Difference between revisions of "Class perks"
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{| class="wikitable" | {| class="wikitable" | ||
| − | |+ Class | + | |+ Class statistics by role |
|- | |- | ||
! rowspan="2" | Classes | ! rowspan="2" | Classes | ||
! rowspan="2" | Parameter | ! rowspan="2" | Parameter | ||
| − | ! rowspan="2" | Base | + | ! rowspan="2" | Base value |
| − | ! colspan="3" | Conditional DR | + | ! colspan="3" | Conditional DR adjustments |
|- | |- | ||
! Current DR | ! Current DR | ||
! DR modifier | ! DR modifier | ||
| − | ! DR | + | ! DR penetration protection |
|- | |- | ||
! colspan="6" | Tanks | ! colspan="6" | Tanks | ||
| Line 438: | Line 438: | ||
**When linked to [[Weapons#ESR02|ESR02]], sneaker. | **When linked to [[Weapons#ESR02|ESR02]], sneaker. | ||
*Linking has a 60-second cooldown. You will be prompted to link if you attempt to use a weapon you're not linked to. | *Linking has a 60-second cooldown. You will be prompted to link if you attempt to use a weapon you're not linked to. | ||
| − | *For base stats, see [[#Basic framework|the | + | *For base stats, see [[#Basic framework|the stats-by-role table]]. |
Alien receives several powerful bonuses: | Alien receives several powerful bonuses: | ||
*+50 to the [[Crafting]] skill cap. | *+50 to the [[Crafting]] skill cap. | ||
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| style="width:70%; vertical-align:top; border:none;" | | | style="width:70%; vertical-align:top; border:none;" | | ||
*'''Assassin''' is a master of stealth, always looking to punish exposed targets. | *'''Assassin''' is a master of stealth, always looking to punish exposed targets. | ||
| − | *For base stats, see [[#Basic framework|the | + | *For base stats, see [[#Basic framework|the stats-by-role table]]. |
There are many unique advantages to being an Assassin: | There are many unique advantages to being an Assassin: | ||
* 92% chance to remain in sneak mode after attacking an opponent. | * 92% chance to remain in sneak mode after attacking an opponent. | ||
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| style="width:70%; vertical-align:top; border:none;" | | | style="width:70%; vertical-align:top; border:none;" | | ||
*'''Bounty Hunter''' is a PvP-focused damage dealer class with a powerful debuffing ability. | *'''Bounty Hunter''' is a PvP-focused damage dealer class with a powerful debuffing ability. | ||
| − | *For base stats, see [[#Basic framework|the | + | *For base stats, see [[#Basic framework|the stats-by-role table]]. |
Being a Bounty Hunter has many benefits. | Being a Bounty Hunter has many benefits. | ||
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| style="width:70%; vertical-align:top; border:none;" | | | style="width:70%; vertical-align:top; border:none;" | | ||
*'''Chosen One''' is a semi‑tank with a lot of build design space. Time to get creative! | *'''Chosen One''' is a semi‑tank with a lot of build design space. Time to get creative! | ||
| − | *For base stats, see [[#Basic framework|the | + | *For base stats, see [[#Basic framework|the stats-by-role table]].<br> |
Class bonuses: | Class bonuses: | ||
*+3 [[level perks]] (<span style="color:#ec0003;">Chosen One must be acquired before level 50 to get this bonus</span>) | *+3 [[level perks]] (<span style="color:#ec0003;">Chosen One must be acquired before level 50 to get this bonus</span>) | ||
| Line 718: | Line 718: | ||
| style="width:70%; vertical-align:top; border:none;" | | | style="width:70%; vertical-align:top; border:none;" | | ||
*'''Clone''' is a semi‑tank with the ability to summon an AI‑controlled doppelganger. | *'''Clone''' is a semi‑tank with the ability to summon an AI‑controlled doppelganger. | ||
| − | *For base stats, see [[#Basic framework|the | + | *For base stats, see [[#Basic framework|the stats-by-role table]]. |
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>. | ||
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| style="width:70%; vertical-align:top; border:none;" | | | style="width:70%; vertical-align:top; border:none;" | | ||
*'''Combat Master''' is a melee-focused specialist class with exceptional mobility. | *'''Combat Master''' is a melee-focused specialist class with exceptional mobility. | ||
| − | *For base stats, see [[#Basic framework|the | + | *For base stats, see [[#Basic framework|the stats-by-role table]]. |
Combat Master has many advantages in [[Close Combat|close combat]]: | Combat Master has many advantages in [[Close Combat|close combat]]: | ||
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| style="width:80%; vertical-align:top; border:none; padding-right:10px;" | | | style="width:80%; vertical-align:top; border:none; padding-right:10px;" | | ||
*'''Cyborg''' is a flex class focused on taking full advantage of [[implants]]. | *'''Cyborg''' is a flex class focused on taking full advantage of [[implants]]. | ||
| − | *For base stats, see [[#Basic framework|the | + | *For base stats, see [[#Basic framework|the stats-by-role table]]. |
*As a Cyborg, your role is determined by the combination of combat implants you have installed. Each one grants points towards one or more roles, see the table to the right for a complete breakdown. You assume the role that has the most points once all of your desired combat implants are in place. If two or more roles are tied for highest, you are assigned the third; for example, if Tank = DPS > Shooter, you become a shooter. If there's a three-way tie, your baseline (no implants) role as a specialist class remains unchanged. Your class designation displayed on mouse hover changes based on your role: if you're a tank, you're "Cyborg MKII;" if you're a damage dealer (DPS), you're "Terminator;" if you're a shooter, you're "C-54." Otherwise, you're just a "Prototype." | *As a Cyborg, your role is determined by the combination of combat implants you have installed. Each one grants points towards one or more roles, see the table to the right for a complete breakdown. You assume the role that has the most points once all of your desired combat implants are in place. If two or more roles are tied for highest, you are assigned the third; for example, if Tank = DPS > Shooter, you become a shooter. If there's a three-way tie, your baseline (no implants) role as a specialist class remains unchanged. Your class designation displayed on mouse hover changes based on your role: if you're a tank, you're "Cyborg MKII;" if you're a damage dealer (DPS), you're "Terminator;" if you're a shooter, you're "C-54." Otherwise, you're just a "Prototype." | ||
*Being half-man, half-machine fundamentally changes several aspects of gameplay: | *Being half-man, half-machine fundamentally changes several aspects of gameplay: | ||
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| style="width:70%; vertical-align:top; border:none;" | | | style="width:70%; vertical-align:top; border:none;" | | ||
*'''Deathclaw''' is a melee tank with complex SPECIAL scaling. | *'''Deathclaw''' is a melee tank with complex SPECIAL scaling. | ||
| − | *For base stats, see [[#Basic framework|the | + | *For base stats, see [[#Basic framework|the stats-by-role table]]. |
Deathclaws receive a wide range of melee-focused bonuses: | Deathclaws receive a wide range of melee-focused bonuses: | ||
*+1 attack range | *+1 attack range | ||
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| style="width:70%; vertical-align:top; border:none;" | | | style="width:70%; vertical-align:top; border:none;" | | ||
*'''Grenadier''' is a damage dealer class that specializes in [[Throwing]]. | *'''Grenadier''' is a damage dealer class that specializes in [[Throwing]]. | ||
| − | *For base stats, see [[#Basic framework|the | + | *For base stats, see [[#Basic framework|the stats-by-role table]]. |
Grenadier has many unique advantages: | Grenadier has many unique advantages: | ||
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| style="width:70%; vertical-align:top; border:none;" | | | style="width:70%; vertical-align:top; border:none;" | | ||
*'''Hubologist''' is a damage dealer (DPS) class with greatly enhanced gear perks and gear XP gain rate. | *'''Hubologist''' is a damage dealer (DPS) class with greatly enhanced gear perks and gear XP gain rate. | ||
| − | *For base stats, see [[#Basic framework|the | + | *For base stats, see [[#Basic framework|the stats-by-role table]]. |
Donating all of your level perks to the Church of Hubology has the following effects: | Donating all of your level perks to the Church of Hubology has the following effects: | ||
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| style="width:70%; vertical-align:top; border:none;" | | | style="width:70%; vertical-align:top; border:none;" | | ||
*'''Infantry''' is a tank class able to gain complete immunity to one chosen damage type. | *'''Infantry''' is a tank class able to gain complete immunity to one chosen damage type. | ||
| − | *For base stats, see [[#Basic framework|the | + | *For base stats, see [[#Basic framework|the stats-by-role table]]. |
Enlisting as an infantryman comes with several benefits: | Enlisting as an infantryman comes with several benefits: | ||
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| style="width:70%; vertical-align:top; border:none;" | | | style="width:70%; vertical-align:top; border:none;" | | ||
*'''Killer''' is a specialist class that feeds on its victims, using each kill to fuel the next. | *'''Killer''' is a specialist class that feeds on its victims, using each kill to fuel the next. | ||
| − | *For base stats, see [[#Basic framework|the | + | *For base stats, see [[#Basic framework|the stats-by-role table]]. |
Choosing the Killer life grants several powerful advantages: | Choosing the Killer life grants several powerful advantages: | ||
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| style="width:70%; vertical-align:top; border:none;" | | | style="width:70%; vertical-align:top; border:none;" | | ||
*'''Leader''' is a tank class that provides powerful party‑wide buffs. | *'''Leader''' is a tank class that provides powerful party‑wide buffs. | ||
| − | *For base stats, see [[#Basic framework|the | + | *For base stats, see [[#Basic framework|the stats-by-role table]]. |
Leadership gives you several advantages: | Leadership gives you several advantages: | ||
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| style="width:70%; vertical-align:top; border:none;" | | | style="width:70%; vertical-align:top; border:none;" | | ||
*'''Paramedic''' is a tank class focused on healing, with the ability to revive dead players. | *'''Paramedic''' is a tank class focused on healing, with the ability to revive dead players. | ||
| − | *For base stats, see [[#Basic framework|the | + | *For base stats, see [[#Basic framework|the stats-by-role table]]. |
Being trained as a Paramedic has the following results: | Being trained as a Paramedic has the following results: | ||
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| style="width:70%; vertical-align:top; border:none;" | | | style="width:70%; vertical-align:top; border:none;" | | ||
*'''Priest''' is a tank class focused on health recovery. | *'''Priest''' is a tank class focused on health recovery. | ||
| − | *For base stats, see [[#Basic framework|the | + | *For base stats, see [[#Basic framework|the stats-by-role table]]. |
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. | ||
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| style="width:70%; vertical-align:top; border:none;" | | | style="width:70%; vertical-align:top; border:none;" | | ||
*'''Random Boy''' is a semi‑tank gambling addict whose power level fluctuates wildly with every roll of the dice. | *'''Random Boy''' is a semi‑tank gambling addict whose power level fluctuates wildly with every roll of the dice. | ||
| − | *For base stats, see [[#Basic framework|the | + | *For base stats, see [[#Basic framework|the stats-by-role table]]. |
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: | ||
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| style="width:70%; vertical-align:top; border:none;" | | | style="width:70%; vertical-align:top; border:none;" | | ||
*'''Raider''' is a specialist class focused on Action Points. | *'''Raider''' is a specialist class focused on Action Points. | ||
| − | *For base stats, see [[#Basic framework|the | + | *For base stats, see [[#Basic framework|the stats-by-role table]]. |
Being a Raider means being ready for action; that's why you get: | Being a Raider means being ready for action; that's why you get: | ||
*Twice the normal amount of [[Action Points]] from every source | *Twice the normal amount of [[Action Points]] from every source | ||
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| style="width:70%; vertical-align:top; border:none;" | | | style="width:70%; vertical-align:top; border:none;" | | ||
*'''Regulator''' is a specialist class with unique [[traits]]. | *'''Regulator''' is a specialist class with unique [[traits]]. | ||
| − | *For base stats, see [[#Basic framework|the | + | *For base stats, see [[#Basic framework|the stats-by-role table]]. |
Becoming a Regulator fundamentally changes your character: | Becoming a Regulator fundamentally changes your character: | ||
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*'''Robot''' is a flex class able to swap between four different roles using the <code>~cmd</code> menu. | *'''Robot''' is a flex class able to swap between four different roles using the <code>~cmd</code> menu. | ||
*You can become a Robot in Las Vegas (40:32) at level 170. [[File:Robot_NPC_Las_Vegas.gif|thumb|Error: Organic lifeform detected.<br>Initiate mechanization? [Y/N]]] | *You can become a Robot in Las Vegas (40:32) at level 170. [[File:Robot_NPC_Las_Vegas.gif|thumb|Error: Organic lifeform detected.<br>Initiate mechanization? [Y/N]]] | ||
| − | *Robot's base critical power is 40-80. For the remaining base stats, see [[#Basic framework|the | + | *Robot's base critical power is 40-80. For the remaining base stats, see [[#Basic framework|the stats-by-role table]]. |
{| class="mw-collapsible mw-collapsed wikitable" | {| class="mw-collapsible mw-collapsed wikitable" | ||
| '''Robot transformations''' | | '''Robot transformations''' | ||
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| style="width:70%; vertical-align:top; border:none;" | | | style="width:70%; vertical-align:top; border:none;" | | ||
*'''Scout''' is a sneaker class with an uncapped Sneak skill. | *'''Scout''' is a sneaker class with an uncapped Sneak skill. | ||
| − | *For base stats, see [[#Basic framework|the | + | *For base stats, see [[#Basic framework|the stats-by-role table]]. |
Scouts are able to do their job thanks to the following unique advantages: | Scouts are able to do their job thanks to the following unique advantages: | ||
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| style="width:70%; vertical-align:top; border:none;" | | | style="width:70%; vertical-align:top; border:none;" | | ||
*'''Sniper''' is a shooter class focused on dealing massive critical damage from far away. | *'''Sniper''' is a shooter class focused on dealing massive critical damage from far away. | ||
| − | *For base stats, see [[#Basic framework|the | + | *For base stats, see [[#Basic framework|the stats-by-role table]]. |
Snipers benefit from the following bonuses: | Snipers benefit from the following bonuses: | ||
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| style="width:70%; vertical-align:top; border:none;" | | | style="width:70%; vertical-align:top; border:none;" | | ||
*'''Soldier''' is a semi‑tank "jack of all trades, master of none" class. | *'''Soldier''' is a semi‑tank "jack of all trades, master of none" class. | ||
| − | *For base stats, see [[#Basic framework|the | + | *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, 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. | ||
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| style="width:70%; vertical-align:top; border:none;" | | | style="width:70%; vertical-align:top; border:none;" | | ||
*'''Super Mutant''' is a towering tank that trades mobility for unrivaled staying power. | *'''Super Mutant''' is a towering tank that trades mobility for unrivaled staying power. | ||
| − | *For base stats, see [[#Basic framework|the | + | *For base stats, see [[#Basic framework|the stats-by-role table]]. |
Super Mutants gain powerful defensive bonuses: | Super Mutants gain powerful defensive bonuses: | ||
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| style="width:70%; vertical-align:top; border:none;" | | | style="width:70%; vertical-align:top; border:none;" | | ||
*'''Wrecker''' is a damage dealer class that specializes in lethal explosions. | *'''Wrecker''' is a damage dealer class that specializes in lethal explosions. | ||
| − | *For base stats, see [[#Basic framework|the | + | *For base stats, see [[#Basic framework|the stats-by-role table]]. |
If you're a Wrecker: | If you're a Wrecker: | ||
Revision as of 03:17, 5 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:
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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
|
Being a Bounty Hunter has many benefits.
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Chosen One
|
Class bonuses:
| ||||||||||||||||||||||||||||||||||||||||||
Clone
|
The clone-summoning ability works as follows:
| ||||||||||||||||||
Combat Master
|
Combat Master has many advantages in close combat:
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Cyborg
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Deathclaw
|
Deathclaws receive a wide range of melee-focused bonuses:
Deathclaws don't wear body armor. They get their resistances from Natural Armor, which scales with their stats and the tier of the helmet they wear. If the helmet is tier 1, base Natural Armor values get multiplied by 33%; if it's tier 2: 66%; tier 3: 100%; tier 4: 115%; tier 5: 125%; tier 6: 133%.
Deathclaws gain access to armor perks based on the tier and specific perks of their weapon. The number of armor perks that a Deathclaw can have is equal to the tier of their weapon. For example, a T3 weapon will give you 3 armor perks. The specific armor perks that get unlocked depend on what perks your weapon has, see the table below for details. Note: Heavy Handed protection effects, such as those granted by Thwart Block, Mutie, or Jinxed will counter Slow Aura. | |||||||||||||||||||||||||||||||||||||||||||||||
Grenadier
|
Grenadier has many unique advantages:
| ||||||||||||||||||||
Hubologist
|
Donating all of your level perks to the Church of Hubology has the following effects:
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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:
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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 5s, 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 power is 40-80. For the remaining base stats, see the stats-by-role table.
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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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