Difference between revisions of "Class perks"
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*+4% [[Movement Speed]] for each faction member in location | *+4% [[Movement Speed]] for each faction member in location | ||
*Ability to create flags which provide buffs to team | *Ability to create flags which provide buffs to team | ||
| − | * | + | *60 sec cd on flag creation |
*<span style="color:#800080">FoV is halved</span> | *<span style="color:#800080">FoV is halved</span> | ||
*'''PvE Ability:''' apply 2 weakness on NPCs | *'''PvE Ability:''' apply 2 weakness on NPCs | ||
| | | | ||
*You can take this perk in [[Wind of War]] | *You can take this perk in [[Wind of War]] | ||
| − | |||
*You need Wood for build a flag | *You need Wood for build a flag | ||
*Flags stacks bonuses with [[War Event]] Flags or [[Town Control]] Flags | *Flags stacks bonuses with [[War Event]] Flags or [[Town Control]] Flags | ||
* Flags don't work on NPC companions. | * Flags don't work on NPC companions. | ||
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| [[Weapon Types|Flamers]] +30 HP | | [[Weapon Types|Flamers]] +30 HP | ||
| 0-35 | | 0-35 | ||
Revision as of 20:13, 14 September 2023
Be aware that each class has different Damage Resistance modification, see table in Damage Resistance.
| Name | Req. level |
Effect | Notes | Fav. Weapon | Base Critical Power |
|---|---|---|---|---|---|
| Alien | 45 |
|
|
ETG Ignores Electric Damage immunity. |
0-10 |
| Assassin | 90 |
|
|
Range Pistols +2 range when using Range Pistols | 0-90 |
| Bounty Hunter | 80 |
|
|
+10% Critical chance when using Plasma Weapons | 0-75 |
| Chosen One | 30 |
|
+2 Damage per Bullet when using SMGs | 0-45 | |
| Clone |
150 |
|
|
Laser Weapons 5% chance to bounce attack to another target (like ETG). | 0-50 |
| Combat Master | 35 |
|
|
Hammers +5 Melee damage | 0-80 |
| Cyborg | 120 |
|
(Please note that if you install implants via the normal method and not with the Cyborg cmd menu, you will lose any implant tokens you would normally receive when you next reroll)
|
+25% EMP Resistance when using clubs | 0-65 |
| Deathclaw | 40 |
Scaling:
|
You can get this perk in Modoc in north
|
+5 Heavy handed malus wtih Punch Weapons | 0-55 |
| Hubologist | 105 |
|
|
Electro Weapons double weakness effect | 10-20 |
| Infantry | 130 |
|
|
Assault Rifles +2 to all DR | 0-60 |
| Killer | 60 |
|
|
Miniguns +25% accuracy | 0-95 |
| Leader | 65 |
|
|
Flamers +30 HP | 0-35 |
| Paramedic | 65 |
|
|
Fast Pistols +25% more healing to target | 0-30 |
| Priest | 70 |
|
|
Machine Gun +10% Carry Weight | 0-20 |
| Random Boy | 100 |
Roll 1 extra stat which effect is scaling with Luck:
|
Stats what Randomboy can roll:
|
Shotguns +10% Damage | 0-100 |
| Raider | 95 |
|
|
Fire Weapons +2 Damage on Burning | 5-25 |
| Regulator | 25 |
|
|
Damage Pistols -1 AP Cost | 10-40 |
| Scout | 85 |
|
|
Sniper Rifles +20% DR penetration. | 0-105 |
| Sniper | 140 |
|
|
Heavy Sniper Rifles +10 Critical Power | 0-85 |
| Soldier | 110 |
|
Damage caps:
|
Support Rifles -10% Attack Speed | 0-70 |
| Super Mutant | 50 |
|
|
Rocket Launchers +1 Radius, ignore Damage Threshold. | 0-25 |
| Wrecker | 75 |
|
|
Grenade Launchers +15 Flat Damage | 0-40 |