Difference between revisions of "Class perks"
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| − | {| class="wikitable | + | '''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 | ||
|- | |- | ||
| − | ! | + | ! rowspan="2" | Classes |
| − | ! | + | ! rowspan="2" | Parameter |
| − | ! | + | ! rowspan="2" | Base Value |
| − | ! | + | ! colspan="3" | Conditional DR Adjustments |
| − | |||
|- | |- | ||
| − | | [[Alien | + | ! Current DR |
| − | | 45 | + | ! DR modifier |
| − | | | + | ! DR Penetration Protection |
| − | * +50 Crafting cap | + | |- |
| − | * Learning on | + | ! colspan="6" | Tanks |
| − | *For each | + | |- |
| − | *Can | + | | rowspan="8" | |
| − | * | + | *[[#Alien|Alien]] |
| − | *Can't use | + | *[[#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]]. | |
| − | * | + | |
| − | *For | + | 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]] |
| − | * + 2 [[ | + | |- |
| − | * + | + | | 10 || [[Gain Strength]] || [[Bonus HtH Rapid]] |
| − | * | + | |- |
| − | *PvE | + | | 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. | |
| − | *PvE | + | {| 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 |
| − | * | + | |- |
| − | *The | + | | '''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]]) |
| − | | 0-50 | + | |- |
| + | | '''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''' | ||
|- | |- | ||
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| − | + | {| class="wikitable" | |
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|- | |- | ||
| − | + | ! Trait !! Upsides !! Downsides | |
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|- | |- | ||
| − | | | + | | 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 | |
| − | |||
| − | | | ||
| − | * | ||
| − | |||
| − | |||
| − | |||
| − | *+ | ||
| − | |||
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| − | |||
| − | |||
| | | | ||
| − | * | + | *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 |
| − | |||
| − | |||
| | | | ||
| − | * | + | *[[Movement speed]] capped at ~91% of base value |
| − | |||
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|- | |- | ||
| − | | | + | | Cannibal |
| − | |||
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| − | |||
| − | |||
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| | | | ||
| − | * | + | *+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) | ||
| + | {| class="mw-collapsible mw-collapsed wikitable" | ||
| + | | '''Chem Reliant drug effects''' | ||
| + | |- | ||
| + | | | ||
| + | {| class="mw-collapsible mw-collapsed wikitable" | ||
| + | | '''Regular drugs''' | ||
|- | |- | ||
| − | |||
| − | |||
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| | | | ||
| − | + | {| class="wikitable" | |
| − | + | ! 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,<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 | ||
| + | |- | ||
| + | | [[Voodoo]] || Unlocks last two critical tiers; +6 Luck, +40 critical roll,<br>+40% [[AP]] per kill || -6 Endurance | ||
| + | |} | ||
| + | |} | ||
| + | {| class="mw-collapsible mw-collapsed wikitable" | ||
| + | | '''Cannibal drugs''' | ||
|- | |- | ||
| − | |||
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| | | | ||
| − | + | {| class="wikitable" | |
| − | + | ! 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 | + | *You automatically become addicted to any drugs you take |
| − | + | *Addiction side effects are doubled | |
|- | |- | ||
| − | | [[ | + | | Fast Metabolism |
| − | | | + | | |
| + | *+100% [[healing rate]] | ||
| + | *-15s [[healing rate]] cooldown | ||
| + | *+25 [[healing rate]] | ||
| + | | | ||
| + | *-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 |
| − | |||
| − | |||
| | | | ||
| − | * | + | *Your [[critical chance]] is doubled |
| − | * | + | *+66% chance to apply critical effects |
| − | | | + | | |
| + | *-50% damage | ||
|- | |- | ||
| − | | | + | | Gifted |
| − | |||
| | | | ||
| − | * | + | *+2 to all [[SPECIAL]] |
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| | | | ||
| − | *You | + | *You gain no experience |
| − | |||
| − | |||
|- | |- | ||
| − | | | + | | Good Natured |
| − | |||
| | | | ||
| − | + | *+50% max HP until you kill a player | |
| − | *+50 | ||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| | | | ||
| − | * | + | *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 [[Weapons#Punch Weapons|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 | ||
| + | | | ||
| + | *Lose all [[DR]]s/[[DT]]s/[[Damage Protection]] | ||
| + | *Your hits cannot be critical | ||
| + | |- | ||
| + | | 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 <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 | + | 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. |
| − | | | + | {| class="wikitable" |
| + | |- | ||
| + | ! 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 | ||
| + | |- | ||
| + | | Min. Level || 50 | ||
| + | |- | ||
| + | | Role || Tank | ||
| + | |- | ||
| + | | SPECIAL || +3 [[Endurance]] | ||
| + | |- | ||
| + | | SPECIAL scaling || | ||
| + | *[[Endurance]]: +1% [[Damage Protection]] (capped at 20) | ||
| + | |- | ||
| + | | Fury || +2% [[Damage Protection]] per stack (PvP only; max 15 stacks) | ||
| + | |- | ||
| + | | 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.
Contents
Basic framework
| Classes | Parameter | Base Value | Conditional DR Adjustments | ||
|---|---|---|---|---|---|
| Current DR | DR modifier | DR Penetration Protection | |||
| Tanks | |||||
| Action points | 2 | <25% | +10 | +2 | |
| Movement speed | 80% | 25% to 49% | +15 | +5 | |
| Hit points | 200 | 50% to 89% | +20 | +10 | |
| Character size | 65% | 90% to 99% | +25 | +10 | |
| Damage multiplier | 50% | 100% | +30 | +10 | |
| Healing 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 receives several powerful bonuses:
| ||||||||||||||||||||||||
Assassin
|
There are many unique advantages to being an Assassin:
Note: The extra critical chance equal to the distance to your target (in hexes) from Assassin's favorite weapon bonus can push your critical chance above 100% and is not reduced by the target's critical chance resistance. | ||||||||||||||||||||
Bounty Hunter
|
Being a Bounty Hunter has many benefits.
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Chosen One
|
Class bonuses:
| ||||||||||||||||||||||||||||||||||||||||||
Clone
|
The clone-summoning ability works as follows:
| ||||||||||||||||||
Combat Master
|
Combat Master has many advantages in close combat:
| ||||||||||||||||||||||
Cyborg
|
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Deathclaw
|
Deathclaws receive a wide range of melee-focused bonuses:
Deathclaws don't wear body armor. They get their resistances from Natural Armor, which scales with their stats and the tier of the helmet they wear. If the helmet is tier 1, base Natural Armor values get multiplied by 33%; if it's tier 2: 66%; tier 3: 100%; tier 4: 115%; tier 5: 125%; tier 6: 133%.
Deathclaws gain access to armor perks based on the tier and specific perks of their weapon. The number of armor perks that a Deathclaw can have is equal to the tier of their weapon. For example, a T3 weapon will give you 3 armor perks. The specific armor perks that get unlocked depend on what perks your weapon has, see the table below for details. Note: Heavy Handed protection effects, such as those granted by Thwart Block, Mutie, or Jinxed will counter Slow Aura. | |||||||||||||||||||||||||||||||||||||||||||||||
Grenadier
|
Grenadier has many unique advantages:
| ||||||||||||||||||||
Hubologist
|
Donating all of your level perks to the Church of Hubology has the following effects:
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Infantry
|
Enlisting as an infantryman comes with several benefits:
Note: In practical terms, Infantry's favorite weapon bonus adds | ||||||||||||||||||||||||
Killer
|
Choosing the Killer life grants several powerful advantages:
Note: Installing two Tactical Module implants reduces Killer's replication cooldown from 300 to 225 seconds. | ||||||||||||||||||||||||
Leader
|
Leadership gives you several advantages:
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Paramedic
|
Being trained as a Paramedic has the following results:
| ||||||||||||||||||||||||
Priest
|
Priesthood confers several privileges:
| ||||||||||||||||||||||
Random Boy
|
Letting RNGesus take the wheel has many surprising results:
100% Slow for 5s, 50 Weakness, 25 Radiation, 50 Poison, 10 Paramedic buff stacks, 3‑second Paralysis, active Sneak, or +50 current hit points.
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Raider
|
Being a Raider means being ready for action; that's why you get:
| ||||||||||||||||||||
Regulator
|
Becoming a Regulator fundamentally changes your character:
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Robot
- Robot is a flex class able to swap between four different roles using the
~cmdmenu. - You can become a Robot in Las Vegas (40:32) at level 170.
- Robot's base critical power is 40-80. For the remaining base stats, see the above table.
| Robot transformations | |||||||||||||||||||||||||||||||||||
|
Robots can use the
|
Becoming a Robot transforms your character in several ways:
- Your EMP resistance and level perks are lost.
- You choose 8 new level perks: five base perks that work normally, and 3 temporary perks that ignore their SPECIAL requirements and can be changed freely whenever you transform.
- You have an option of replacing one temporary perk with an S+ weapon perk.
- You cannot use your own weapons. Instead, you equip body armor and get a weapon that matches its tier. If there's ever a tier mismatch between the two, your weapon systems are disabled.
- Robot's weapon systems gain weapon experience a bit differently from normal weapons:
- The initial amount of Robot's current transformation's weapon XP is governed by a Robot-exclusive resource called "fuel."
- Fuel is obtained by melting weapons via the
~cmdmenu which converts their experience into an equal amount of fuel. - Transforming consumes
2.5% x Perceptionof your total fuel. - On transformation, your new weapon starts with experience equal to your current fuel.
- Adding more fuel does not affect your current weapon; it only increases the starting experience of your next weapon.
- Your weapon can gain additional weapon experience normally (by killing NPCs or via Upgrade Parts), but this extra experience will be lost during your next transformation.
- Dying causes you to lose
40% - INT%of your current fuel; the amount can't be reduced below 1%. - In War Events, there is no fuel penalty for dying and additional fuel can be earned by killing NPCs or purchased directly from the spawn point vendor.
Scout
|
Scouts are able to do their job thanks to the following unique advantages:
Note: Scout's Strike's knockout effect can be countered with the Stonewall perk; Quick Recovery halves its duration. | ||||||||||||||||||||
Sniper
|
Snipers benefit from the following bonuses:
| ||||||||||||||||||
Soldier
|
Enlisting as a Soldier provides a wide range of benefits:
Soldier's damage taken from a single hit is capped as follows:
Note: When rerolling to Soldier, it's best to only take the class perk once you're fully leveled to avoid incurring Soldier's SP-per-level penalties. | ||||||||||||||||||||||||||||||||||||
Super Mutant
|
Super Mutants gain powerful defensive bonuses:
| ||||||||||||||||||||||||
Wrecker
|
If you're a Wrecker:
| ||||||||||||||||||