| Name
|
Req. level
|
Effect
|
Notes
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Fav. Weapon
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Base Critical Power
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| Leader
|
65
|
- Base stats:
- Base Hitpoins: 200
- Base AP: 2
- Base Damage Multi: 50%
- +50 Party Points
- +40% Critical Chance Resistance
- +4% Movement Speed for each faction member in location
- Ability to create flags which provide buffs to team
- 60 sec cd on flag creation
- FoV is halved
- PvE Ability: apply 2 weakness on NPCs
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- You can take this perk in Wind of War
- You need Wood for build a flag
- Flags stacks bonuses with War Event Flags or Town Control Flags
- Flags don't work on NPC companions.
|
Gains 1 HP per 1% of Critical Chance Resistance while using Flamers
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0-35
|
| Paramedic
|
65
|
- Base stats:
- Base Hitpoins: 200
- Base AP: 2
- Base Damage Multi: 50%
- +3 Intelligence
- +50% First Aid
- +50% Doctor
- +100 Armor Class
- -10 AC mod for attackers
- 3 seconds cooldown on First Aid and Doctor.
- Ability to revive people (Base CD is 480 seconds).
- For each Intelligence gets 5 seconds of reduction CD in reviving.
- Healing others gives them temporary 0,5% Damage Protection per stack.
- 1 Fury, lose 0,5% Movement speed.
- Rage: Can't run for 10 sec
- You deal -50% total damage
- PvE Ability: double FA effect on NPCs
|
- You can take this perk in Salt Lake City go to green grid on south then on bottom right find a doctor
- bonus First Aid or Doctor doesn't go over cap
- Base cooldown for revive is 560 seconds
- Medic perk reduce base cooldown to 280 and change For each Intelligence gets 10 seconds of reduction CD in reviving
- Revive give 10 stacks of buff
- On Revive cooldown you can't use Doctor Skill
- Revive gives revived player 10 stacks of Damage Protection buff
- Gain for himself 1 sec immune after revive a ally
- Amount of HP after revive depends on doctor skill of paramedic
- The number of paramedic buffs scales with the weapon gear ranks sum:
- 0-17 - 1-3 stacks using skill, 10 revive
- 18-33 - 2-7 stacks using skill, 15 revive
- 34-49 - 3-10 stacks using skill, 20 revive
- 50+ - 4-15 stacks using skill, 25 revive
- Targets with more than 30 Paramedic Buffs receive 100% healing from every source.
|
Fast Pistols +25% more healing to target
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0-30
|
| Priest
|
70
|
- Base stats:
- Base Hitpoins: 200
- Base AP: 2
- Base Damage Multi: 50%
- Double all heals: First Aid and meds.
- Heal 1 hp per 25 healing rate after 2,1 seconds, instead having healing rate
- -0,1 seconds heal cooldown per endurance
- 1 Fury, Lose 10% Rad Resistance
- Rage: Heal whole faction/war event team for 10% their max health per sec for 10 sec in 20 hexes range
- Attacking enemy lower Fury stacks by 1 point more.
- Heresy status: Sets attack delay to 1200 for 4 seconds, to anyone who attacks them.
- Change your Carry Weight to 15%.
- PvE Ability: mark NPC visible for everyone
|
|
Machine Gun +10% Carry Weight
|
0-20
|
| Random Boy
|
100
|
- Base stats:
- Base Hitpoins: 125
- Base AP: 4
- Base Damage Multi: 75%
- +1 Action Points
- Randomboy have 3,5% to roll good stat per luck. Gain Luck gives 17,5%.
Roll 1 extra stat which effect is scaling with Luck:
- 3% damage per Luck
- 2% Hit Points per luck
- 2% Lifesteal per luck
- 5 AP Regen per Luck
- 3% Movement Speed per Luck
- Strike: Apply Random effect for target : 100% Slow for 5 sec, 50 weakness, 25 Rad, 50 poison, 50 heal, 10 Paramedic Buffs, paralysis to the target for 3 seconds, active sneak
- Roll`s has been capped at 95%.
- 1 Fury stack, Lose 1 DT
- Rage: Remove roll and reset roll CD
- Rolls 9 stats, can be negative
- PvE Ability: 20% chance that NPCs will deagro on you when you attack
|
- You can take this perk in New Reno Shark Club
- command ~randomboy | ~rb to force a random roll with cooldown 5 minutes and 30 seconds, each % of barter skill reduces this cooldown by 1 second. The results of the roll will be displayed in the message box.
- Stats can stack
Stats what Randomboy can roll:
- +50 Hit Points or -20 Hit Points
- +2 Action Points and +2 Movement Action Points or -1 Action Point and +1 Movement Action Point
- 10 Lethal Damage or -3 Lethal Damage
- -10% Attack Delay or +3% Attack Delay
- +6% DR Penetration or -1% DR Penetration
- +10% DT Penetration or -3% DT Penetration
- +5 turnbase time and +3 turnbase shots or -1 turnbase time and -1 turnbase shots
- +15% Critical Power Resistance Penetration or -5% Critical Power Resistance Penetration
- +50 Radiation, Poison Resistance and +50 Carry Weight or -25 Radiation, Poison Resistance and -25 Carry Weight
- +75 Sequence or -25 Sequence
- +20 Melee Damage or -5 Melee Damage
- +3 S.P.E.C.I.A or -1 S.P.E.C.I.A
- +10 Critical Chance or -3 Critical Chance
- +40% Critical Power or -20% Critical Power
- +40 Critical Power or -20 Critical Power
- +5 Sight Range or -5 Sight Range
- +60 Healing rate and +225 Armor Class or -20 Healing rate and -75 Armor Class
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Assault Rifle get random damage per bullet from -3 to +3
|
0-100
|
| Raider
|
95
|
- Base stats:
- Base Hitpoins: 75
- Base AP: 5
- Base Damage Multi: 100%
- Double Action Points.
- Regen Action Points while running.
- Strike: apply 4-10 AP Drain on Target.
- For each agility gets 0.1 AP/s regen.
- Gain Lethal Damage equal to Action Points.
- 1 Fury, lose 3 AP.
- Rage: gain 100% lifesteal for 10 sec
- Immunity to lost turn effect.
- -1 to all special
- 25% longer attack speed
- PvE Ability: Lose 1-3 AP for attack NPC
|
- You can get this perk in in New Reno
|
Fire Weapons +2 Damage on Burning leave fire hexes on targets
|
5-25
|
| Regulator
|
25
|
- Base Hitpoins: 75
- Base AP: 5
- Base Damage Multi: 100%
- You get +2 Traits, and changes the effect of ALL traits you get.
- For each Charisma, get a +10% bonus to accuracy.
- PvE Ability: 5% chance to do a knockdown in PVE
|
- You can get this perk in New Adytum from a guy named "Rick" in the building with Governor Hendricks
|
Damage Pistols -1 AP Cost
|
10-40
|
| Scout
|
85
|
- Base stats:
- Base Hitpoins: 20
- Base AP: 8
- Base Damage Multi: 150%
- +3 Luck
- Ability to use learning skill on Sneak Skill.
- Removing a stealth cap(1000)
- Player can`t sneak in vision of the enemy.
- Deals +125% damage on targets with lower than 50% max Hit Points
- Strike: For each luck gets 5% chance to knockout target
Sneak activation costs 8 APs
- Lose 25% Movement Speed when de-sneaked
- Can't gain movement speed.
- PvE Ability: penetrate 5% DR vs NPCs
|
- You can get this perk in NCR, Ranger HQ
- Knockout from Strike can be resisted by Stonewall (lower your luck against them by their strenght (in strike calculation) and its halved by Quick Recovery.
|
Penetrate 25% of Critical Chance, roll, and power Resistance while using Sniper Rifles
|
0-105
|
| Sniper
|
140
|
- Base stats:
- Base Hitpoins: 30
- Base AP: 7
- Base Damage Multi: 125%
+4 +8 Weapon Range
- +1 Crit Power per each hex away from target for aimed attacks
- For each Perception gets +2% critical damage
- Strike: +4 range
- -10% each DR
- PvE Ability: 10 more critical power against NPCs
|
- You can take this perk in gun runners
- Double amount of crit power from passive, when using long range weapon
|
Heavy Sniper Rifles never miss
|
0-85
|
| Soldier
|
110
|
- Base stats:
- Base Hitpoins: 125
- Base AP: 4
- Base Damage Multi: 75%
- -1 AP cost for each action
- +50 to random gun skills (Small guns, Big Guns, Energy Weapons, Close Combat)
- +1% chance to get random Paralysis during on action for each fury stack
- Critical tier minimum tier 2
- Lower maximum damage soldier can receive
- 1 Fury, 1% chance to get Paralysis on tick effect (max 10)
- Rage: Unable to use medication
- 1 to all SPECIAL, HP, AP, APTB, Carry Weight, Sequence, Melee Damage, Healing Rate, Critical Chance, Critical Power, Heavy Handed Malus, Lethal Damage, Lifesteal, Damage per Bullet, ST when calculating chance to hit, Accurate distance mod, max chance to hit, Accuracy, Higher Critical Miss Fail, AP Regen, less Healing Time, less skill points, to longer cooldowns, SP from books, to less exp gain, +1% power and +1 sec Slow.
- Strike: Taunt target for 8 sec.
- -100 debuff to all defensive rolls for critical effects such as knockdown, bypass, confusion etc.
- PvE Ability: 1 damage per bullet again NPCs
|
- You can take this perk in Redding downtown near tent
- Soldier has a -100 debuff to all defensive rolls for critical effects such as knockdown, bypass, confusion etc. This means that perks such as Stonewall and Man of Steel are much less effective and require high SPECIAL investment and/or tank synergy to be somewhat effective
Damage caps:
- Normal: 400 - Endurance*5
- Laser: 700- Endurance*5
- Fire: 300 - Endurance*5
- Plasma: 600 - Endurance*5
- Electro: 500 - Endurance*5
- Explode: 200 - Endurance*5
|
Support Rifles -10% Attack Delay, +100% exp gain
|
0-70
|
| Super Mutant
|
50
|
|
|
Rocket Launchers +1 Radius, ignore Damage Threshold.
|
0-25
|
| Wrecker
|
75
|
- Base stats:
- Base Hitpoins: 50
- Base AP: 5
- Base Damage Multi: 110%
- +3 special implants limit
- Double Lethal Damage
- For each Strength, 3 Lethal Damage(that doesn't double)
- Attack delay is set 100 x distance
- Can use only 12 weapons: FN 69A1, M79 Grenade Launcher, MGL M32, MGL M32s, Automatic Grenade Launcher, C4 Launcher, Rocket Launcher, BigBazooka, Adv. Rocket Launcher, M202A1 FLASH, ELECTRO Rocket Launcher and ELECTRO Cannon
- PvE Ability: +5 Lethal Damage vs NPCs
|
- You can take this perk in Junktown bottom Left by a guy holding a Rocket Launcher
|
Grenade Launchers +15 Lethal Damage and 25% Lethal Penetration
|
0-40
|
| Robot
|
170
|
- Lose all level perks.
- Choose 5 level perks as base perks; you still need the required SPECIAL stats for them.
- Choose 3 levels as temporary perks; no SPECIAL requirement for these. You can change them before transformation.
- Cannot use personal weapons. Instead, you must equip armor. You choose one weapon type and receive a weapon of the same tier as your armor.
- Lose EMP resistance.
- Weapon experience is based on fuel consumption. You can burn weapons to gain fuel, earning 1 fuel per weapon XP. (During war events, you purchase fuel similarly to how you buy XP for gear.)
- The amount of fuel gained from killing mobs is the same as leveling a weapon. (Event Only)
- Dying (outside of events) results in losing 40% - (1% per INT, gain INT: 5%) of your fuel.
- Instead of a temporary perk, you can choose an S+ extra weapon perk.
- Robot can't shot if weapon tier is higher than armor tier(swapped after transformation to lower tier or unequiped)
- Transformation info:
You must have no active combat timer.
- There is a 10-second cooldown
- The transformation consumes 2.5% × PE (with negative scaling) of your total fuel.
- Before transforming, you choose a weapon and 3 temporary perks.
Transform 1: Sentry Bot
- Transformation Effect: Grants immunity for 2 seconds.
- Role: Tank (50% damage modifier)
- Bonuses:
- +3 Endurance
- Only Big Guns available
- 0 AP reload cost
- +300 Attack Delay
- Fury: +1 DT
- Rage: Paralyzes all enemies within 10 hexes.
Transform 2: Mr. Handy
- Transformation Effect: Fully restores HP.
- Role: Normal (100% damage modifier)
- Bonuses:
- +3 Agility
- Only Energy Weapons available
- +50 AP regen
- -10% Critical Chance
- Strike: Fully restores AP and grants +300 AP regen for 10 sec.
Transform 3: Robobrain
- Transformation Effect: Applies Heresy to enemies within 30 hexes for 3 seconds.
- Role: Sniper (125% damage modifier)
- Bonuses:
- +3 Luck
- Only Small Guns available
- +25% Critical Power and ignore Critital roll HP rule
- Cannot gain extra damage per bullet.
- Critical Hits: Reduce attack delay by 5% and attack AP cost by 1 for 3 seconds (stacks up to 10 times).
Transform 4: Eyebot
- Transformation Effect: Gain +50% movement speed and the Hit and Run effect.
- Role: Offensive (110% damage modifier)
- Bonuses:
- +3 Strength
- Only Melee Weapons available
- +20% movement speed
- -20 Heavy Handed Malus
- Favorite Weapon: Damage Knives
- Favorite Weapon Effect: Applies Bleeding on every hit.
|
- You can take this perk in Las Vegas near Wattz Core Factory.
|
Depends on transformation
|
Depends on transformation (See table)
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