Caravans

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Revision as of 21:54, 10 June 2026 by Faster (talk | contribs) (Caravan routes: Fixed a minor issue)
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Caravans are co-op escort missions that vary in difficulty but have a common objective: protect a group of traders, and their precious cargo, on their way from point A to point B.

A caravan progresses towards its destination through a series of random encounters. The progress earned from an encounter depends on the route segment where the encounter takes place and the caravan's player count. Because of this, groups can finish caravans faster than solo players provided they can handle the difficulty, which scales with group size.

Basic information

  • When a caravan run starts, there is an announcement in the #eventlog channel (Discord invite link)
  • Caravan runs have an open lobby for 3 minutes before departure
  • There is no limit to the number of players/companions that can join a caravan
  • The caravan leader and NPC guards start with T1/T2 items but players have an option of upgrading their gear (armor, helmets, and weapons) via donation
  • Caravans work like they did in Fallout 2, going from location to location instantly
  • Caravan encounters cannot be entered from the world map
  • Caravan encounters scale with the number of players and the difficulty of the route
  • All caravan members are on the same team, which means that they share XP and Leader buffs. This includes players and the NPCs they control, the caravan leader, and caravan guard NPCs
  • Players cannot leave the caravan until it reaches the next point on its route which can take significantly longer than an hour
  • If the current caravan leader dies, one of guards assumes his role
  • NPC friendly fire is mostly disabled but AoE ground effects might bypass this so a bit of caution is needed
  • A caravan run is successful if "caravan progress" reaches 100%; individual encounters grant progress based on their difficulty: easy ones grant between 2% and 5%, the toughest ones can grant much more
  • Failure to complete a caravan run results in the loss of 5 caravan reputation points (capped at 0)

Rewards

Rewards for successfully getting a caravan to its destination may include:

  • Currency
  • Vault-Tec Cases or faction cases
  • Level Books
  • Caravan reputation points if you manage to complete the full route (from The Hub to The Hub)
    • Reputation points allow you to purchase rare items, combat implants, gear mods, and dungeon keys from a dedicated store at a significant discount; the inventory scales with the current Patch number
    • The caravan reputation trader refreshes his inventory once an hour
  • Completing a full Far Go Traders run has a 10% x Patch chance of rewarding a WE stat or a mutation

Caravan routes

There are seven different caravan routes. Completing an entire route (all of its segments) rewards reputation proportional to the route's length and difficulty.

Caravan reputation rewards by route 
Route Reputation
Goods'n'Go 3
Hang Transportation 3
Gun Runners 3
Van Graffs 8
Stockman's Association 8
Crimson Caravan 10
Far Go Traders 35

The tables below contain the following information:

  • Route segment: the two locations that the caravan travels between in sequence; to start the next segment you will need to talk to the caravan leader that spawns at the destination of the previous
  • Minimum progress per player: the guaranteed minimum amount of progress that will be awarded to the group for each player guarding the caravan every time an encounter is completed
  • Maximum progress per player: the maximum possible amount of progress that can be awarded to the group for each player guarding the caravan every time an encounter is completed
  • Group progress cap: the maximum combined amount of progress that a group can be awarded per encounter
Goods'n'Go
# Route segment Minimum progress
per player
Maximum progress
per player
Group progress cap
1 The Hub → Junktown 25% 50% 100%
2 Junktown → New Vegas 5% 10% 20%
3 New Vegas → Salt Lake City 0.5% 1% 2%
4 Salt Lake City → New Vegas 0.5% 1% 2%
5 New Vegas → Junktown 5% 10% 20%
6 Junktown → The Hub 25% 50% 100%
Hang Transportation
# Route segment Minimum progress
per player
Maximum progress
per player
Group progress cap
1 The Hub → Sarmatia 7.5% 15% 30%
2 Sarmatia → Steel Town 7.5% 15% 30%
3 Steel Town → San Francisco 7.5% 15% 30%
4 San Francisco → Steel Town 7.5% 15% 30%
5 Steel Town → Sarmatia 7.5% 15% 30%
6 Sarmatia → The Hub 7.5% 15% 30%
Gun Runners
# Route segment Minimum progress
per player
Maximum progress
per player
Group progress cap
1 The Hub → New Adytum 16.5% 33% 66%
2 New Adytum → San Diego 7.5% 15% 30%
3 San Diego → Point Poseidon 7.5% 15% 30%
4 Point Poseidon → The Glow 25% 50% 100%
5 The Glow → Necropolis 5% 10% 20%
6 Necropolis → The Hub 10% 20% 40%
Van Graffs
# Route segment Minimum progress
per player
Maximum progress
per player
Group progress cap
1 The Hub → Hawthorne 3% 6% 12%
2 Hawthorne → New Reno 5% 10% 20%
3 New Reno → New Vault City 5% 10% 20%
4 New Vault City → Modoc 12.5% 25% 50%
5 Modoc → New Vault City 12.5% 25% 50%
6 New Vault City → New Reno 5% 10% 20%
7 New Reno → Hawthorne 5% 10% 20%
8 Hawthorne → The Hub 3% 6% 12%
Stockman's Association
# Route segment Minimum progress
per player
Maximum progress
per player
Group progress cap
1 The Hub → Gordon's Gas Station 2.5% 5% 10%
2 Gordon's Gas Station → Redding 7.5% 15% 30%
3 Redding → The Den 7.5% 15% 30%
4 The Den → Klamath 33% 66% 132%
5 Klamath → The Den 33% 66% 132%
6 The Den → Redding 7.5% 15% 30%
7 Redding → Gordon's Gas Station 7.5% 15% 30%
8 Gordon's Gas Station → The Hub 2.5% 5% 10%
Crimson Caravan
# Route segment Minimum progress
per player
Maximum progress
per player
Group progress cap
1 The Hub → Wind of War 5% 10% 20%
2 Wind of War → NCR 16.5% 33% 66%
3 NCR → Broken Hills 5% 10% 20%
4 Broken Hills → Vault 8 3.5% 7% 14%
5 Vault 8 → Gecko 33% 66% 132%
6 Gecko → Broken Hills 5% 10% 20%
7 Broken Hills → NCR 16.5% 33% 66%
8 NCR → Wind of War 5% 10% 20%
9 Wind of War → The Hub 5% 10% 20%
Far Go Traders
# Route segment Minimum progress
per player
Maximum progress
per player
Group progress cap
1 The Hub → Necropolis 10% 20% 40%
2 Necropolis → Junktown 10% 20% 40%
3 Junktown → Wind of War 10% 20% 40%
4 Wind of War → New Vegas 7.5% 15% 30%
5 New Vegas → NCR 7.5% 15% 30%
6 NCR → Hawthorne 10% 20% 40%
7 Hawthorne → Broken Hills 5% 10% 20%
8 Broken Hills → Salt Lake City 3% 6% 12%
9 Salt Lake City → Gecko 4% 8% 16%
10 Gecko → Vault 8 33% 66% 132%
11 Vault 8 → Modoc 5% 10% 20%
12 Modoc → New Vault City 12.5% 25% 50%
13 New Vault City → The Den 7.5% 15% 30%
14 The Den → Klamath 33% 66% 132%
15 Klamath → Redding 4% 8% 16%
16 Redding → New Reno 5% 10% 20%
17 New Reno → Gordon's Gas Station 12.5% 25% 50%
18 Gordon's Gas Station → San Francisco 4% 8% 16%
19 San Francisco → Steel Town 7.5% 15% 30%
20 Steel Town → Sarmatia 7.5% 15% 30%
21 Sarmatia → New Adytum 5% 10% 20%
22 New Adytum → San Diego 7.5% 15% 30%
23 San Diego → Point Poseidon 7.5% 15% 30%
24 Point Poseidon → The Glow 25% 50% 100%
25 The Glow → The Hub 3% 6% 12%