat Machine 2
Laser Rifle, Turbo Plasma Rifle, Electro Cannon 3
Plasma Rifle, Prototype 14, Plasma Gatling, Turbolaser 4
Pyro Rifle, Pulse Rifle 5

Step 3: Apply miscellaneous bonuses and penalties.

  • +1 if your weapon's tier is above 3.
  • +1 if your attack's damage is above 350.

Step 4: Apply the lower cap (0) and the upper cap (7).

Step 5: You now know your bounty power! Use the table below to find out how many bounty stacks it will allow you to apply to your target.

Bounty Power Bounty Stacks Applied
0 0
1 1
2 1-2
3 1-4
4 1-6
5 1-8
6 4-8
7 8

Note: The Strike bonus of 10 additional bounty stacks is separate from this calculation.

  • Bounty Hunter is a PvP-focused damage dealer class with a powerful debuffing ability.
  • For base stats, see the above table.

Being a Bounty Hunter has many benefits.

  • Critical roll bonuses scaling with your and your target's combined base crit chance (bonuses from weapons and perks do not apply).
  • +1% critical power for each 10 points of sight range.
  • +0.5 sight range per point of critical chance.
  • Automatically marking targets for 4 seconds.
  • Access to the unique "bounty stacking" mechanic.
    • 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 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.
  • Bounty Hunters can see everyone's bounty stacks.
  • Bounty stacks trigger additional effects at certain thresholds: at 33 stacks, the usual rule that all incoming damage in PvP must be halved if it's above 350, and then halved again if it's still above 300, no longer applies to Bounty Hunter's damage; at 66 stacks, Bounty Hunter ignores the target's crit chance/power resistance; at 100 stacks, the target's current hit points are set to -100.
  • In War Events and New Reno Wars, killing players with bounty stacks rewards Bounty Hunters with a currency bonus of 10% for each of the target's bounty stacks.
  • Bounty Hunter's bounty power is reduced by 1 if they have the Quick Fingers perk synergy.

Chosen One

Chosen One
Min. Level 30
Role Semi‑tank
SPECIAL +3 Charisma
SPECIAL scaling Charisma: +1 HP
Fury -1 Charisma per stack
Rage Set 2 random SPECIAL
attributes to 1 for 10s
Drawbacks
  • Luck: -4 AP Regen;
  • Each active perk synergy reduces damage by 15%;
  • Healing rate is set to 0;
  • Reaching 0 HP means instant death
PvE ability Gain 10% more experience from kills
Favorite weapon SMGs (+25% damage at 1‑hex range)
Base crit roll 0–45
Acquisition Klamath (8:2), Downtown (picture)
  • Chosen One is a semi‑tank with a lot of build design space. Time to get creative!
  • For base stats, see the above table.

Class bonuses:

  • +3 level perks (Chosen One must be acquired before level 50 to get this bonus)
Sample build (Patch 6.4) 
Turret Engineer (HP: 556, AP: 7)
SPECIAL S 1→4, P 5→1, E 10→17, C 5→20, I 8→10, A 10→11, L 1→2
Traits & Perks Traits: Gifted, Good Natured
Perks:
3: Gain Charisma
6: Animal Friend
9: Bonus AP Regen
12: Party Member
15: Adrenaline Rush
18: Toughness
21: Lethal Protection
24: Turret Mechanic
27: Engineer
30: Chosen One, Cult of Personality,
Quick Pockets, Earlier Sequence
Synergies Tank, Mysterious Stranger, Quartermaster, Architect
Drugs Buffout, Rot Gut, Psycho, Mutie, Beer
Implants SPECIAL: Endurance (×3), Charisma (×7)
Combat: Dermal Module (×2), Phoenix Module (×2),
Tactical Chip (×2), Claw Module (×1)
WE Stats Combat Medic, CHA, DMG RES & DT, HP, AP, AC, AP Regen, Medic
Source Originally posted on FO3 discord by KompreSor

Clone

Clone
Min. Level 150
Role Semi‑tank
SPECIAL +3 Endurance
SPECIAL scaling Charisma: +25 Carry Weight
Drawbacks
  • Endurance: -1% crit chance;
  • 5% less damage against NPCs;
  • Can only use SPECIAL implants
Favorite weapon Laser Weapons (5% chance to chain attack to another target)
Base crit roll 0–50
Acquisition New Vault City (16:8) (picture)
  • Clone is a semi‑tank with the ability to summon an AI‑controlled doppelganger.
  • For base stats, see the above table.

The clone-summoning ability works as follows:

  • You spawn your clone using the command ~clone.
  • Cloning has a base cooldown of 9 minutes; each point of Speech reduces it by 1s, but it can never go below 15s, which requires the Good Natured trait and Speech = 500.
  • 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.
    • The clone cannot use grenades, or any other stackable weapons.
    • The clone does not consume ammunition.
    • The clone cannot carry additional gear.
  • Both the player and the clone are immune to knockouts, knockbacks, knockdowns, and the Heavy Handed effect.
  • If your clone is alive when you are killed by another player, you are instantly revived, effectively killing the clone to take its place.
  • You deal 50% more damage when your clone is dead.
  • The clone provides vision in a 15-hex radius even when dead.
  • The clone’s stats get adjusted based on how the target is marked:
    • Red (aggressive): +50% damage, -20% DR
    • Purple (defensive): -50% damage, +20% DR
    • Blue/unmarked: No changes
  • When directing the clone with alt‑click commands the neutral "Command Move" is recommended to avoid aggroing non-hostile NPCs.

Combat Master

Combat Master
Min. Level 35
Role Specialist
SPECIAL scaling Strength: +1% critical power
Fury +6% critical power per stack
Rage Ignore critical resistances for 10s
Drawbacks
  • You're limited to 1 Trait;
  • Luck: -1% DR
PvE ability Lifesteal cap increased to 50%
Favorite weapon Hammers (doubled Strike jump range)
Base crit roll 0–80
Acquisition San Francisco (9:25) (picture)
  • Combat Master is a melee-focused specialist class with exceptional mobility.
  • For base stats, see the above table.

Combat Master has many advantages in close combat:

  • +30 melee damage.
  • +125% melee critical chance.
  • Using the 2-handed weapon 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 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.

Cyborg

Cyborg
Min. Level 120
Role Flex
SPECIAL scaling Luck: +1% critical power;
Charisma: varies, see combat implants
Fury +2% EMP DR per stack
Rage EMP explosions that deal 25% of your max HP surround you for 10s
Drawbacks
  • Vulnerability to EMP damage;
  • Chance to lose an implant on death (SPECIAL: 0.25%; Combat: 0.05%);
  • Receive 5 more damage from NPCs;
  • Perception: -2% to EMP DR
Favorite weapon Clubs (Shock the target for 1s)
Base crit roll 0–65
Acquisition Gecko (29:4), Scrapyard (picture)
  • Cyborg is a flex class focused on taking full advantage of implants.
  • For base stats, see the above 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 "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:
    • Your base implant installation limit is set to 12 SPECIAL implants and 12 combat implants. You 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 article for details.
    • Implants can be freely (un)installed at any time using the ~cmd 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 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 ~cmd with a Science-based cooldown (none at 200), or use Science on yourself with a screwdriver equipped (120s cooldown). Others can use Repair and Science on you without any tools.

Important note: Don't install implants via a doctor NPC as Cyborg or you will get no free installation tokens when you next reroll.

Implant Role Points
Implant Tank DPS Shooter
Dermal Module 3
Phoenix Module 3
Tiger Module 3
Claw Module 3
Dragon Module 3
Nemean Module 2 2
Tactical Module 2 2
EMP Shield 2 2

Deathclaw

Deathclaw
Min. Level 40
Role Tank
SPECIAL +3 Strength
SPECIAL scaling
  • Strength: +4 Stealth; +1% crit chance resistance; +1% Plasma DR
  • Perception:+1% laser DR; +1 electro DT
  • Endurance: +1% crit chance; +1% Explode DR
  • Charisma: +1 laser DT
  • Intelligence: +1% crit chance; normal DT +1
  • Agility: +1% crit chance; +1 explode DT
  • Luck: +5% movement speed; +1 Plasma DT
Fury +5 melee damage per stack
Rage Receive a random injury; taunt everyone on the map except your faction for 3s
Drawbacks
  • Can't use guns;
  • Can't use body armor;
  • Intelligence: -3 melee damage
PvE ability +10 melee damage against NPCs
Favorite weapon Punch Weapons (15-hex PvP Slow aura scaling with Heavy Handed Strength that replaces its normal effect)
Base crit roll 0–55
Acquisition Modoc (20:5) (picture)
  • Deathclaw is a melee tank with complex SPECIAL scaling.
  • For base stats, see the above table.

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 33%; if it's tier 2: 66%; tier 3: 100%; tier 4: 115%; tier 5: 125%; tier 6: 133%.

Natural Armor breakdown 
Damage DT DR
Normal 6 + Intelligence 45 + critical chance
Laser 7 + Charisma 10 + Perception
Fire 4 + Sequence 50 + healing rate
Plasma 5 + Luck 40 + Strength
Explode 6 + Agility 50 + Endurance
Electro 3 + Perception 30 + Action Points

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.

Weapon perk to armor perk mapping 
Weapon Perk Armor Perk
Ammo Upgrade Iron Skin
Destroyer Bonus Charisma
Bloody Cured
Bonus Critical Power Integrated Gloves
Damage per Bullet Explosive Belt
Bonus Max Damage Bonus Strength
Bonus Min Damage Sneaky
Bonus Attack Speed Utility
Less AP Cost Bonus Movement
Chip Shot Special Force Bonus
Fast Trigger Regeneration
Frozen Queen Penetration Protection
Killing Spree Mirror System
Knockback Thwart Block
Life Steal Speed Mechanism
Long Range Survivalist
Bonus Critical Chance Bonus Luck
More Critical Damage Fill The Gaps
Penetrate Defense Enhancement
Poisonous Shock Protection
Scoped Bonus Perception
Spiked Heavy
Smasher! Anty-Termal System
Lethal Damage Advanced Plate
More Bonus Damage Advanced Defence
Lethal Upgrade Nightmare Defence
Critical Master Powered
Butcher Great Shield

Note: Heavy Handed protection effects, such as those granted by Thwart Block, Mutie, or Jinxed will counter Slow Aura.
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.

Grenadier

Grenadier
Min. Level 180
Role Damage Dealer
SPECIAL +3 Strength
SPECIAL scaling
  • Strength: +1% Throwing DR penetration
Drawbacks
  • Charisma: -1 weapon range;
  • Cannot gain critical chance resistance

PvE ability Hitting NPCs triggers the Hit and Run effect
even if you don't have the perk
Favorite weapon Explosive Grenades (knockback range is doubled)
Base crit roll ??–??
Acquisition Not available yet

Grenadier has many unique advantages:

  • AoE damage does not harm friendly targets
  • 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:
    • 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 Grenadier’s inventory
    • Plasma damage can spawn a Gamma Mine that deals medium damage and slows the target
    • Electrical damage can spawn a Stun Trap that deals low damage and paralyzes the target
    • Explosive damage can spawn a Land Mine that deals high damage

Hubologist

Hubologist
Min. Level 105
Role Damage Dealer
SPECIAL scaling Intelligence: +1/3 to gear level perk limit
Drawbacks
  • Lose all of your level perks;
  • Endurance: +2 incoming damage;
  • On death, lose one random gear perk rank
Favorite weapon Electro Weapons (double damage)
Base crit roll 10–20
Acquisition San Francisco (9:25), Tanker (picture)
  • Hubologist is a damage dealer (DPS) class with greatly enhanced gear perks and gear XP gain rate.
  • For base stats, see the above table.

Donating all of your level perks to the Church of Hubology has the following effects:

  • +100 HP
  • All of your gear perks are substantially improved, see the armor perks and weapon perks articles for details.
  • 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.
    • The number of level perks that Hubologist can get from equipment is limited to 3 + INT/3.
    • 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.
      The table below shows the order in which available level perks get enabled.
Level perk priority 
Priority Name Synergy
1 (top) Action Boy Speedboy
2 Bonus Move Speedboy
3 Gain Agility Speedboy
4 Bonus Rate of Fire Quick Fingers
5 Gain Charisma Mysterious Stranger
6 Gain Intelligence Stealth Master
7 Faster Healing Vitality
8 Quick Pockets Quartermaster
9 Gain Endurance Vitality
10 Gain Strength Bonus HtH Rapid
11 Better HtH Criticals Bonus HtH Rapid
12 In Your Face! Bonus HtH Rapid
13 Dodger Armor King
14 Lifegiver Vitality
15 Livewire Armor King
16 Even More Criticals Slayer
17 Gain Luck Slayer
18 More Critical Slayer
19 Bonus Ranged Damage Burster
20 Death Sense Burster
21 More Ranged Damage Burster
22 Quick Recovery Armor King
23 Right between the Eyes Ranger
24 Sharpshooter Ranger
25 Gain Perception Ninja
26 Ghost Ninja
27 Silent Running Ninja
28 Better Criticals Marksman
29 Hit the Gaps Marksman
30 Spray and Pray Marksman
31 Iron Limbs Iron Man
32 Man of Steel Iron Man
33 Unbreakable Iron Man
34 Adrenaline Rush Tank
35 Lethal Protection Tank
36 Toughness Tank
37 Bonus HtH Attacks Bonus HtH Speed
38 Bonus HtH Damage Bonus HtH Speed
39 Vampire Bonus HtH Speed
40 Bonus Battle Stats Pyro!
41 Pyromaniac Pyro!
42 Firefighter Pyro!
43 Healer Medicine Doctor
44 Medic Medicine Doctor
45 Surgeon Medicine Doctor
46 Earlier Sequence Quartermaster
47 Cowboy Quick Fingers
48 Fast Attacks Quick Fingers
49 Living Anatomy Lethal Death
50 Weapon Handling Lethal Death
51 Gunner Lethal Death
52 Heave Ho! Nader
53 Demolition Boy Nader
54 Hit and Run Nader
55 Atomic Savant Vigor Boost
56 Muscular Physique Vigor Boost
57 Coolheaded Vigor Boost
58 Awareness Ranger
59 Cult of Personality Mysterious Stranger
60 Party Member Mysterious Stranger
61 Undetected Stealth Master
62 Phantom Presence Stealth Master
63 Gain Implants Technician
64 Synthetic Technician
65 Cybernetic Eye Technician
66 Focused Striker Deadly Momentum
67 Deadeye Deadly Momentum
68 Bonus Damage Multi Deadly Momentum
69 Turret Mechanic Architect
70 Animal Friend Architect
71 Engineer Architect
72 Reinforced Endurance Adaptive Barrier
73 Vital Shielding Adaptive Barrier
74 Energy Deflection Adaptive Barrier
75 Stonewall Undying
76 Lone Wanderer Undying
77 Providence Undying
78 Baiter Vanishing Act
79 Long Arms Vanishing Act
80 Crasher Vanishing Act
81 Bonus AP Regen Quartermaster

Infantry

Infantry
Min. Level 130
Role Tank
SPECIAL +3 Strength
SPECIAL scaling Endurance: +60s to your selected immunity's duration
Fury +0.25% normal DR, +0.5% laser/explo DR,
and +1% fire/plasma/electro DR per stack
Rage +40% DT and DR Penetration Protection for 10s
Drawbacks
  • -20% HP;
  • Intelligence: -2 HP;
  • Healing via drugs removes all Fury stacks
PvE ability -5 damage taken from NPCs
Favorite weapon Shotguns gain two tiers for the purpose of damage multiplier calculations, see the note
Base crit roll 0–60
Acquisition Den (10:5) (picture)
  • Infantry is a tank class able to gain complete immunity to one chosen damage type.
  • For base stats, see the above table.

Enlisting as an infantryman comes with several benefits:

  • +5% to all DR caps
  • +7% to all DRs
  • +30% character size
  • Your Strikes ignore the target’s damage protection.
  • Using the ~infantry 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.

Note: In practical terms, Infantry's favorite weapon bonus adds (4% + 4% x Distance) to Shotguns' regular damage multiplier.

Killer

Killer
Min. Level 60
Role Specialist
SPECIAL +3 Agility
SPECIAL scaling Agility: +1% chance to deal double damage
Fury -2% DR per stack (PvP only)
Rage Set attack delay to 700 for 10s
(triggers at 10 Fury stacks)
Drawbacks
  • Respawning takes 500% longer;
  • Intelligence: -2 to all DTs

PvE ability Regain ~1/3 of your APs when you kill an NPC
Favorite weapon Miniguns (+25% accuracy)
Base crit roll 0–95
Acquisition Hinkley (36:28) (picture)
  • Killer is a specialist class that feeds on its victims, using each kill to fuel the next.
  • For base stats, see the above table.

Choosing the Killer life grants several powerful advantages:

  • +5% Lethality (your attacks automatically kill any target at or below 5% of their max HP)
  • Whenever you kill a player, you become immune to all damage for 3s and fully recover your health and action points.
  • Strike applies 6 stacks of Confusion and Fury to the target.
  • +25 AP Regen while the battle timer is active
  • +15% Lifesteal

Note: Installing two Tactical Module implants reduces Killer's replication cooldown from 300 to 225 seconds.

Leader

Leader
Min. Level 65
Role Tank
SPECIAL scaling Charisma: Improved flag buffs, see the table
Drawbacks
  • Field of View reduced by 50%;
  • Perception: -10 carry weight capacity
PvE ability NPCs receive 2 Weakness stacks per hit
Favorite weapon Flamers (critical chance resistance: +0.5 HP)
Base crit roll 0–35
Acquisition Wind of War (32:31) (picture)
  • Leader is a tank class that provides powerful party‑wide buffs.
  • For base stats, see the above table.

Leadership gives you several advantages:

  • +50 Party Points.
  • +40% critical chance resistance.
  • +4% movement speed bonus for each faction member in the same location.
  • Ability to plant flags that buff your team:
    • Flags apply a buff based on the Leader's Charisma to all teammates within their range.
    • To select the desired buff, your teammates can use the ~leader command or left-click one of your flags.
    • Setting up a flag requires Wood and has a 60-second cooldown.
    • Leader flag bonuses stack with those from non-Leader flags (WE, TC), but flag bonuses from multiple Leaders do not stack with one another.
    • The command to opt out of receiving buffs from Leader flags is ~leaderoff.
Full list of Leader-specific flag buff effects 

Note: One character can only select a single set of bonuses; for example, if you select "Vitality" and then also select "Unity," the second choice will override the first. The exact magnitude of the bonuses depends on the Charisma of the flag's creator. For example, if you selected the "Vitality" buff, and the Leader's Charisma = 20, staying within their flag's range will give you +20 hit points (20 / 1 = 20), +20 healing rate (20 / 1 = 20), +5 Endurance and 5 seconds faster healing rate tickrate (20 / 4 = 5), and immunity to bleeding.

Category E
(CHA/1)
B
(CHA/2)
D
(CHA/3)
A
(CHA/4)
C
(CHA/5)
Unique Buff
Aggression +damage per bullet +% damage +Luck
+DR penetration
Bursts ignore critical resistances and deal double bonus critical damage (this stacks with After Burner gum)
Defense +Strength
+DR
+DT
+Damage Protection Knockout immunity
Mobility +AP regen +Movement speed
-attack delay
+Agility Slow immunity
Power +critical chance +% critical power
+critical roll
+Perception Halved reload cost
Unity +critical chance resistance
+critical effect resistance
+% critical power resistance +Intelligence Burn immunity
Vitality +HP
+healing rate
+Endurance
+sec faster HR tickrate
Bleed immunity

Paramedic

Paramedic
Min. Level 65
Role Tank
SPECIAL +3 Intelligence
SPECIAL scaling Intelligence: Revive cooldown reduction
Fury -0.5% movement speed per stack
Rage Cannot run for 10s
Drawbacks
  • -50% damage;
  • FA and Doctor give no XP;
  • Perception: -3 HP restored per heal
PvE Ability Doubled First Aid effect on NPCs
Favorite Weapon Fast Pistols (+25% more healing to target)
Base crit roll 0–30
Acquisition Salt Lake (40:3) (picture)
  • Paramedic is a tank class focused on healing, with the ability to revive dead players.
  • For base stats, see the above table.

Being trained as a Paramedic has the following results:

  • +100 AC, -10 to attackers' AC mod, and 10% character size reduction.
  • +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:
    • Base cooldown is 600 seconds; each point of Intelligence ≤ 25 reduces it by 5 seconds; points beyond 25 only reduce the cooldown by 1s.
    • 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.
    • 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:
    • 0-17: +1-3 stacks from FA/Doc, +10 after being revived;
    • 18-33: +2-7 stacks from FA/Doc, +15 after being revived;
    • 34-49: +3-10 stacks from FA/Doc, +20 after being revived;
    • 50+: +4-15 stacks from FA/Doc, +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.
    • Characters with over 30 stacks of Paramedic's buff receive +100% healing from every source. A character cannot have more than 50 stacks.
    • The stacks gradually expire while you're out of combat at the approximate rate of 1 stack every 5 seconds.

Priest

Priest
Min. Level 70
Role Tank
SPECIAL scaling Endurance: -0.1s to healing rate tickrate
Fury -10% radiation resistance per stack
Rage 20-hex healing aura which lasts 10s and restores 10% of your teammates' max HP per second
Drawbacks
  • +1 Fury stacks lost per attack;
  • Carry weight reduced to 15%;
  • Charisma: +1% attack delay
PvE Ability NPCs you hit become visible to everyone for 20min
Favorite Weapon Machine Guns (+10% Carry Weight Capacity)
Base crit roll 0–20
Acquisition The Den (10:5) (picture)
  • Priest is a tank class focused on health recovery.
  • For base stats, see the above table.

Priesthood confers several privileges:

  • Healing from First Aid, Drugs, and healing ammo is doubled.
  • For every 25 points of healing rate, you regain 1 HP every 2.1s. This replaces the regular HR effect. Endurance can reduce this all the way down to 0.1s.
  • Anyone attacking Priests gets the Heresy debuff.

Random Boy

Random Boy
Min. Level 100
Role Semi‑tank
SPECIAL scaling Current Luck (recalculated every roll):
Fury Lose 1 DT per stack
Rage Reset the current roll and its associated cooldown
Drawbacks
  • Inconsistent performance;
  • Strength: +1s battle timer duration
PvE ability 20% chance for NPCs to de‑aggro when hit
Favorite weapon Assault Rifles: -3 to +3 damage per bullet (randomized for each attack)
Base crit roll 0–100
Acquisition Reno (20:18), 2nd Street (picture)
  • Random Boy is a semi‑tank gambling addict whose power level fluctuates wildly with every roll of the dice.
  • For base stats, see the above table.

Letting RNGesus take the wheel has many surprising results:

  • Strike applies a random effect to the target:

100% Slow for 5s, 50 Weakness, 25 Radiation, 50 Poison, 10 Paramedic buff stacks, 3‑second Paralysis, active Sneak, or +50 current hit points.

  • Using the ~randomboy 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.
    • Stats from multiple rolls can stack.
    • Chance of getting a lucky roll is capped at 95%.
Full list of possible stat rolls (in random order) 
Lucky Roll Unlucky Roll
+25 hit points -20 hit points
+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% attack delay +3% attack delay
+6% DR penetration -1% DR penetration
+10% DT penetration -3% DT penetration
+5s 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
+50 Radiation resistance, +50 Poison resistance, and +50 carry weight -25 Radiation resistance, -25 Poison resistance, and -25 carry weight
+75 Sequence -25 Sequence
+20 melee damage -5 melee damage
+3 Strength, Perception, Endurance, Charisma, Intelligence, and Agility -1 Strength, Perception, Endurance, Charisma, Intelligence, and Agility
+10% critical chance -3% critical chance
+40% critical power -20% critical power
+80 critical roll -30 critical roll
+5 Sight range -5 Sight range
+60 healing rate and +225 AC -20 healing rate and -75 AC

Raider

Raider
Min. Level 95
Role Specialist
SPECIAL scaling

Agility: +0.1 APs regenerated per second

Fury Lose 3 Action Points per stack
Rage Gain 100% Lifesteal for 10s
Drawbacks
  • ‑1 to all SPECIAL;
  • 25% longer attack delay;
  • Lose 1‑3 Action Points when attacking NPCs;
  • Strength: -0.5 damage per bullet
Favorite weapon Fire Weapons (leave fire hexes on targets)
Base crit roll 5–25
Acquisition Reno (20:18), Virgin Street (picture)
  • Raider is a specialist class focused on Action Points.
  • For base stats, see the above table.

Being a Raider means being ready for action; that's why you get:

Regulator

Regulator
Min. Level 25
Role Specialist
SPECIAL scaling Charisma: +10% accuracy
Drawbacks
  • Amplified trait downsides;
  • Endurance: -0.5 Luck when calculating your armor's condition loss

PvE ability 5% chance to knock NPCs down on hit
Favorite weapon Damage Pistols (-1 AP cost)
Base crit roll 10–40
Acquisition New Adytum (29:45), South East Gate (picture)

Becoming a Regulator fundamentally changes your character:

  • You gain 2 additional traits, for a total of 4 (use the ~trait menu to choose which ones you want).
  • Your traits are significantly different from their normal versions, see the table below for details.
Regulator traits 
Trait Upsides Downsides
Bloody Mess
  • Your action points are fully restored after a kill
  • All skills are capped at 200%
Bonehead
  • Your opponents' criticals get downgraded by 1 tier
  • +75% critical chance resistance
  • Your Intelligence is set to 1
Bruiser
  • +100% base melee damage
  • +4 Strength and Endurance
  • +2 melee damage from all sources
  • Immunity to knockout
  • +40% character size
Cannibal
  • +25% melee lifesteal cap
  • Access to powerful cannibal drugs
  • You cannot use regular drugs
  • Powerful cannibal drugs have powerful side effects
Chem Reliant
  • No drug limit
  • Drugs have significantly enhanced effects (see below)
Chem Reliant drug effects 
Regular drugs 
Name Upsides Downsides
After Burner gum +15 critical chance -10 Luck
Beer +2 Charisma, +5 normal DR -2 Perception, -5 Sight
Booze +2 Luck, +5 laser DR -2 Perception, -5 Sight
Rot Gut +2 Endurance, +5 explosive DR -2 Perception, -5 Sight
Roentgen Rum +2 Intelligence, +5 fire DR -2 Perception, -5 Sight
Gamma Gulp Beer +2 Strength, +5 plasma DR -2 Perception, -5 Sight
Buffout +4 Strength, +4 Endurance -3 AP, -100 AP Regen
Cigarettes +5 weapon range, +3 Perception,
+5% critical chance resistance
-30 AC, -6 Charisma
Healing Powder +50 healing rate, -5 healing rate cooldown -15% damage dealt, -6 Luck
Jet +3 AP, +6 TB movement‑only APs;
+20% movement speed with melee
-25% normal DR
Mentats +15% critical chance resistance penetration,
+40 Sequence, +4 Intelligence, +4 Charisma
+100s healing rate cooldown
Mutie +8 all DTs, +5 Slow resistance,
+15 Heavy Handed resistance
-4 AP
Psycho +10% all DRs, +10 Damage Protection -100 HP, -6 Perception
Voodoo Unlocks last two critical tiers; +6 Luck, +40 critical roll,
+40% AP per kill
-6 Endurance
Cannibal drugs 
Name Upsides Downsides
Brain +7 Intelligence; +10% movement speed Enemies deal +8 damage per bullet
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
Heart +2 Endurance; +15% critical effect chance; +300 HP cap in critical hit penalty -10% all DRs
Liver +2 Strength; +40 lethal damage; +5% Lethal Penetration -5 all DT
Radiated Brain +50 AC; -5% max chance to hit for opponents; +50 AP Regen -70 healing rate
Radiated Ear +150 Sneak; +20% damage multiplier and +2 damage per bullet while sneaking -100 HP
Radiated Eye +10 Charisma; +5 Sight; +5% Slow power -50% critical power resistance
Radiated Heart +3 Agility; +15% critical chance; +5 critical roll Attackers deal +32% damage
Radiated Liver +100% Radiation resistance; +10/5% DT/DR penetration (normal, fire, explode) Attackers deal +15 lethal damage
  • You automatically become addicted to any drugs you take
  • Addiction side effects are doubled
Fast Metabolism
  • -50 Radiation resistance cap
  • -50 Poison resistance from Endurance
  • Drugs last 75% less than normal
Fast Shot
  • -50% attack delay
  • +4 max turn‑based shots
  • Cannot fire aimed shots or bursts
  • Cannot deal lethal damage
Finesse
  • -50% damage
Gifted
  • You gain no experience
Good Natured
  • +50% max HP until you kill a player
  • Killing another player removes your HP bonus and then reduces your remaining HP by 50%
  • Killing NPCs gives you 1 bounty stack and 5 stacks of Weakness
Heavy Handed
  • The base value (before penalties) of your Heavy Handed Strength roll is set to 100, which usually guarantees a knockback
  • Your critical hits are automatically downgraded to the lowest tier possible
  • You must use Punch Weapons or the extra effects won't trigger
Jinxed
  • +5 AC from all sources
  • Provides Heavy Handed protection
  • Your attackers' misses have double the chance of being "upgraded" to critical misses
  • Cannot use ranged weapons
  • Your misses have double the chance of being "upgraded" to critical misses
Kamikaze
  • +100% damage
  • -1 AP attack cost
Loner
  • +100% experience gained
  • +100% accuracy
  • You cannot have followers
  • Your gear does not gain experience
One Hander
  • +50% damage with one‑handed weapons (+100% with pistols)
  • -50% max chance to hit with two‑handed weapons
  • Your weapons' range is capped at 20 hexes
Small Frame
  • +1 AP from all sources
  • -20% character size
  • Your carry weight capacity is capped at 75kg

Robot

  • Robot is a flex class able to swap between four different roles using the ~cmd menu.
  • You can become a Robot in Las Vegas (40:32) at level 170.
    Error: Organic lifeform detected.
    Initiate mechanization? [Y/N]
  • Robot's base critical power is 40-80. For the remaining base stats, see the above table.
Robot transformations 

Robots can use the ~cmd command to access a menu that lets them transform every 10 seconds. Transforming grants a unique set of modifiers, and triggers an immediate effect.

Transformation Sentry Bot Mr. Handy Robobrain Eyebot
Immediate effect Gain immunity for 2 seconds Fully recover your HP Apply Heresy to enemies within 30 hexes for 3s Gain +50% MS and the Hit and Run effect
Role Tank Specialist Shooter DPS
SPECIAL bonus +3 Endurance +3 Agility +3 Luck +3 Strength
Available weapons Big Guns Energy Weapons Small Guns Close Combat weapons
Bonuses
  • 0 AP reload cost
  • Fury: +1 DT
  • Rage: Paralyzes all enemies
    within 10 hexes
  • +50 AP Regen
  • Strike fully restores APs and
    grants +300 AP regen for 10s
  • +25% critical power; ignore HP-based crit roll penalty
  • Critical hits reduce attack delay by 5%
    and attack AP cost by 1 for 3s (stacks up to 10 times)
Penalties
  • +300 attack delay
  • -10% critical chance
  • Cannot gain extra damage per bullet

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 ~cmd menu which converts their experience into an equal amount of fuel.
    • Transforming consumes 2.5% x Perception of 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

Scout
Min. Level 85
Role Sneaker
SPECIAL +3 Luck
SPECIAL scaling

Luck: +5% chance for your Strikes to apply Knockout

Drawbacks
  • Cannot gain movement speed;
  • Lose 25% movement speed when de‑sneaked;
  • Endurance: -5 Stealth
PvE ability +5% NPC DR penetration
Favorite weapon Sniper Rifles (+25% critical chance, roll, and power resistance penetration)
Base crit roll 0–105
Acquisition NCR (34:27), (picture)
  • Scout is a sneaker class with an uncapped Sneak skill.
  • For base stats, see the above table.

Scouts are able to do their job thanks to the following unique advantages:

  • Ability to use the Learning skill on Sneak, raising its effective cap.
  • Uncapped Stealth skill (which can go well beyond 1000).
  • +125% damage to targets below 50% of their max HP.

Note: Scout's Strike's knockout effect can be countered with the Stonewall perk; Quick Recovery halves its duration.

Sniper

Sniper
Min. Level 140
Role Shooter
SPECIAL scaling
Drawbacks

PvE ability +10 critical power against NPCs
Favorite weapon Heavy Sniper Rifles (never miss your shots)
Base crit roll 0–85
Acquisition Boneyard (29:45), Gun Runners' Fortress (picture)
  • Sniper is a shooter class focused on dealing massive critical damage from far away.
  • For base stats, see the above table.

Snipers benefit from the following bonuses:

  • +8 weapon range.
  • Strike: +4 weapon range.
  • +1 critical power per hex between you and the target (aimed attacks only; upgraded to +2 if your weapon has the Long Range weapon perk).

Soldier

Soldier
Min. Level 110
Role Semi‑tank
SPECIAL scaling Endurance: Reduced maximum damage taken (see the table to the right for details)
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 10s
Drawbacks
  • -100 to all defense rolls against critical effects;
  • -1% critical effect defense from perks;
  • Your critical misses are "upgraded" by 1 tier
  • -1% XP gained;
  • -1 SP per level; -1 SP from Educated;
  • -1 accuracy for each hex between you and the target;
  • +1s to FA, Doctor, Repair and Robbery cooldowns;
  • Luck: -2 lethal damage

PvE ability +1 damage per bullet against NPCs
Favorite weapon Support Rifles (-10% attack delay, weapon XP gains are tripled)
Base crit roll 0–70
Acquisition Redding (14:11), Downtown (picture)
  • Soldier is a semi‑tank "jack of all trades, master of none" class.
  • For base stats, see the above table.

Enlisting as a Soldier provides a wide range of benefits:

Soldier's damage taken from a single hit is capped as follows:

Damage Type Max Damage Taken
Normal 450 - (Endurance x 5)
Laser 750 - (Endurance x 5)
Fire 350 - (Endurance x 5)
Plasma 650 - (Endurance x 5)
Electro 550 - (Endurance x 5)
Explode 250 - (Endurance x 5)

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 Mutant
Min. Level 50
Role Tank
SPECIAL +3 Endurance
SPECIAL scaling
Fury +2% Damage Protection per stack (PvP only; max 15 stacks)
Rage Lose all Damage Protection and gain +500% damage for 10s
Drawbacks
  • Cannot run;
  • Agility: -2 HP;
  • Cannot use Small Guns or robes;
  • Cannot gain Damage Protection from any sources other than class bonuses.

PvE ability Deal 1% of your max HP as bonus damage to NPCs
Favorite weapon Rocket Launchers (+1 explosion radius; ignore target’s DT)
Base crit roll 0–25
Acquisition Broken Hills (29:17) (picture)
  • Super Mutant is a towering tank that trades mobility for unrivaled staying power.
  • For base stats, see the above table.

Super Mutants gain powerful defensive bonuses:

  • Doubled hit points.
  • +15% Damage Protection.
  • +0.2% Damage Protection for every 1% of missing max HP.
  • Damage Protection stacks additively rather than multiplicatively, resulting in increased damage reduction.
  • Attackers get a 10-second 30% Slow debuff.

Wrecker

Wrecker
Min. Level 75
Role Damage Dealer
SPECIAL scaling
  • Strength: +3 lethal damage (not doubled)
Drawbacks

PvE ability +5 lethal damage against NPCs
Favorite weapon Explosive Small Guns (+15 lethal damage and +25% lethal penetration)
Base crit roll 0–40
Acquisition Junktown (31:36), South Entrance (picture)
  • Wrecker is a damage dealer class that specializes in lethal explosions.
  • For base stats, see the above table.

If you're a Wrecker: