Class perks

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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, utility, DPS, sniper, 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.

Basic framework

Class Statistics by Role
Classes Parameter Base Value Conditional DR Adjustments
Current DR DR modifier DR Penetration Protection
Tanks
Base AP 2 <25% +10 +2
Base HP 200 25% to 49% +15 +5
Base DMG multi 50% 50% to 89% +20 +10
DR cap 95% 90% to 99% +25 +10
DT cap +5 100% +30 +10
Semi-tanks
Base AP 3 <25% 0 0
Base HP 150 25% to 49% +5 +1
Base DMG multi 75% 50 to 89% +10 +2
DR cap 90% 90% to 99% +15 +5
DT cap +2 100% 0 0
Utility
Base AP 4 <25% -5 0
Base HP 75 25% to 49% -7 0
Base DMG multi 100% 50 to 89% -10 0
DR cap 80% 90% to 99% 0 0
DT cap -1 100% 0 0
DPS
Base AP 5 <25% -10 0
Base HP 50 25% to 49% -15 0
Base DMG multi 110% 50 to 89% -20 0
DR cap 70% 90% to 99% 0 0
DT cap -2 100% 0 0
Snipers
Base AP 7 <25% -15 -5
Base HP 30 25% to 49% -30 -5
Base DMG multi 125% 50 to 89% 0 0
DR cap 50% 90% to 99% 0 0
DT cap -4 100% 0 0
Sneakers
Base AP 8 <25% 0 -10
Base HP 20 25% to 49% 0 0
Base DMG multi 150% 50 to 89% 0 0
DR cap 0% 90% to 99% 0 0
DT cap -6 100% 0 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 (Randomboy), or an evil twin (Clone).
  • Utility 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).
  • 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.
  • Snipers 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.

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
Min. Level 45
Role Flex
SPECIAL +3 Intelligence
SPECIAL scaling Intelligence: Crafted gear gets 5000 additional XP
Fury Lose 1% Damage Protection
Rage 4x weapon experience for 10s
Drawbacks Cannot use non-Alien weapons;
Agility increases reload cost by 1 AP
PvE ability 5% of damage applied as radiation to NPCs
Favorite weapon ETG (ignores electric immunity)
Crit power 0–10
Acquisition Necropolis (36:39), Vertibird crash site (picture)
  • Alien is a flex class, with its role determined by the weapon it's ~linked to.
    • When linked to ETG3000, Alien is a tank;
    • When linked to IPF210, semi-tank;
    • When linked to LAR62, DPS;
    • When linked to SSR10, Sniper;
    • When linked to 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.
  • For base stats, see the above table.

Alien receives several powerful bonuses:

  • +50 to the Crafting skill cap.
  • When using the Learning skill to boost Crafting, the increased cap is filled immediately
    without requiring additional skill points (e.g., 250/250 goes to 260/260 rather than 250/260).
  • 66% chance to apply a critical effect (such as crippling) on a critical hit, instead of the standard 33%.
  • Ability to craft and use Alien-exclusive weapons. Regular weapons can also be crafted by Aliens, they just can't use them.
  • Access to a set of unique Alien-exclusive Weapon Perks.

Assassin

Assassin
Min. Level 90
Role Sneaker
SPECIAL +3 Perception
SPECIAL scaling Perception: +1% Critical Chance
Drawbacks Damage reduced by 75% if de-sneaked;
Agility reduces damage by 1%
PvE ability +25% critical chance vs. NPCs
Favorite weapon Range Pistols (+1% crit chance for each hex between you and the target)
Crit power 0–90
Acquisition The Hub (31:40), Old Town (picture)
  • Assassin is a master of stealth, always looking to punish exposed targets.
  • For base stats, see the above table.

There are many unique advantages to being an Assassin:

  • 92% chance to remain in sneak mode after attacking an opponent.
  • 10% chance to enter sneak after performing any action, even if observed.
  • +16 Stealth when the battle timer is active.

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

Bounty Hunter
Min. Level 80
Role DPS
SPECIAL +3 Luck
SPECIAL scaling Luck: Attack delay reduced by 1%
Drawbacks Endurance reduces crit power by 3%
PvE ability Deal 1% of target NPC's max HP as bonus damage.
Favorite weapon Plasma Weapons (+10% crit power, +10s Slow duration, ignores negative scaling)
Crit power 0–75
Acquisition Klamath (8:2), Trapper Town (picture)
Bounty Power Calculation 

Bounty power determines how many bounty stacks Bounty Hunter applies per hit. It is calculated as follows:

Step 1: Add up the ranks of your Weapon Perks, keeping in mind that rank F = 1, rank E = 2, rank D = 3, rank C = 4, rank B = 5, rank A = 6, rank S = 7, rank S+ = 8, then find your result's corresponding value in the bounty power bonus column of the table below.

Perk Rank Sum Bounty Power Bonus
0-17 +0
18-33 +1
34-50 +2
51+ +3

Step 2: Add a value based on your weapon type from one of the tables below to the value from step 1.

For conventional weapons:

Weapon Type Base Bounty Power
Fast Pistols, Damage Knives, Damage Pistols, Fast Knives, Rocket Launchers, Punch Weapons, Hammers, Clubs, SMGs 1
Range Pistols, Machine Guns, Assault Rifles, Flamers, Miniguns, Explosive Small Guns 2
Shotguns, Support Rifles 3
Sniper Rifles 4
Heavy Sniper Rifles 5

For energy weapons:

Weapon Name Base Bounty Power
Laser Pistol, Plasma Pistol, Electric Zip Gun, Magneto-Laser Pistol, Solar Scorcher, Plasma Pistol MKII, Pulse Pistol, Alien Blaster, Commissar's Pistol 1
Signal Pistol, Plasma SMG, ELECTRO Launcher, Fire Rifle, Gatling Laser, Heat Machine 2
Laser Rifle, Turbo Plasma Rifle, Electro Cannon 3
Plasma Rifle, Prototype 14, Plasma Gatling, Turbolaser 4
Pyro Rifle, Pulse Rifle 5

Step 3: Apply miscellaneous bonuses and penalties.

  • +1 if your weapon's tier is above 3.
  • +1 if your attack's damage is above 350.

Step 4: Apply the lower cap (0) and the upper cap (7).

Step 5: You now know your bounty power! Use the table below to find out how many bounty stacks it will allow you to apply to your target.

Bounty Power Bounty Stacks Applied
0 0
1 1
2 1-2
3 1-4
4 1-6
5 1-8
6 4-8
7 8

Note: The Strike bonus of 10 additional bounty stacks is separate from this calculation.

  • Bounty Hunter is a PvP-focused DPS class with a powerful debuffing ability.
  • For base stats, see the above table.

Being a Bounty Hunter has many benefits.

  • Critical roll bonuses scaling with your and your target's combined base crit chance (bonuses from weapons and perks do not apply).
  • +1% critical power for each 10 points of sight range.
  • +0.5 sight range per point of critical chance.
  • Automatically marking targets for 4 seconds.
  • Access to the unique "bounty stacking" mechanic.
    • Bounty Hunter applies "bounty" stacks on hit that reduce the target's damage by 1% per stack.
    • Bounty stacks can only be applied to players.
    • Bounty Power determines the number of bounty stacks per hit; the cap on stacks from bounty power is 8.
  • Strike applies 10 additional Bounty stacks to the target.
  • Bounty Hunters can see everyone's bounty stacks.
  • Bounty stacks trigger additional effects at certain thresholds: at 33 stacks, the usual rule that all incoming damage in PvP must be halved if it's above 350, and then halved again if it's still above 300, no longer applies to Bounty Hunter's damage; at 66 stacks, Bounty Hunter ignores the target's crit chance/power resistance; at 100 stacks, the target dies.
  • In War Events and New Reno Wars, killing players with bounty stacks awards Bounty Hunters with a currency bonus of 10% for each of the target's bounty stacks.
  • Bounty Hunter's bounty power is reduced by 1 if they have the Quick Fingers Perk Synergy.

Chosen One

Chosen One
Min. Level 30
Role Semi‑tank
SPECIAL +3 Charisma
SPECIAL scaling Charisma: +1 HP
Fury -1 Charisma per stack
Rage Set 2 random SPECIAL
attributes to 1 for 10s
Drawbacks
  • Luck reduces AP Regen by 4;
  • Each active Perk Synergy reduces damage by 15%;
  • Healing Rate is set to 0;
  • Reaching 0 HP means instant death
PvE ability Gain 10% more experience from kills
Favorite weapon SMGs (+25% damage at 1‑hex range)
Crit power 0–45
Acquisition Klamath (8:2), Downtown (picture)
  • Chosen One is a semi‑tank with a lot of build design space. Time to get creative!
  • For base stats, see the above table.

Class bonuses:

  • +3 level perks (Chosen One must be acquired before level 50 to get this bonus)
Sample build (Patch 6.4) 
Turret Engineer (HP: 556, AP: 7)
SPECIAL S 1→4, P 5→1, E 10→17, C 5→20, I 8→10, A 10→11, L 1→2
Traits & Perks Traits: Gifted, Good Natured
Perks:
3: Gain Charisma
6: Animal Friend
9: Bonus AP Regen
12: Party Member
15: Adrenaline Rush
18: Toughness
21: Lethal Protection
24: Turret Mechanic
27: Engineer
30: Chosen One, Cult of Personality,
Quick Pockets, Earlier Sequence
Synergies Tank, Mysterious Stranger, Quartermaster, Architect
Drugs Buffout, Rot Gut, Psycho, Mutie, Beer
Implants SPECIAL: Endurance (×3), Charisma (×7)
Combat: Dermal Module (×2), Phoenix Module (×2),
Tactical Chip (×2), Claw Module (×1)
WE Stats Combat Medic, CHA, DMG RES & DT, HP, AP, AC, AP Regen, Medic
Source Originally posted on FO3 discord by KompreSor

Clone

Clone
Min. Level 150
Role Semi‑tank
SPECIAL +3 Endurance
SPECIAL scaling Charisma: +25 Carry Weight
Drawbacks
  • Endurance reduces critical chance by 1%;
  • 5% less damage against NPCs;
  • Can only use SPECIAL implants
Favorite weapon Laser Weapons (5% chance to chain attack to another target)
Crit power 0–50
Acquisition New Vault City (16:8) (picture)
  • Clone is a semi‑tank with the ability to summon an AI‑controlled doppelganger.
  • For base stats, see the above table.

The clone-summoning ability works as follows:

  • You spawn your clone using the command ~clone.
  • Cloning has a base cooldown of 9 minutes; each point of Speech reduces it by 1s, but it can never go below 15s, which requires the Good Natured trait and Speech = 500.
  • 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.
    • The clone cannot use grenades, or any other stackable weapons.
    • The clone does not consume ammunition.
    • The clone cannot carry additional gear.
  • Both the player and the clone are immune to knockouts, knockbacks, knockdowns, and the Heavy Handed effect.
  • If your clone is alive when you are killed by another player, you are instantly revived, effectively killing the clone to take its place.
  • You deal 50% more damage when your clone is dead.
  • The clone provides vision in a 15-hex radius even when dead.
  • The clone’s stats get adjusted based on how the target is marked:
    • Red (aggressive): +50% damage, -20% DR
    • Purple (defensive): -50% damage, +20% DR
    • Blue/unmarked: No changes
  • When directing the clone with alt‑click commands the neutral "Command Move" is recommended to avoid aggroing non-hostile NPCs.

Combat Master

Combat Master
Min. Level 35
Role Utility
SPECIAL scaling Strength: +1% critical power
Fury +6% critical power per stack
Rage Ignore critical resistances for 10s
Drawbacks You're limited to 1 Trait;
Luck reduces DR by 1%
PvE ability Lifesteal cap increased to 50%
Favorite weapon Hammers (doubled Strike jump range)
Crit power 0–80
Acquisition San Francisco (9:25) (picture)
  • Combat Master is a melee-focused utility class with exceptional mobility.
  • For base stats, see the above table.

Combat Master has many advantages in close combat:

  • +30 melee damage.
  • +125% melee critical chance.
  • Using the 2-handed weapon critical table when wielding melee weapons, resulting in significantly better criticals.
  • Strike instantly moving you next to the target and allowing you to ignore their melee protection for 10 seconds. This "engagement jump" has a range of 20 hexes unless you're using a hammer in which case the range is increased to 40 hexes
  • 90% shorter battle timer after being hit. This doesn't affect the battle timer when you are doing the hitting.

Cyborg

Cyborg
Min. Level 120
Role Flex
SPECIAL scaling Luck: +1% critical power;
Charisma: varies, see combat implants
Fury +2% EMP DR per stack
Rage EMP explosions that deal 25% of your max HP surround you for 10s
Drawbacks
  • Vulnerability to EMP damage;
  • Chance to lose an implant on death (SPECIAL: 0.25%; Combat: 0.05%);
  • Receive 5 more damage from NPCs
  • Perception: -2% to EMP DR
Favorite weapon Clubs (Shock the target for 1s)
Crit power 0–65
Acquisition Gecko (29:4), Scrapyard (picture)
  • Cyborg is a flex class focused on taking full advantage of implants.
  • For base stats, see the above 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 > Sniper, you become a Sniper. If there's a three-way tie, your baseline (no implants) role as a utility 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 DPS, you're "Terminator;" if you're a Sniper, you're "C-54." Otherwise, you're just a "Prototype."
  • Being half-man, half-machine fundamentally changes several aspects of gameplay:
    • Your base implant installation limit is set to 12 SPECIAL implants and 12 combat implants. You Charisma does not interact with this limit in any way.
    • Three copies of the same combat implant can be installed to trigger a powerful tier 3 bonus, see the Implants article for details.
    • Implants can be freely (un)installed at any time using the ~cmd 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 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 ~cmd with a Science-based cooldown (none at 200), or use Science on yourself with a screwdriver equipped (120s cooldown). Others can use Repair and Science on you without any tools.

Important note: Don't install implants via a doctor NPC as Cyborg or you will get no free installation tokens when you next reroll.

Implant Role Points
Implant Tank DPS Sniper
Dermal Module 3
Phoenix Module 3
Tiger Movement 3
Claw Module 3
Dragon System 3
Nemean Armor 2 2
Tactical Chip 2 2
EMP Shield 2 2

Deathclaw

Deathclaw
Min. Level 40
Role Tank
SPECIAL +3 Strength
SPECIAL scaling
  • Strength: +4 Stealth; +1% crit chance resistance; +1% Plasma DR
  • Perception:+1% laser DR; +1 electro DT
  • Endurance: +1% crit chance; +1% Explode DR
  • Charisma: +1 laser DT
  • Intelligence: +1% crit chance; normal DT +1
  • Agility: +1% crit chance; +1 explode DT
  • Luck: +5% movement speed; +1 Plasma DT
Fury +5 melee damage per stack
Rage Receive a random injury; taunt everyone on the map except your faction for 3s
Drawbacks
  • Can't use guns;
  • Can't use body armor;
  • Intelligence reduces melee damage by 3 per point
PvE ability +10 melee damage against NPCs
Favorite weapon Punch Weapons (15-hex PvP Slow aura scaling with Heavy Handed that replaces its normal effect)
Crit power 0–55
Acquisition Modoc (20:5) (picture)
  • Deathclaw is a melee tank with complex SPECIAL scaling.
  • For base stats, see the above table.

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%.

Natural Armor breakdown 
Damage DT DR
Normal 6 + Intelligence 45 + Critical Chance
Laser 7 + Charisma 10 + Perception
Fire 4 + Sequence 50 + Healing Rate
Plasma 5 + Luck 40 + Strength
Explode 6 + Agility 50 + Endurance
Electro 3 + Perception 30 + Action Points

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.

Weapon perk to armor perk mapping 
Weapon Perk Armor Perk
Ammo Upgrade Iron Skin
Destroyer Bonus Charisma
Bloody Cured
Bonus Critical Power Integrated Gloves
Damage per Bullet Explosive Belt
Bonus Max Damage Bonus Strength
Bonus Min Damage Sneaky
Bonus Attack Speed Utility
Less AP Cost Bonus Movement
Chip Shot Special Force Bonus
Fast Trigger Regeneration
Frozen Queen Penetration Protection
Killing Spree Mirror System
Knockback Thwart Block
Life Steal Speed Mechanism
Long Range Survivalist
Bonus Critical Chance Bonus Luck
More Critical Damage Fill The Gaps
Penetrate Defense Enhancement
Poisonous Shock Protection
Scoped Bonus Perception
Spiked Heavy
Smasher! Anty-Termal System
Lethal Damage Advanced Plate
More Bonus Damage Advanced Defence
Lethal Upgrade Nightmare Defence
Critical Master Powered
Butcher Great Shield

Note: Heavy Handed protection effects, such as those granted by Thwart Block, Mutie, or Jinxed will counter Slow Aura.
Note: Deathclaw is able to scale off of bonuses it got as a result of other scaling; for example, normal DR scaling with crit chance will benefit from crit chance received via SPECIAL scaling.

Hubologist

Hubologist
Min. Level 105
Role DPS
SPECIAL scaling Intelligence: +20% gear XP from kills
Drawbacks Lose all of your level perks
Endurance increases incoming damage by 2
PvE ability -
Favorite weapon Electro Weapons (double damage)
Crit power 10–20
Acquisition San Francisco (9:25), Tanker (picture)
  • Hubologist is a DPS class with greatly enhanced gear perks and gear XP gain rate.
  • For base stats, see the above table.

Donating all of your level perks to the Church of Hubology has the following effects:

  • +100 HP
  • All of your gear perks are substantially improved, see the armor perks and weapon perks articles for details.
  • Your legendary gear perks receive one additional rank, which enables access to Hubologist-exclusive S++ legendary effects.

Infantry

Infantry
Min. Level 130
Role Tank
SPECIAL +3 Strength
SPECIAL scaling Endurance: +60s to your selected immunity's duration
Fury +0.25% normal DR, +0.5% laser/explo DR,
and +1% fire/plasma/electro DR per stack
Rage +40% DT and DR Penetration Protection for 10s
Drawbacks
  • -30% HP;
  • Intelligence: -2 HP;
  • Healing via drugs removes all Fury stacks
PvE ability -5 damage taken from NPCs
Favorite weapon Shotguns gain two tiers for the purpose of damage multiplier calculations, see the note
Crit power 0–60
Acquisition Den (10:5) (picture)
  • Infantry is a tank class able to gain complete immunity to one chosen damage type.
  • For base stats, see the above table.

Enlisting as an infantryman comes with several benefits:

  • +5% to all DR caps
  • +7% to all DRs
  • Your Strikes ignore the target’s damage protection.
  • Using the ~infantry command allows you to select one damage type that you will become completely immune to for one minute. You cannot choose the same type twice in a row.

Note: In practical terms, Infantry's favorite weapon bonus adds (20% + 2% × Distance) to Shotguns' regular damage multiplier.

Killer

Killer
Min. Level 60
Role Utility
SPECIAL +3 Agility
SPECIAL scaling Agility: +1% chance to deal double damage
Fury -2% DR per stack (PvP only)
Rage Set attack delay to 700 for 10s
(triggers at 10 Fury stacks)
Drawbacks
  • Respawning takes 500% longer;
  • Intelligence: -2 to all DTs

PvE ability Regain ~1/3 of your APs when you kill an NPC
Favorite weapon Miniguns (+25% accuracy)
Crit power 0–95
Acquisition Hinkley (36:28) (picture)
  • Killer is a utility class that feeds on its victims, using each kill to fuel the next.
  • For base stats, see the above table.

Choosing the Killer life grants several powerful advantages:

  • +5% Lethality (your attacks automatically kill any target at or below 5% of their maximum HP)
  • Whenever you kill a player, you become immune to all damage for 3s and fully recover your health and action points.
  • Strike applies 6 stacks of Confusion and Fury to the target.
  • +25 AP Regen while the battle timer is active
  • +15% Lifesteal

Note: Installing two Tactical Module implants reduces Killer's replication cooldown from 300 to 225 seconds.

Leader

Leader
Min. Level 65
Role Tank
SPECIAL scaling Charisma: Improved flag buffs, see the table
Drawbacks
  • Field of View reduced by 50%;
  • Perception: -10 carry weight capacity
PvE ability NPCs receive 2 Weakness stacks per hit
Favorite weapon Flamers (Critical Chance Resistance: +2 HP)
Crit power 0–35
Acquisition Wind of War (32:31) (picture)
  • Leader is a tank class that provides powerful party‑wide buffs.
  • For base stats, see the above table.

Leadership gives you several advantages:

  • +50 Party Points.
  • +40% Critical Chance Resistance.
  • +4% Movement Speed bonus for each faction member in the same location.
  • Ability to plant flags that buff your team:
    • Flags apply a buff based on the Leader's Charisma to all teammates within their range.
    • To select the desired buff, your teammates can use the ~leader command or left-click one of your flags.
    • Setting up a flag requires Wood and has a 60-second cooldown.
    • Leader flag bonuses stack with those from non-Leader flags (WE, TC), but flag bonuses from multiple Leaders do not stack with one another.
Full list of Leader-specific flag buff effects 

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 +40 hit points (20 x 2 = 40), +20 healing rate (20 / 1 = 20), +5 Endurance and 5 seconds faster Healing Rate tickrate (20 / 4 = 5), and immunity to bleeding.

Category F
(CHAx2)
E
(CHA/1)
B
(CHA/2)
D
(CHA/3)
A
(CHA/4)
C
(CHA/5)
Unique Buff
Aggression +Damage per bullet +% damage +Luck
+DR Penetration
Bursts ignore critical resistances and deal double bonus critical damage (this stacks with After Burner gum)
Defense +Strength
+DR
+DT
+Damage Protection Knockout Immunity
Mobility +AP Regen +Movement Speed
+Attack Speed
+Agility Slow Immunity
Power +Critical Chance +%Critical Power
+Critical Roll
+Perception Halved reload cost
Unity +Critical Chance Resistance
+Critical Effect Resistance
+%Critical Power Resistance +Intelligence Burn Immunity
Vitality +Hit Points +Healing Rate +Endurance
+sec faster HR tickrate
Bleed Immunity

All the other classes

Name Req.
level
Effect Notes Fav. Weapon Base
Critical
Power
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
  • 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 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 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
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)