Difference between revisions of "Caravans"

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m (copy-pasted from https://www.fonline3.com/wiki/index.php?title=Caravan_Encounters&oldid=8626)
(Updated (Patch 6.5))
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You can join a caravan as a guard and earn caps and xp by protecting it from wasteland threats. There is a Caravan coordinator in [[Hub]] that knows where certain caravans go, where they are now and where they are currently headed. To join a caravan as a guard, talk with the Caravan Master NPC (guy with Combat Armor and 250 [[Hit Points|hp]]) when he is in town. You need to be at least level 9 to join a caravan, but most of these get pretty rough so it is advised to be more fully leveled first. Bring plenty of ammo, a backup weapon, combat drugs, and [[Super Stimpak]]s.
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'''Caravans''' are co-op escort missions that vary in difficulty but have a common objective: protect a group of traders, and their precious cargo, on their way from point A to point B.
  
'''Note''': It is also advised to avoid bringing your Companion followers on caravans, or at least to avoid arming them with burst weapons since they are a bit reckless in combat.
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== Basic information ==
  
Caravans are a popular way to level up, because the amount of rewarded [[XP]] scales up as you level. So the higher level you are, the more [[XP]] you get when you successfully guard a caravan to its intended destination. The rewards are also scaled based on the journey (they range from 1000 to 4000 caps).
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*When a caravan run starts, there is an announcement in the [https://discord.com/channels/360781249616412672/1044060125163434024 #eventlog] channel <small>([https://discord.gg/U7uXqag invite link])</small>
 +
*Caravan runs have an open lobby for 3 minutes before departure
 +
*There is no limit to the number of players/companions that can join a caravan
 +
*The caravan leader and NPC guards start with T1 items but players have an option of upgrading their gear via donation
 +
*Caravans work like they did in Fallout 2, going from location to location instantly
 +
*No world map travel means that caravans encounters cannot be entered by random players from the world map
 +
*Caravans encounters scale with the number of players and the diffculty of the route
 +
*All caravan members are on the same time, which means that they share XP, Leader buffs, vision, etc. This includes players and the NPCs they control, the caravan leader, and NPC caravan guards
 +
*Players cannot leave the map during an active caravan encounter; the option of leaving the caravan is only available during the 3-minute break in-between encounters
 +
*If the current caravan leader dies, one of guards assumes his role
 +
*NPC friendly fire is completely disabled: you can't hurt them, and they can't hurt you
 +
*A caravan run is successful if at least one of the NPCs survives
 +
*Failure to complete a caravan run results in the loss of 5 caravan reputation points (capped at 0)
 +
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== Caravan routes ==
  
While employed guarding a caravan, you can encounter exclusive [[Caravan Encounters]] which are tougher than ordinary encounters.
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*Goods'n'Go (6 stops, +3 reputation): The Hub -> Junktown -> New Vegas -> Salt Lake City -> New Vegas -> Junktown -> The Hub
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*Hang Transportation (6 stops, +3 reputation): The Hub -> Sarmatia -> Steel Town -> San Francisco -> Steel Town -> Sarmatia -> The Hub
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*Gun Runners (6 stops, +3 reputation): The Hub -> New Adytum -> San Diego -> Point Poseidon -> The Glow -> Necropolis -> The Hub
  
If you fail and your caravan job status gets broken, you can pay 2500 caps to reset it.
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*Van Graffs (8 stops, +8 reputation): The Hub -> Hawthorne -> New Reno -> New Vault City -> Modoc -> New Vault City -> New Reno -> Hawthorne -> The Hub
 +
*Stockman's Association (8 stops, +8 reputation): The Hub -> Gordon's Gas Station -> Redding -> The Den -> Klamath -> The Den -> Redding -> Gordon's Gas Station -> The Hub
 +
*Crimson Caravan (9 stops, +10 reputation): The Hub -> Wind of War -> NCR -> Broken Hills -> Vault 8 -> Gecko -> Broken Hills -> NCR -> Wind of War -> The Hub
  
'''Note''': Be aware that some of the encounters will have semi-hostile NPCs. These are the ones that yell at players if they see any weapons armed in Slot 1. You have only a few moments to put your weapon away (or move it to Slot 2) before they go hostile and attack you. When this happens, do not expect your caravan NPCs to help you.
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*Far Go Traders (25 stops, +35 reputation): The Hub -> Necropolis -> Junktown -> Wind of War -> New Vegas -> NCR -> Hawthorne -> Broken Hills -> Salt Lake City -> Gecko -> Vault 8 -> Modoc -> New Vault City -> The Den -> Klamath -> Redding -> New Reno -> Gordon's Gas Station -> San Francisco -> Steel Town -> Sarmatia -> New Adytum -> San Diego -> Point Poseidon -> The Glow -> The Hub
  
[[File:Caravan_coordinator.JPG|279px|thumb|right|Caravan coordinator in Hub]]
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== Rewards ==
  
== Caravans ==
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Rewards for successfully getting a caravan to its destination may include:
*'''Crimson Caravan''': [[Hub]]<->[[Shady Sands]]<->[[Broken Hills]]<->[[Vault City]]<->[[New Reno]]
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*[[Currency]] of the location the caravan arrived at
*'''Far Go Traders''': [[Hub]]<->[[San Francisco]]<->[[Redding]]<->[[Modoc]]<->[[Vault City]]<->[[New Reno]]
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*[[Vault-Tec Case]]s
*'''Van Graffs''': [[Klamath]]<->[[Den]]<->[[Redding]]
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*[[Level Book]]s
*'''Stockman's Association''': [[Redding]]<->[[New Reno]]<->[[Shady Sands]]<->[[Junktown]]<->[[Hub]]
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*Caravan [[reputation]] points for completing the full route (from The Hub to The Hub)  
*'''Goods'n'Go''': [[Gecko]]<->[[Broken Hills]]<->[[New Reno]]<->[[Shady Sands]]
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**Reputation points allow you to purchase rare items, combat implants, gear mods, and dungeon keys from a dedicated store at a significant discount; the inventory scales with the current Patch number.  
*'''Hang Transportation''': [[Hub]]<->[[New Adytum]]<->[[San Francisco]]
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**The caravan reputation trader refreshes his inventory once an hour
*'''Gun Runners''': [[Gun Runners]]<->[[Hub]]<->[[Shady Sands]]
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*Completing a full Far Go Traders run has a 10% x Patch chance of rewarding a [[WE stat]] or a [[mutation]]
 
 
== Joining ==
 
To join a caravan, go to [[Hub]] or one of the other towns where caravans go. Talk with one of the Caravan Leaders (guys standing there sometimes in Combat Armor) to see where they are going next, and join his caravan run. If you're at Hub and you don't see a Caravan leader there, check with the Caravan Master to get information about where the caravans are now, and where they're headed. To get paid, you can only join a caravan between runs, in a town.
 
 
 
Once you join a caravan, you'll be in a caravan party led by an NPC. You'll have to wait a short while for the caravan to depart, during which time other players can also join it. The fewer players join your caravan, the more NPC guards will be assigned to it when it departs, but their number is capped at 4 plus the leader. If enough player characters join the caravan, no NPC guards will be assigned to it other than the leader.
 
 
 
== Fights ==
 
Caravans get into encounters, most of which require fighting hostiles. The fight must end before the caravan can continue, and the NPC leader must survive the fight. If he dies, guarding the caravan fails and you cannot get paid for that run. It's wise to carry some [[Super Stimpak]]s along to keep him healed. The caravan NPCs do not carry any stims, but they do all have unlimited ammo. They sometimes suffer injuries that diminish their ability to fight effectively, so it's ideal to have some decent [[Doctor]] skill too.
 
 
 
Once a caravan fight ends well, the NPC leader will announce they'll be on their way again soon. You have a few moments to reload, heal up, doctor someone, do some looting, etc before the caravan party is back on the worldmap heading again to its intended destination.
 
 
 
=== Caravan encounters ===
 
Under certain conditions, you can encounter an exclusive type of random encounter. Either while you're employed to guard a [[Caravan]], or anytime you're traveling as an independent group of 3 or more. You must be Level 9 or higher to find these '''Caravan Encounters''':
 
 
 
* [[Mad Warriors]]
 
* [[Dead Walkers]]
 
* [[Rebeliants]]
 
* [[Melchior's Pets]]
 
* [[Cultists of Colt]]
 
* [[Followers of Rat God]]
 
* [[Bots Patrol]]
 
 
 
{| class="mw-collapsible mw-collapsed wikitable"
 
|-
 
! Master's Elite Crew
 
|-
 
| {{Group
 
| group = Master's Elite Crew
 
| desc = A typical encounter with the Master's Elite Crew might involve these:
 
| image1 = Mamtntaa_sw.gif
 
| image2 = malieuaa_sw.gif
 
| image3 = Mamtntaa_sw.gif
 
| image4 = Mamtnaa_sw.gif
 
| image5 = Mamtnaa_sw.gif
 
| image6 = Mamtntaa_sw.gif
 
| crit1 = Supermutant
 
| crit2 = Leader
 
| crit3 = Tough Supermutant
 
| crit4 = Nightkin
 
| crit5 = Tough Nightkin
 
| crit6 = Supermutant
 
| hp1 = 261
 
| hp2 = 362
 
| hp3 = 261
 
| hp4 = 292
 
| hp5 = 285
 
| hp6 = 261
 
| weapon1 = [[Rocket Launcher]]
 
| weapon2 = [[Avenger Minigun]]
 
| weapon3 = [[M60]]
 
| weapon4 = [[Laser Rifle]]
 
| weapon5 = [[Plasma Rifle]]
 
| weapon6 = [[M60]]
 
| xp1 = 450
 
| xp2 = 700
 
| xp3 = 500
 
| xp4 = 500
 
| xp5 = 550
 
| xp6 = 450
 
| note1 = Very dangerous
 
| note2 = Very dangerous
 
| note3 = Very dangerous
 
| note4 = Very dangerous
 
| note5 = Very dangerous
 
| note6 = Very dangerous
 
}}
 
 
 
This group is one of the more difficult [[Caravan Encounters]] that can be found on some caravan runs, mostly in the desert. It can also be encountered on independent player runs with three or more players traveling together, over level 9.
 
 
 
'''NOTE''': As with all group encounters, the number of hostiles varies and is not limited to what is shown here. It scales to the party size of the players or caravan.
 
|}
 
{| class="mw-collapsible mw-collapsed wikitable"
 
|-
 
! Renegades
 
|-
 
| {{Group
 
| group = '''Renegades'''
 
| desc = A typical encounter with Renegades might involve these:
 
| image1 = H5XI5s6.gif
 
| image2 = Hmcmbtaa_sw.gif
 
| image3 = Mk2ca-3.gif
 
| image4 = Mk2ca-3.gif
 
| image5 = Hmcmbtaa_sw.gif
 
| image6 = Hmcmbtaa_sw.gif
 
| crit1 = Bald Renegade
 
| crit2 = Tough Male Renegade
 
| crit3 = Female Renegade
 
| crit4 = Female Renegade
 
| crit5 = Tough Male Renegade
 
| crit6 = Tough Male Renegade
 
| hp1 = 265
 
| hp2 = 250
 
| hp3 = 201
 
| hp4 = 243
 
| hp5 = 250
 
| hp6 = 250
 
| weapon1 = [[H&K CAWS]]
 
| weapon2 = [[Laser Rifle]]
 
| weapon3 = [[Incinerator]]
 
| weapon4 = [[Light Support Weapon]]
 
| weapon5 = [[Rocket Launcher]]
 
| weapon6 = [[Laser Rifle]]
 
| xp1 = 500
 
| xp2 = 350
 
| xp3 = 450
 
| xp4 = 450
 
| xp5 = 350
 
| xp6 = 350
 
| note1 = Very dangerous
 
| note2 = Very dangerous
 
| note3 = Very dangerous
 
| note4 = Very dangerous
 
| note5 = Very dangerous
 
| note6 = Very dangerous
 
}}
 
 
 
Renegades are good source of [[Combat Armor Mark II]] sets and [[Super Stimpak]]s.
 
 
 
This group is one of the more difficult [[Caravan Encounters]] that can be found on some caravan runs. It can also be encountered on independent player runs with three or more players traveling together, over level 9.
 
 
 
'''NOTE''': As with all group encounters, the number of hostiles varies and is not limited to what is shown here. It scales to the party size of the players or caravan.
 
|}
 
  
 
[[Category:Quests]]
 
[[Category:Quests]]

Revision as of 19:06, 7 June 2026

Caravans are co-op escort missions that vary in difficulty but have a common objective: protect a group of traders, and their precious cargo, on their way from point A to point B.

Basic information

  • When a caravan run starts, there is an announcement in the #eventlog channel (invite link)
  • Caravan runs have an open lobby for 3 minutes before departure
  • There is no limit to the number of players/companions that can join a caravan
  • The caravan leader and NPC guards start with T1 items but players have an option of upgrading their gear via donation
  • Caravans work like they did in Fallout 2, going from location to location instantly
  • No world map travel means that caravans encounters cannot be entered by random players from the world map
  • Caravans encounters scale with the number of players and the diffculty of the route
  • All caravan members are on the same time, which means that they share XP, Leader buffs, vision, etc. This includes players and the NPCs they control, the caravan leader, and NPC caravan guards
  • Players cannot leave the map during an active caravan encounter; the option of leaving the caravan is only available during the 3-minute break in-between encounters
  • If the current caravan leader dies, one of guards assumes his role
  • NPC friendly fire is completely disabled: you can't hurt them, and they can't hurt you
  • A caravan run is successful if at least one of the NPCs survives
  • Failure to complete a caravan run results in the loss of 5 caravan reputation points (capped at 0)

Caravan routes

  • Goods'n'Go (6 stops, +3 reputation): The Hub -> Junktown -> New Vegas -> Salt Lake City -> New Vegas -> Junktown -> The Hub
  • Hang Transportation (6 stops, +3 reputation): The Hub -> Sarmatia -> Steel Town -> San Francisco -> Steel Town -> Sarmatia -> The Hub
  • Gun Runners (6 stops, +3 reputation): The Hub -> New Adytum -> San Diego -> Point Poseidon -> The Glow -> Necropolis -> The Hub
  • Van Graffs (8 stops, +8 reputation): The Hub -> Hawthorne -> New Reno -> New Vault City -> Modoc -> New Vault City -> New Reno -> Hawthorne -> The Hub
  • Stockman's Association (8 stops, +8 reputation): The Hub -> Gordon's Gas Station -> Redding -> The Den -> Klamath -> The Den -> Redding -> Gordon's Gas Station -> The Hub
  • Crimson Caravan (9 stops, +10 reputation): The Hub -> Wind of War -> NCR -> Broken Hills -> Vault 8 -> Gecko -> Broken Hills -> NCR -> Wind of War -> The Hub
  • Far Go Traders (25 stops, +35 reputation): The Hub -> Necropolis -> Junktown -> Wind of War -> New Vegas -> NCR -> Hawthorne -> Broken Hills -> Salt Lake City -> Gecko -> Vault 8 -> Modoc -> New Vault City -> The Den -> Klamath -> Redding -> New Reno -> Gordon's Gas Station -> San Francisco -> Steel Town -> Sarmatia -> New Adytum -> San Diego -> Point Poseidon -> The Glow -> The Hub

Rewards

Rewards for successfully getting a caravan to its destination may include:

  • Currency of the location the caravan arrived at
  • Vault-Tec Cases
  • Level Books
  • Caravan reputation points for completing the full route (from The Hub to The Hub)
    • Reputation points allow you to purchase rare items, combat implants, gear mods, and dungeon keys from a dedicated store at a significant discount; the inventory scales with the current Patch number.
    • The caravan reputation trader refreshes his inventory once an hour
  • Completing a full Far Go Traders run has a 10% x Patch chance of rewarding a WE stat or a mutation