Difference between revisions of "Class perks"
(→Assassin: Updated (Patch 6.5)) |
(Updated Bounty Hunter, Chosen One, Clone, Combat Master, Deathclaw, Hubologist, Infantry, Killer, Leader, Paramedic, Random Boy, Robot, Scout, Sniper, Soldier, Super Mutant, Wrecker (Patch 6.5)) |
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| PvE ability || Deal 1% of target NPC's max HP as bonus damage. | | PvE ability || Deal 1% of target NPC's max HP as bonus damage. | ||
|- | |- | ||
| − | | Favorite weapon || [[Weapons#Plasma Weapons|Plasma Weapons]] (+ | + | | Favorite weapon || [[Weapons#Plasma Weapons|Plasma Weapons]] (+25% crit damage, +10 sec [[Slow]] duration, no HP-based crit roll penalty) |
|- | |- | ||
| Base crit roll || 0–75 | | Base crit roll || 0–75 | ||
| Line 636: | Line 636: | ||
| Fury || -1 [[Charisma]] per stack | | Fury || -1 [[Charisma]] per stack | ||
|- | |- | ||
| − | | Rage || Set 2 random SPECIAL<br>attributes to 1 for | + | | Rage || Set 2 random SPECIAL<br>attributes to 1 for 20 seconds |
|- | |- | ||
| Drawbacks || <span style="color:#800080;"> | | Drawbacks || <span style="color:#800080;"> | ||
| Line 710: | Line 710: | ||
*Can only use SPECIAL implants</span> | *Can only use SPECIAL implants</span> | ||
|- | |- | ||
| − | | Favorite weapon || [[Weapons#Laser Weapons|Laser Weapons]] ( | + | | Favorite weapon || [[Weapons#Laser Weapons|Laser Weapons]] (20% chance to chain attack to another target) |
|- | |- | ||
| Base crit roll || 0–50 | | Base crit roll || 0–50 | ||
| Line 757: | Line 757: | ||
| Drawbacks || <span style="color:#800080;"> | | Drawbacks || <span style="color:#800080;"> | ||
*You're limited to 1 Trait; | *You're limited to 1 Trait; | ||
| − | *Luck: - | + | *Luck: -3% [[DR]]</span> |
|- | |- | ||
| PvE ability || Lifesteal cap increased to 50% | | PvE ability || Lifesteal cap increased to 50% | ||
| Line 901: | Line 901: | ||
*Your [[movement speed]] modifiers also provide [[Critical Roll Resistance|critical roll resistance]] of equal magnitude, which may potentially result in more powerful crits for your attackers if you're slowed to below your base movement speed | *Your [[movement speed]] modifiers also provide [[Critical Roll Resistance|critical roll resistance]] of equal magnitude, which may potentially result in more powerful crits for your attackers if you're slowed to below your base movement speed | ||
| − | Deathclaws don't wear body armor. They get their resistances from Natural Armor, which scales with their stats and the tier of the helmet they wear. If the helmet is tier 1, base Natural Armor values get multiplied by | + | Deathclaws don't wear body armor. They get their resistances from Natural Armor, which scales with their stats and the tier of the helmet they wear. If the helmet is tier 1, base Natural Armor values get multiplied by 15%; if it's tier 2: 33%; tier 3: 66%; tier 4: 80%; tier 5: 100%; tier 6: 115%. |
{| class="mw-collapsible mw-collapsed wikitable" | {| class="mw-collapsible mw-collapsed wikitable" | ||
| '''Natural Armor breakdown''' | | '''Natural Armor breakdown''' | ||
| Line 1,118: | Line 1,118: | ||
*Your legendary gear perks receive one additional rank, which enables access to Hubologist-exclusive S++ legendary effects. | *Your legendary gear perks receive one additional rank, which enables access to Hubologist-exclusive S++ legendary effects. | ||
*Your [[weapon perks]] and [[armor perks]] grant you [[level perks]] depending on their rank. | *Your [[weapon perks]] and [[armor perks]] grant you [[level perks]] depending on their rank. | ||
| − | **The number of level perks that Hubologist can get from equipment is limited to <code> | + | **The number of level perks that Hubologist can get from equipment is limited to <code>5 + <span class="tooltip" title="Only permanent Intelligence is used for this calculation; temporary increases from drugs, etc. do not count." style="border-bottom: 1px dotted; cursor: help;">INT</span>/3</code>. |
**If the number of perks that you would normally get from your equipment exceeds the maximum allowed by your Intelligence, only some of the perks will be enabled.<br>The table below shows the order in which available level perks get enabled. | **If the number of perks that you would normally get from your equipment exceeds the maximum allowed by your Intelligence, only some of the perks will be enabled.<br>The table below shows the order in which available level perks get enabled. | ||
{| class="mw-collapsible mw-collapsed wikitable" | {| class="mw-collapsible mw-collapsed wikitable" | ||
| Line 1,316: | Line 1,316: | ||
<ul style="margin:0; padding-left:20px;"> | <ul style="margin:0; padding-left:20px;"> | ||
<li>-20% HP;</li> | <li>-20% HP;</li> | ||
| − | <li>Intelligence: - | + | <li>Intelligence: -1 HP;</li> |
<li>Using any healing drugs other than [[Weak Healing Powder]] removes a number of Fury stacks:</li> | <li>Using any healing drugs other than [[Weak Healing Powder]] removes a number of Fury stacks:</li> | ||
</ul> | </ul> | ||
| Line 1,396: | Line 1,396: | ||
Choosing the Killer life grants several powerful advantages: | Choosing the Killer life grants several powerful advantages: | ||
| − | *+ | + | *+1% Lethality (your attacks automatically kill any target at or below 1% of their max HP) |
| + | *Additional +1% Lethality from every Lethality bonus that applies to you (note that Lethality is capped at 5% vs. NPCs) | ||
*Whenever you kill a player, you become immune to all damage for 3s and fully recover your health and action points. | *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. | *[[Strike]] applies 6 stacks of [[Confusion]] and [[Fury]] to the target. | ||
| Line 1,436: | Line 1,437: | ||
Leadership gives you several advantages: | Leadership gives you several advantages: | ||
*+50 [[Party Points]]. | *+50 [[Party Points]]. | ||
| − | *+ | + | *+35% [[Critical Chance Resistance|critical chance resistance]]. |
*+4% [[movement speed]] bonus for each faction member in the same location. | *+4% [[movement speed]] bonus for each faction member in the same location. | ||
*Ability to plant flags that buff your team: | *Ability to plant flags that buff your team: | ||
| Line 1,520: | Line 1,521: | ||
**Paramedic becomes immune to damage for 1 second after reviving someone; revived characters are immune for 8 seconds. | **Paramedic becomes immune to damage for 1 second after reviving someone; revived characters are immune for 8 seconds. | ||
*Access to a special buff that grants +0.5% damage protection to your patients per stack; buff stacks received scale with your weapon's total perk ranks: | *Access to a special buff that grants +0.5% damage protection to your patients per stack; buff stacks received scale with your weapon's total perk ranks: | ||
| − | **0-17: +1-3 stacks from FA/Doc, +10 after being revived; | + | **0-17: +1-3 stacks from FA/Doc/[[weapon healing]], +10 after being revived; |
| − | **18-33: +2-7 stacks from FA/Doc, +15 after being revived; | + | **18-33: +2-7 stacks from FA/Doc/[[weapon healing]], +15 after being revived; |
| − | **34-49: +3-10 stacks from FA/Doc, +20 after being revived; | + | **34-49: +3-10 stacks from FA/Doc/[[weapon healing]], +20 after being revived; |
| − | **50+: +4-15 stacks from FA/Doc, +25 after being revived. | + | **50+: +4-15 stacks from FA/Doc/[[weapon healing]], +25 after being revived. |
**Your [[weapon perks]]' ranks have the following values for the purpose of this calculation: rank F = 1, E = 2, D = 3, C = 4, B = 5, A = 6, S = 7, S+ = 8. | **Your [[weapon perks]]' ranks have the following values for the purpose of this calculation: rank F = 1, E = 2, D = 3, C = 4, B = 5, A = 6, S = 7, S+ = 8. | ||
**Characters with over 30 stacks of Paramedic's buff receive +100% healing from every source. A character cannot have more than 50 stacks. | **Characters with over 30 stacks of Paramedic's buff receive +100% healing from every source. A character cannot have more than 50 stacks. | ||
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| PvE Ability || NPCs you hit become visible to everyone for 20min | | PvE Ability || NPCs you hit become visible to everyone for 20min | ||
|- | |- | ||
| − | | Favorite Weapon || [[Weapons#Machine Guns|Machine Guns]] ( | + | | Favorite Weapon || [[Weapons#Machine Guns|Machine Guns]] (Attacking/reloading costs 3 APs) |
|- | |- | ||
| Base crit roll || 0–20 | | Base crit roll || 0–20 | ||
| Line 1,655: | Line 1,656: | ||
|- | |- | ||
| +60 [[healing rate]] and +225 [[AC]] || -20 [[healing rate]] and -75 [[AC]] | | +60 [[healing rate]] and +225 [[AC]] || -20 [[healing rate]] and -75 [[AC]] | ||
| + | |- | ||
| + | | +4% Lethality || -3% Lethality | ||
| + | |- | ||
| + | | +5% [[Noiseless]]ness || -4% [[Noiseless]]ness | ||
| + | |- | ||
| + | | +10% lethal defense || -8% lethal defense | ||
| + | |- | ||
| + | | -5 AP to reload cost || +3 AP to reload cost | ||
| + | |- | ||
| + | | +60% damage vs. NPCs || -40% damage vs. NPCs | ||
| + | |- | ||
| + | | +15% [[healing received]] || -10% [[healing received]] | ||
|} | |} | ||
|} | |} | ||
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| Fury || Lose 3 [[Action Points]] per stack | | Fury || Lose 3 [[Action Points]] per stack | ||
|- | |- | ||
| − | | Rage || Gain 100% [[Lifesteal]] for | + | | Rage || Gain 100% [[Lifesteal]] for 10 seconds |
|- | |- | ||
| Drawbacks || <span style="color:#800080;"> | | Drawbacks || <span style="color:#800080;"> | ||
*‑1 to all SPECIAL; | *‑1 to all SPECIAL; | ||
| − | * | + | *20% longer [[attack delay]]; |
*Lose 1‑3 Action Points when attacking NPCs; | *Lose 1‑3 Action Points when attacking NPCs; | ||
*Strength: -0.5 damage per bullet</span> | *Strength: -0.5 damage per bullet</span> | ||
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| PvE ability || 5% chance to knock NPCs down on hit | | PvE ability || 5% chance to knock NPCs down on hit | ||
|- | |- | ||
| − | | Favorite weapon || [[Weapons#Damage Pistols|Damage Pistols]] (- | + | | Favorite weapon || [[Weapons#Damage Pistols|Damage Pistols]] (-200 [[attack delay]]) |
|- | |- | ||
| Base crit roll || 10–40 | | Base crit roll || 10–40 | ||
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! Immediate effect | ! Immediate effect | ||
| Gain immunity for 2 seconds | | Gain immunity for 2 seconds | ||
| − | | Fully recover your HP | + | | Fully recover your AP and HP |
| − | | Apply [[Heresy]] to enemies within 30 hexes for | + | | Apply [[Heresy]] to enemies within 30 hexes and [[Vanishing Act|vanish]] for 3 seconds |
| Gain +50% [[Movement Speed|MS]] and the [[Hit and Run]] effect | | Gain +50% [[Movement Speed|MS]] and the [[Hit and Run]] effect | ||
|- | |- | ||
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| style="padding-left:0em;" | | | style="padding-left:0em;" | | ||
*0 [[AP]] reload cost<br> | *0 [[AP]] reload cost<br> | ||
| − | *Fury: + | + | *Fury: +2 [[DT]]<br> |
*Rage: Paralyzes all enemies<br>within 10 hexes | *Rage: Paralyzes all enemies<br>within 10 hexes | ||
| style="padding-left:0em;" | | | style="padding-left:0em;" | | ||
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| style="padding-left:0em;" | | | style="padding-left:0em;" | | ||
*+20% [[movement speed]] | *+20% [[movement speed]] | ||
| − | *[[Damage Knives]] apply [[Bleed]] on hit | + | *[[Damage Knives]] apply [[Bleed]], [[Confusion]], [[Poison]], and [[Slow]] on hit |
|- | |- | ||
! Penalties | ! Penalties | ||
| Line 2,063: | Line 2,076: | ||
*Ability to use the [[Learning]] skill on [[Sneak]], raising its effective cap. | *Ability to use the [[Learning]] skill on [[Sneak]], raising its effective cap. | ||
*Uncapped Stealth skill (which can go well beyond 1000). | *Uncapped Stealth skill (which can go well beyond 1000). | ||
| − | *+ | + | *+133% damage to targets below 60% of their max [[HP]]. |
'''Note:''' Scout's [[Strike]]'s knockout effect can be countered with the [[Stonewall]] perk; [[Quick Recovery]] halves its duration. | '''Note:''' Scout's [[Strike]]'s knockout effect can be countered with the [[Stonewall]] perk; [[Quick Recovery]] halves its duration. | ||
| Line 2,103: | Line 2,116: | ||
*+8 weapon range. | *+8 weapon range. | ||
*[[Strike]]: +4 weapon range. | *[[Strike]]: +4 weapon range. | ||
| − | *+1 critical power | + | *+1 critical power for each two hexes between you and the target (aimed attacks only; upgraded to +2 if your weapon has the [[Long Range]] weapon perk). |
|} | |} | ||
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*For base stats, see [[#Basic framework|the stats-by-role table]]. | *For base stats, see [[#Basic framework|the stats-by-role table]]. | ||
Enlisting as a Soldier provides a wide range of benefits: | Enlisting as a Soldier provides a wide range of benefits: | ||
| − | *+1 to nearly everything: all [[SPECIAL]], max chance to hit, minimum critical tier, Strength for chance to hit calculation, [[HP]], [[AP]], AP cost reduction, turn‑based movement AP and attack, reload cost reduction, [[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. | + | *+1 to nearly everything: all [[SPECIAL]], max chance to hit, minimum critical tier, Strength for chance to hit calculation, [[HP]], [[AP]], AP cost reduction, AP drain, turn‑based movement AP and attack, reload cost reduction, [[Carry Weight]] capacity, [[Sequence]], [[Noiseless]]ness, lethal defense, DT cap per armor tier, SP from books, melee damage, melee power, [[healing rate]], [[critical chance]], critical power, [[Heavy Handed]] malus, lethal damage, Lethality, lethal defense penetration, lifesteal, damage per bullet, accuracy, min/max accuracy, max chance to hit, [[AP Regen]], [[healing rate]] cooldown, [[Knockback]] range, [[Slow]] duration and power, and possibly more. |
*[[Strike]] applies [[Taunt]] to the target for 8s. | *[[Strike]] applies [[Taunt]] to the target for 8s. | ||
*+50% [[Small Guns]], [[Big Guns]], [[Energy Weapons]], and [[Close Combat]]. | *+50% [[Small Guns]], [[Big Guns]], [[Energy Weapons]], and [[Close Combat]]. | ||
| Line 2,211: | Line 2,224: | ||
*Doubled base hit points. | *Doubled base hit points. | ||
*Doubled bonus hit points gained from [[Endurance]]. | *Doubled bonus hit points gained from [[Endurance]]. | ||
| − | *+ | + | *+5% [[Damage Protection]]. |
| − | *+0. | + | *+0.05% [[Damage Protection]] for every 1% of missing max HP. |
*Damage Protection stacks additively rather than multiplicatively, resulting in increased damage reduction. | *Damage Protection stacks additively rather than multiplicatively, resulting in increased damage reduction. | ||
*Attackers get a 10-second 30% [[Slow]] debuff. | *Attackers get a 10-second 30% [[Slow]] debuff. | ||
| Line 2,233: | Line 2,246: | ||
| Drawbacks || <span style="color:#800080;"> | | Drawbacks || <span style="color:#800080;"> | ||
*Very limited pool of available weapons; | *Very limited pool of available weapons; | ||
| − | *[[Attack delay]] set to | + | *[[Attack delay]] set to 75 x distance to target (capped at 2238); |
*[[Agility]]: -2 [[Sequence]] | *[[Agility]]: -2 [[Sequence]] | ||
</span> | </span> | ||
Revision as of 03:40, 8 June 2026
Class perks are FOnline 3's unique take on character classes.
Any given character can only have one class perk, but three of the classes (Alien, Cyborg, and Robot) have flexibility in the role they fulfil.
With the exception of the three "flex" classes, all class perks assign the character that picked them a specific role.
There are six roles available: tank, semi-tank, specialist, damage dealer (DPS), shooter, and sneaker.
Each of the six roles gives you a different baseline, influencing the number of action points you start with, your initial health pool, how much damage you output, and more; see the table below for details.
Contents
Basic framework
| Classes | Parameter | Base value | Conditional DR adjustments | ||
|---|---|---|---|---|---|
| Current DR | DR modifier | DR penetration protection | |||
| Tanks | |||||
| Action points | 2 | <25% | +10 | +2 | |
| Movement speed | 80% | 25% to 49% | +15 | +5 | |
| Hit points | 200 | 50% to 89% | +20 | +10 | |
| Character size | 65% | 90% to 99% | +25 | +10 | |
| Damage multiplier | 50% | 100% | +30 | +10 | |
| Healing received | 120% | — | — | — | |
| DT cap modifier | +5 | — | — | — | |
| DR cap | 95% | — | — | — | |
| Semi-tanks | |||||
| Action points | 3 | <25% | 0 | 0 | |
| Movement speed | 90% | 25% to 49% | +5 | +1 | |
| Hit points | 150 | 50% to 89% | +10 | +2 | |
| Character size | 75% | 90% to 99% | +15 | +5 | |
| Damage multiplier | 75% | 100% | 0 | 0 | |
| Healing received | 110% | — | — | — | |
| DT cap modifier | +2 | — | — | — | |
| DR cap | 90% | — | — | — | |
| Specialists | |||||
| Action points | 4 | <25% | -5 | 0 | |
| Movement speed | 100% | 25% to 49% | -7 | 0 | |
| Hit points | 75 | 50% to 89% | -10 | 0 | |
| Character size | 70% | 90% to 99% | 0 | 0 | |
| Damage multiplier | 100% | 100% | 0 | 0 | |
| Healing received | 100% | — | — | — | |
| DT cap modifier | -1 | — | — | — | |
| DR cap | 80% | — | — | — | |
| Damage Dealers (DPS) | |||||
| Action points | 5 | <25% | -10 | 0 | |
| Movement speed | 110% | 25% to 49% | -15 | 0 | |
| Hit points | 50 | 50% to 89% | -20 | 0 | |
| Character size | 60% | 90% to 99% | 0 | 0 | |
| Damage multiplier | 110% | 100% | 0 | 0 | |
| Healing received | 80% | — | — | — | |
| DT cap modifier | -2 | — | — | — | |
| DR cap | 70% | — | — | — | |
| Shooters | |||||
| Action points | 7 | <25% | -15 | -5 | |
| Movement speed | 100% | 25% to 49% | -30 | -5 | |
| Hit points | 30 | 50% to 89% | 0 | 0 | |
| Character size | 80% | 90% to 99% | 0 | 0 | |
| Damage multiplier | 125% | 100% | 0 | 0 | |
| Healing received | 50% | — | — | — | |
| DT cap modifier | -4 | — | — | — | |
| DR cap | 50% | — | — | — | |
| Sneakers | |||||
| Action points | 8 | <25% | 0 | -10 | |
| Movement speed | 120% | 25% to 49% | 0 | 0 | |
| Hit points | 20 | 50% to 89% | 0 | 0 | |
| Character size | 90% | 90% to 99% | 0 | 0 | |
| Damage multiplier | 150% | 100% | 0 | 0 | |
| Healing received | 10% | — | — | — | |
| DT cap modifier | -6 | — | — | — | |
| DR cap | 0% | — | — | — | |
Class roles
- Tanks survive to support the team, whether through buffs (Leader), healing (Priest), or simply being a huge bullet sponge holding the front line (Super Mutant). They have great defensive capabilities but their damage is significantly reduced and they constantly find themselves out of action points.
- Semi-tanks are versatile front-line fighters with both a significant health pool and decent damage. They all have a unique ace up their sleeve, be it a couple extra perks (Chosen One), sheer luck (Random Boy), or an evil twin (Clone).
- Specialist classes focus on taking full advantage of their unique ability to take a specific combat mechanic to a level unachievable by any other class; they may have access to nearly limitless action points (Raider), superpowered traits (Regulator), or the ability to rapidly close distance with their opponent (Combat Master).
- Damage Dealer (DPS) classes have one purpose: providing a high sustained damage output. They start with a high damage multiplier (1.1x) and gain deadly abilities, such as doubled lethal damage (Wrecker) or improved item perks (Hubologist), at the cost of their already limited defensive capabilities.
- Shooters are the glass cannons of FOnline 3, deadly at long range but completely helpless otherwise. Their unique abilities, such as heavy sniper rifles never missing (Sniper) or significantly increased critical power (Robobrain) are focused on long-range combat and nothing else.
- Sneakers are fragile but lethal ambush predators. They may be able to attack without de-sneaking (Assassin) or deal massive additional damage to characters low on health (Scout) but stand little chance in open combat.
Each role confers one unique bonus and one unique penalty:
| Role | Bonus | Penalty |
|---|---|---|
| Tank | +200% damage multiplier vs. other tanks | Enemies gain +8% lethality against you |
| Semi-tank | Damage-per-bullet cap increased by 50% | -20% critical damage resistance |
| Specialist | +30% critical damage resistance against Shooters | -20 HP restored using meds |
| Damage Dealer | +10 lethal damage; +4% lethality | Enemies gain +30% damage multiplier against you |
| Shooter | Incoming damage from tanks capped at 50 | Your damage per bullet bonus is set to -1 |
| Sneaker | -2 AP cost of firing burst weapons | Aimed attacks cost three times the normal amount |
Class perks
Class perk selection defines your character's core identity and their place in the six-role system.
Each class perk grants a unique set of abilities, limitations, bonuses, and penalties that fundamentally change your gameplay experience.
As of Patch 6.4.1, twenty-three unique class perks are available.
Alien
|
Alien receives several powerful bonuses:
| ||||||||||||||||||||||||
Assassin
|
There are many unique advantages to being an Assassin:
Note: The extra critical chance equal to the distance to your target (in hexes) from Assassin's favorite weapon bonus can push your critical chance above 100% and is not reduced by the target's critical chance resistance. | ||||||||||||||||||||
Bounty Hunter
|
Being a Bounty Hunter has many benefits.
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Chosen One
|
Class bonuses:
| ||||||||||||||||||||||||||||||||||||||||||
Clone
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The clone-summoning ability works as follows:
| ||||||||||||||||||
Combat Master
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Combat Master has many advantages in close combat:
| ||||||||||||||||||||||
Cyborg
|
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Deathclaw
|
Deathclaws receive a wide range of melee-focused bonuses:
Deathclaws don't wear body armor. They get their resistances from Natural Armor, which scales with their stats and the tier of the helmet they wear. If the helmet is tier 1, base Natural Armor values get multiplied by 15%; if it's tier 2: 33%; tier 3: 66%; tier 4: 80%; tier 5: 100%; tier 6: 115%.
Deathclaws gain access to armor perks based on the tier and specific perks of their weapon. The number of armor perks that a Deathclaw can have is equal to the tier of their weapon. For example, a T3 weapon will give you 3 armor perks. The specific armor perks that get unlocked depend on what perks your weapon has, see the table below for details. Note: Heavy Handed protection effects, such as those granted by Thwart Block, Mutie, or Jinxed will counter Slow Aura. | |||||||||||||||||||||||||||||||||||||||||||||||
Grenadier
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Grenadier has many unique advantages:
| ||||||||||||||||||||
Hubologist
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Donating all of your level perks to the Church of Hubology has the following effects:
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Infantry
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Enlisting as an infantryman comes with several benefits:
Note: In practical terms, Infantry's favorite weapon bonus adds | ||||||||||||||||||||||||||||||||||||
Killer
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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
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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 roll depends on its current transformation, see below for details. For the remaining base stats, see the stats-by-role table.
| Robot transformations | ||||||||||||||||||||||||||||||||||||||||
|
Robots can use the
|
Becoming a Robot transforms your character in several ways:
- Your EMP resistance and level perks are lost.
- You choose 8 new level perks: five base perks that work normally, and 3 temporary perks that ignore their SPECIAL requirements and can be changed freely whenever you transform.
- You have an option of replacing one temporary perk with an S+ weapon perk.
- You cannot use your own weapons. Instead, you equip body armor and get a weapon that matches its tier. If there's ever a tier mismatch between the two, your weapon systems are disabled.
- Robot's weapon systems gain weapon experience a bit differently from normal weapons:
- The initial amount of Robot's current transformation's weapon XP is governed by a Robot-exclusive resource called "fuel."
- Fuel is obtained by melting weapons via the
~cmdmenu which converts their experience into an equal amount of fuel. - Transforming consumes
2.5% x Perceptionof your total fuel. - On transformation, your new weapon starts with experience equal to your current fuel.
- Adding more fuel does not affect your current weapon; it only increases the starting experience of your next weapon.
- Your weapon can gain additional weapon experience normally (by killing NPCs or via Upgrade Parts), but this extra experience will be lost during your next transformation.
- Dying causes you to lose
40% - INT%of your current fuel; the amount can't be reduced below 1%. - In War Events, there is no fuel penalty for dying and additional fuel can be earned by killing NPCs or purchased directly from the spawn point vendor.
Scout
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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
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Snipers benefit from the following bonuses:
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Soldier
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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
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Super Mutants gain powerful defensive bonuses:
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Wrecker
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If you're a Wrecker:
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