Difference between revisions of "Class perks"
(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)) |
m (Fixed a minor issue) |
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| Fury || Lose 1% [[Damage Protection]] | | Fury || Lose 1% [[Damage Protection]] | ||
|- | |- | ||
| − | | Rage || 4x [[Weapon perks#Weapon Experience|weapon experience]] for | + | | Rage || 4x [[Weapon perks#Weapon Experience|weapon experience]] for 10 s |
|- | |- | ||
| Drawbacks || <span style="color:#800080;"> | | Drawbacks || <span style="color:#800080;"> | ||
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The clone-summoning ability works as follows: | The clone-summoning ability works as follows: | ||
*You spawn your clone using the [[Commands|command]] <code>~clone</code>. | *You spawn your clone using the [[Commands|command]] <code>~clone</code>. | ||
| − | *Cloning has a base cooldown of 9 minutes; each point of [[Speech]] reduces it by | + | *Cloning has a base cooldown of 9 minutes; each point of [[Speech]] reduces it by 1 s, but it can never go below 15 s, which requires the [[Good Natured]] trait and [[Speech]] = 500. |
*Your cloned companion's stats and gear mirror your own, with some exceptions. | *Your cloned companion's stats and gear mirror your own, with some exceptions. | ||
**PvE perks (such as Mini Toughness and Quick Dodger) protect you but do not affect the clone. | **PvE perks (such as Mini Toughness and Quick Dodger) protect you but do not affect the clone. | ||
| Line 753: | Line 753: | ||
| Fury || +6% critical power per stack | | Fury || +6% critical power per stack | ||
|- | |- | ||
| − | | Rage || Ignore critical resistances for | + | | Rage || Ignore critical resistances for 10 s |
|- | |- | ||
| Drawbacks || <span style="color:#800080;"> | | Drawbacks || <span style="color:#800080;"> | ||
| Line 794: | Line 794: | ||
| Fury || +2% EMP DR per stack | | Fury || +2% EMP DR per stack | ||
|- | |- | ||
| − | | Rage || EMP explosions that deal 25% of your max HP surround you for | + | | Rage || EMP explosions that deal 25% of your max HP surround you for 10 s |
|- | |- | ||
| Drawbacks || <span style="color:#800080;"> | | Drawbacks || <span style="color:#800080;"> | ||
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*[[Perception]]: -2% to [[EMP]] DR | *[[Perception]]: -2% to [[EMP]] DR | ||
|- | |- | ||
| − | | Favorite weapon || [[Weapons#Clubs|Clubs]] ([[Shock]] the target for | + | | Favorite weapon || [[Weapons#Clubs|Clubs]] ([[Shock]] the target for 1 s) |
|- | |- | ||
| Base crit roll || 0–25 (no role); 0–5 (Tank); 0–45 (DPS); 0–65 (Shooter) | | Base crit roll || 0–25 (no role); 0–5 (Tank); 0–45 (DPS); 0–65 (Shooter) | ||
| Line 819: | Line 819: | ||
**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. | **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]]. | **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 ( | + | **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 (120 s cooldown). Others can use [[Repair]] and [[Science]] on you without any tools.<br> |
'''Important note:''' Don't install implants via a doctor NPC as Cyborg or you will get no free installation tokens when you next [[reroll]]. | '''Important note:''' Don't install implants via a doctor NPC as Cyborg or you will get no free installation tokens when you next [[reroll]]. | ||
| style="width:20%; vertical-align:top; border:none;" | | | style="width:20%; vertical-align:top; border:none;" | | ||
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| Fury || +5 melee damage per stack | | Fury || +5 melee damage per stack | ||
|- | |- | ||
| − | | Rage || Receive a random injury; [[taunt]] everyone on the map except your faction for | + | | Rage || Receive a random injury; [[taunt]] everyone on the map except your faction for 3 s |
|- | |- | ||
| Drawbacks || <span style="color:#800080;"> | | Drawbacks || <span style="color:#800080;"> | ||
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| SPECIAL || +3 [[Strength]] | | SPECIAL || +3 [[Strength]] | ||
|- | |- | ||
| − | | SPECIAL scaling || Endurance: + | + | | SPECIAL scaling || Endurance: +60 s 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 | | 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 | + | | Rage || +40% DT and DR Penetration Protection for 10 s |
|- | |- | ||
| Drawbacks || <div style="color:#800080; display: flex; flex-wrap: wrap; justify-content: space-between; align-items: start;"> | | Drawbacks || <div style="color:#800080; display: flex; flex-wrap: wrap; justify-content: space-between; align-items: start;"> | ||
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| Fury || -2% DR per stack (PvP only) | | Fury || -2% DR per stack (PvP only) | ||
|- | |- | ||
| − | | Rage || Set attack delay to 700 for | + | | Rage || Set attack delay to 700 ms for 10 s<br>(triggers at 10 Fury stacks) |
|- | |- | ||
| Drawbacks || <span style="color:#800080;"> | | Drawbacks || <span style="color:#800080;"> | ||
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*+1% Lethality (your attacks automatically kill any target at or below 1% of their max HP) | *+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) | *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 | + | *Whenever you kill a player, you become immune to all damage for 3 s and fully recover your health and action points. |
*[[Strike]] applies 6 stacks of [[Confusion]] and [[Fury]] to the target. | *[[Strike]] applies 6 stacks of [[Confusion]] and [[Fury]] to the target. | ||
*+25 [[AP Regen]] while the battle timer is active | *+25 [[AP Regen]] while the battle timer is active | ||
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| Fury || -0.5% movement speed per stack | | Fury || -0.5% movement speed per stack | ||
|- | |- | ||
| − | | Rage || Cannot run for | + | | Rage || Cannot run for 10 s |
|- | |- | ||
| Drawbacks || <span style="color:#800080;"> | | Drawbacks || <span style="color:#800080;"> | ||
| Line 1,516: | Line 1,516: | ||
*+50% [[First Aid]] and [[Doctor]]; both skills have their cooldowns set to 3 seconds; Doctor has no cooldown on removing the [[Slow]] effect. | *+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: | *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 | + | **Base cooldown is 600 seconds; each point of [[Intelligence]] ≤ 25 reduces it by 5 seconds; points beyond 25 only reduce the cooldown by 1 s. |
**The [[Medic]] level perk reduces the cooldown to 300 seconds, and increases the reduction from Intelligence ≤ 25 to 10 seconds. | **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. | **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. | ||
| Line 1,545: | Line 1,545: | ||
| Fury || -10% radiation resistance per stack | | Fury || -10% radiation resistance per stack | ||
|- | |- | ||
| − | | Rage || 20-hex healing aura which lasts | + | | Rage || 20-hex healing aura which lasts 10 s and restores 10% of your teammates' max HP per second |
|- | |- | ||
| Drawbacks || <span style="color:#800080;"> | | Drawbacks || <span style="color:#800080;"> | ||
| Line 1,595: | Line 1,595: | ||
| Drawbacks || <span style="color:#800080;"> | | Drawbacks || <span style="color:#800080;"> | ||
*Inconsistent performance; | *Inconsistent performance; | ||
| − | *Strength: + | + | *Strength: +1 s battle timer duration</span> |
|- | |- | ||
| PvE ability || 20% chance for NPCs to de‑aggro when hit | | PvE ability || 20% chance for NPCs to de‑aggro when hit | ||
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Letting RNGesus take the wheel has many surprising results: | Letting RNGesus take the wheel has many surprising results: | ||
*[[Strike]] applies a random effect to the target: | *[[Strike]] applies a random effect to the target: | ||
| − | 100% [[Slow]] for | + | 100% [[Slow]] for 5 s, 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. | *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. | **The roll has a base cooldown of 5 minutes and 30 seconds; each point of [[Barter]] skill reduces this cooldown by 1 second. | ||
| Line 1,635: | Line 1,635: | ||
| +10% [[DT]] penetration || -3% DT penetration | | +10% [[DT]] penetration || -3% DT penetration | ||
|- | |- | ||
| − | | + | + | | +5 s 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 | | +15% critical power resistance penetration || -5% critical power resistance penetration | ||
| Line 1,733: | Line 1,733: | ||
| 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]] (-200 [[attack delay]]) | + | | Favorite weapon || [[Weapons#Damage Pistols|Damage Pistols]] (-200 ms [[attack delay]]) |
|- | |- | ||
| Base crit roll || 10–40 | | Base crit roll || 10–40 | ||
| Line 1,820: | Line 1,820: | ||
| [[Jet]] || +3 AP, +6 TB movement‑only APs;<br>+20% [[movement speed]] with melee || -25% normal DR | | [[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 || + | + | | [[Mentats]] || +15% critical chance resistance penetration,<br> +40 Sequence, +4 Intelligence, +4 Charisma || +100 s [[healing rate]] cooldown |
|- | |- | ||
| [[Mutie]] || +8 all DTs, +5 Slow resistance,<br>+15 Heavy Handed resistance || -4 AP | | [[Mutie]] || +8 all DTs, +5 Slow resistance,<br>+15 Heavy Handed resistance || -4 AP | ||
| Line 1,865: | Line 1,865: | ||
| | | | ||
*+100% [[healing rate]] | *+100% [[healing rate]] | ||
| − | *- | + | *-15 s [[healing rate]] cooldown |
*+25 [[healing rate]] | *+25 [[healing rate]] | ||
| | | | ||
| Line 2,004: | Line 2,004: | ||
| style="padding-left:0em;" | | | style="padding-left:0em;" | | ||
*+50 [[AP Regen]] | *+50 [[AP Regen]] | ||
| − | *[[Strike]] fully restores APs and<br>grants +300 AP regen for | + | *[[Strike]] fully restores APs and<br>grants +300 AP regen for 10 s |
| style="padding-left:0em;" | | | style="padding-left:0em;" | | ||
*+25% critical power; ignore [[Critical_Attack#Critical_Roll|HP-based crit roll penalty]] | *+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 | + | *Critical hits reduce attack delay by 5%<br>and attack AP cost by 1 for 3 s (stacks up to 10 times) |
| style="padding-left:0em;" | | | style="padding-left:0em;" | | ||
*+20% [[movement speed]] | *+20% [[movement speed]] | ||
| Line 2,014: | Line 2,014: | ||
! Penalties | ! Penalties | ||
| style="padding-left:0em;" | | | style="padding-left:0em;" | | ||
| − | *+300 attack delay | + | *+300 ms attack delay |
| style="padding-left:0em;" | | | style="padding-left:0em;" | | ||
*-10% critical chance | *-10% critical chance | ||
| Line 2,134: | Line 2,134: | ||
| Fury || 1% chance per stack to suffer [[Paralysis]] every time you take action (Fury stacks max out at 10) | | 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 | + | | Rage || Cannot use healing items or skills for 10 s |
|- | |- | ||
| Drawbacks || <span style="color:#800080;"> | | Drawbacks || <span style="color:#800080;"> | ||
| Line 2,143: | Line 2,143: | ||
*-1 SP per level; -1 SP from [[Educated]]; | *-1 SP per level; -1 SP from [[Educated]]; | ||
*-1 accuracy for each hex between you and the target; | *-1 accuracy for each hex between you and the target; | ||
| − | *+ | + | *+1 s to FA, Doctor, Repair and Robbery cooldowns; |
*Luck: -2 lethal damage | *Luck: -2 lethal damage | ||
</span> | </span> | ||
| Line 2,160: | Line 2,160: | ||
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, 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. | *+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 | + | *[[Strike]] applies [[Taunt]] to the target for 8 s. |
*+50% [[Small Guns]], [[Big Guns]], [[Energy Weapons]], and [[Close Combat]]. | *+50% [[Small Guns]], [[Big Guns]], [[Energy Weapons]], and [[Close Combat]]. | ||
Soldier's damage taken from a single hit is capped as follows: | Soldier's damage taken from a single hit is capped as follows: | ||
| Line 2,200: | Line 2,200: | ||
| Fury || +2% [[Damage Protection]] per stack (PvP only; max 15 stacks) | | Fury || +2% [[Damage Protection]] per stack (PvP only; max 15 stacks) | ||
|- | |- | ||
| − | | Rage || Lose all [[Damage Protection]] and gain +500% damage for | + | | Rage || Lose all [[Damage Protection]] and gain +500% damage for 10 s |
|- | |- | ||
| Drawbacks || <span style="color:#800080;"> | | Drawbacks || <span style="color:#800080;"> | ||
| Line 2,246: | 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 75 x distance to target (capped at 2238); | + | *[[Attack delay]] set to 75 ms x distance to target (capped at 2238); |
*[[Agility]]: -2 [[Sequence]] | *[[Agility]]: -2 [[Sequence]] | ||
</span> | </span> | ||
Revision as of 04:16, 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
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Alien receives several powerful bonuses:
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Assassin
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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
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Being a Bounty Hunter has many benefits.
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Chosen One
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Class bonuses:
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Clone
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The clone-summoning ability works as follows:
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Combat Master
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Combat Master has many advantages in close combat:
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Cyborg
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Deathclaw
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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:
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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:
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Paramedic
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Being trained as a Paramedic has the following results:
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Priest
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Priesthood confers several privileges:
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Random Boy
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Letting RNGesus take the wheel has many surprising results:
100% Slow for 5 s, 50 Weakness, 25 Radiation, 50 Poison, 10 Paramedic buff stacks, 3‑second Paralysis, active Sneak, or +50 current hit points.
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Raider
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Being a Raider means being ready for action; that's why you get:
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Regulator
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Becoming a Regulator fundamentally changes your character:
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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 | ||||||||||||||||||||||||||||||||||||||||
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Robots can use the
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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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