Difference between revisions of "Class perks"
m (→Leader: Fixed a typo) |
m (Fixed some minor issues) |
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| SPECIAL || +3 [[Perception]] | | SPECIAL || +3 [[Perception]] | ||
|- | |- | ||
| − | | SPECIAL scaling || [[Perception]]: +1% | + | | SPECIAL scaling || [[Perception]]: +1% critical chance |
|- | |- | ||
| Drawbacks || <span style="color:#800080;"> | | Drawbacks || <span style="color:#800080;"> | ||
| Line 641: | Line 641: | ||
*Luck: -4 AP Regen;<br> | *Luck: -4 AP Regen;<br> | ||
*Each active Perk Synergy reduces damage by 15%;<br> | *Each active Perk Synergy reduces damage by 15%;<br> | ||
| − | *Healing | + | *[[Healing rate]] is set to 0;<br> |
*Reaching 0 HP means instant death</span> | *Reaching 0 HP means instant death</span> | ||
|- | |- | ||
| Line 897: | Line 897: | ||
*[[Lifesteal]] equal to 1% of target's current life (up to the normal cap) | *[[Lifesteal]] equal to 1% of target's current life (up to the normal cap) | ||
*+1 [[AC]] per point of [[Sneak]] | *+1 [[AC]] per point of [[Sneak]] | ||
| − | *+5% | + | *+5% critical chance resistance |
| − | *+(10 + movement-only APs)% [[Critical Power Resistance]] | + | *+(10 + movement-only APs)% [[Critical Power Resistance|critical power resistance]] |
| − | *Your [[Movement Speed|movement speed modifiers]] also provide [[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|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%. | 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%. | ||
| Line 914: | Line 914: | ||
| Normal | | Normal | ||
| 6 + [[Intelligence]] | | 6 + [[Intelligence]] | ||
| − | | 45 + [[ | + | | 45 + [[critical chance]] |
|- | |- | ||
| Laser | | Laser | ||
| Line 922: | Line 922: | ||
| Fire | | Fire | ||
| 4 + [[Sequence]] | | 4 + [[Sequence]] | ||
| − | | 50 + [[ | + | | 50 + [[healing rate]] |
|- | |- | ||
| Plasma | | Plasma | ||
| Line 1,228: | Line 1,228: | ||
| PvE ability || NPCs receive 2 [[Weakness]] stacks per hit | | PvE ability || NPCs receive 2 [[Weakness]] stacks per hit | ||
|- | |- | ||
| − | | Favorite weapon || [[Weapons#Flamers|Flamers]] ( | + | | Favorite weapon || [[Weapons#Flamers|Flamers]] (critical chance resistance: +0.5 HP) |
|- | |- | ||
| Crit power || 0–35 | | Crit power || 0–35 | ||
| Line 1,240: | Line 1,240: | ||
Leadership gives you several advantages: | Leadership gives you several advantages: | ||
*+50 [[Party Points]]. | *+50 [[Party Points]]. | ||
| − | *+40% [[Critical Chance Resistance]]. | + | *+40% [[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 1,253: | Line 1,253: | ||
|- | |- | ||
| | | | ||
| − | '''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 | + | '''Note:''' One character can only select a single set of bonuses; for example, if you select "Vitality" and then also select "Unity," the second choice will override the first. The exact magnitude of the bonuses depends on the [[Charisma]] of the flag's creator. For example, if you selected the "Vitality" buff, and the Leader's Charisma = 20, staying within their flag's range will give you +20 hit points (20 / 1 = 20), +20 healing rate (20 / 1 = 20), +5 Endurance and 5 seconds faster healing rate tickrate (20 / 4 = 5), and immunity to bleeding. |
{| class="wikitable" style="width: 85%;" | {| class="wikitable" style="width: 85%;" | ||
|- | |- | ||
| Line 1,274: | Line 1,274: | ||
|- | |- | ||
| '''Vitality''' | | '''Vitality''' | ||
| − | || +[[HP]]<br>+[[ | + | || +[[HP]]<br>+[[healing rate]] || — || — || +[[Endurance]]<br>+sec faster [[Healing rate|HR]] tickrate || — || [[Bleed]] immunity |
|} | |} | ||
|} | |} | ||
| Line 1,316: | Line 1,316: | ||
Being trained as a Paramedic has the following results: | Being trained as a Paramedic has the following results: | ||
| − | *+100 [[ | + | *+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. | *+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: | ||
| Line 1,344: | Line 1,344: | ||
| Role || Tank | | Role || Tank | ||
|- | |- | ||
| − | | SPECIAL scaling || Endurance: -0.1s to | + | | SPECIAL scaling || Endurance: -0.1s to healing rate tickrate |
|- | |- | ||
| Fury || -10% radiation resistance per stack | | Fury || -10% radiation resistance per stack | ||
| Line 1,368: | Line 1,368: | ||
Priesthood confers several privileges: | Priesthood confers several privileges: | ||
*Healing from [[First Aid]], [[Drugs]], and healing [[ammo]] is doubled. | *Healing from [[First Aid]], [[Drugs]], and healing [[ammo]] is doubled. | ||
| − | *For every 25 points of [[ | + | *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. | *Anyone attacking Priests gets the [[Heresy]] debuff. | ||
|} | |} | ||
| Line 1,441: | Line 1,441: | ||
| +15% critical power resistance penetration || -5% critical power resistance penetration | | +15% critical power resistance penetration || -5% critical power resistance penetration | ||
|- | |- | ||
| − | | +50 [[Radiation]] | + | | +50 [[Radiation]] resistance, +50 [[Poison]] resistance, and +50 [[carry weight]] || -25 [[Radiation]] resistance, -25 [[Poison]] resistance, and -25 [[carry weight]] |
|- | |- | ||
| +75 [[Sequence]] || -25 [[Sequence]] | | +75 [[Sequence]] || -25 [[Sequence]] | ||
| Line 1,457: | Line 1,457: | ||
| +5 [[Sight]] range || -5 [[Sight]] range | | +5 [[Sight]] range || -5 [[Sight]] range | ||
|- | |- | ||
| − | | +60 [[ | + | | +60 [[healing rate]] and +225 [[AC]] || -20 [[healing rate]] and -75 [[AC]] |
|} | |} | ||
|} | |} | ||
| Line 1,577: | Line 1,577: | ||
| Chem Reliant | | Chem Reliant | ||
| | | | ||
| − | * | + | *No drug limit |
*Drugs have significantly enhanced effects (see below) | *Drugs have significantly enhanced effects (see below) | ||
{| class="mw-collapsible mw-collapsed wikitable" | {| class="mw-collapsible mw-collapsed wikitable" | ||
| Line 1,604: | Line 1,604: | ||
| [[Buffout]] || +4 Strength, +4 Endurance || -3 AP, -100 AP Regen | | [[Buffout]] || +4 Strength, +4 Endurance || -3 AP, -100 AP Regen | ||
|- | |- | ||
| − | | [[Cigarettes]] || +5 weapon range, +3 Perception,<br>+5% critical chance resistance || -30 | + | | [[Cigarettes]] || +5 weapon range, +3 Perception,<br>+5% critical chance resistance || -30 [[AC]], -6 Charisma |
|- | |- | ||
| − | | [[Healing Powder]] || +50 | + | | [[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 | | [[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 | + | | [[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 | | [[Mutie]] || +8 all DTs, +5 Slow resistance,<br>+15 Heavy Handed resistance || -4 AP | ||
| Line 1,636: | Line 1,636: | ||
| [[Liver]] || +2 Strength; +40 lethal damage; +5% Lethal Penetration || -5 all [[DT]] | | [[Liver]] || +2 Strength; +40 lethal damage; +5% Lethal Penetration || -5 all [[DT]] | ||
|- | |- | ||
| − | | [[Radiated Brain]] || +50 | + | | [[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 Ear]] || +150 Sneak; +20% damage multiplier and +2 damage per bullet while sneaking || -100 [[HP]] | ||
| Line 1,654: | Line 1,654: | ||
| Fast Metabolism | | Fast Metabolism | ||
| | | | ||
| − | *+100% [[ | + | *+100% [[healing rate]] |
| − | *-15s | + | *-15s [[healing rate]] cooldown |
| − | *+25 | + | *+25 [[healing rate]] |
| | | | ||
| − | *-50 | + | *-50 Radiation resistance cap |
| − | *-50 Poison | + | *-50 Poison resistance from Endurance |
*Drugs last 75% less than normal | *Drugs last 75% less than normal | ||
|- | |- | ||
| Line 1,699: | Line 1,699: | ||
| Jinxed | | Jinxed | ||
| | | | ||
| − | *+5 | + | *+5 [[AC]] from all sources |
*Provides Heavy Handed protection | *Provides Heavy Handed protection | ||
*Your attackers' misses have double the chance of being "upgraded" to critical misses | *Your attackers' misses have double the chance of being "upgraded" to critical misses | ||
| Line 1,943: | Line 1,943: | ||
*For base stats, see [[#Basic framework|the above table]]. | *For base stats, see [[#Basic framework|the above 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 [[ | + | *+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. | *[[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]]. | ||
Revision as of 23:14, 22 March 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:
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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
|
Class bonuses:
| ||||||||||||||||||||||||||||||||||||||||||
Clone
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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
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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
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Leadership gives you several advantages:
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Paramedic
|
Being trained as a Paramedic has the following results:
| ||||||||||||||||||||||||
Priest
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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
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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
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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
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Super Mutants gain powerful defensive bonuses:
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Wrecker
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If you're a Wrecker:
| ||||||||||||||||||