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: +1 reload cost
|
| 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: -1% damage
|
| 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: -3% crit power
|
| 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: -4 AP Regen;
- 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: -1% crit chance;
- 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: -1% DR
|
| 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.
|
|
|
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: -3 melee damage
|
| 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%.
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
|
|
|
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: +2 incoming damage
|
| 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
- +30% character size
- Your Strikes ignore the target’s damage protection.
- Using the
~infantry command allows you to select one damage type that you will become immune to for one minute. Being "immune" to a damage type means that all incoming damage of that type will be reduced to 0. You cannot choose the same damage type twice in a row. Every time your immunity absorbs damage from an attack, its remaining duration goes down by 15 seconds. Damage immunity does not protect you from status effects.
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.
|
|
Paramedic
| Paramedic
|
| Min. Level |
65
|
| Role |
Tank
|
| SPECIAL |
+3 Intelligence
|
| SPECIAL scaling |
Intelligence: Revive cooldown reduction
|
| Fury |
-0.5% Movement Speed per stack
|
| Rage |
Cannot run for 10s
|
| Drawbacks |
- -50% damage;
- FA and Doctor give no XP;
- Perception: -3 HP restored per heal
|
| PvE Ability |
Doubled First Aid effect on NPCs
|
| Favorite Weapon |
Fast Pistols (+25% more healing to target)
|
| Crit Power |
0–30
|
| Acquisition |
Salt Lake (40:3) (picture)
|
|
- Paramedic is a tank class focused on healing, with the ability to revive dead players.
- For base stats, see the above table.
Being trained as a Paramedic has the following results:
- +100 Armor Class, -10 to attackers' AC mod, and 10% character size reduction.
- +50% First Aid and Doctor; both skills have their cooldowns set to 3 seconds; Doctor has no cooldown on removing the Slow effect.
- Ability to revive dead players:
- Base cooldown is 600 seconds; each point of Intelligence ≤ 25 reduces it by 5 seconds; points beyond 25 only reduce the cooldown by 1s.
- The Medic level perk reduces the cooldown to 300 seconds, and increases the reduction from Intelligence ≤ 25 to 10 seconds.
- The cooldown is applied to the target; players who are on cooldown and cannot be revived have a "+" in front of their overhead hit point display.
- Paramedic becomes immune to damage for 1 second after reviving someone; revived characters are immune for 8 seconds.
- Access to a special buff that grants +0.5% damage protection to your patients per stack; buff stacks received scale with your weapon's total perk ranks:
- 0-17: +1-3 stacks from FA/Doc, +10 after being revived;
- 18-33: +2-7 stacks from FA/Doc, +15 after being revived;
- 34-49: +3-10 stacks from FA/Doc, +20 after being revived;
- 50+: +4-15 stacks from FA/Doc, +25 after being revived.
- Your weapon perks' ranks have the following values for the purpose of this calculation: rank F = 1, E = 2, D = 3, C = 4, B = 5, A = 6, S = 7, S+ = 8.
- Characters with over 30 stacks of Paramedic's buff receive +100% healing from every source. A character cannot have more than 50 stacks.
- The stacks gradually expire while you're out of combat at the approximate rate of 1 stack every 5 seconds.
|
Priest
| Paramedic
|
| Min. Level |
70
|
| Role |
Tank
|
| SPECIAL scaling |
Endurance: -0.1s to Healing Rate tickrate.
|
| Fury |
-10% radiation resistance per stack
|
| Rage |
20-hex healing aura which lasts 10s and restores 10% of your teammates' max HP per second
|
| Drawbacks |
- +1 Fury stacks lost per attack;
- Carry weight reduced to 15%;
- Charisma: +1% attack delay
|
| PvE Ability |
NPCs you hit become visible to everyone for 20min
|
| Favorite Weapon |
Machine Guns (+10% Carry Weight Capacity)
|
| Crit Power |
0–20
|
| Acquisition |
The Den (10:5) (picture)
|
|
- Priest is a tank class focused on health recovery.
- For base stats, see the above table.
Priesthood confers several privileges:
- Healing from First Aid, Drugs, and healing ammo is doubled.
- For every 25 points of Healing Rate, you regain 1 HP every 2.1s. This replaces the regular HR effect. Endurance can reduce this all the way down to 0.1s.
- Anyone attacking Priests gets the Heresy debuff.
|
Random Boy
| Random Boy
|
| Min. Level |
100
|
| Role |
Semi‑tank
|
| SPECIAL scaling |
Current Luck (recalculated every roll):
|
| Fury |
Lose 1 DT per stack
|
| Rage |
Reset the current roll and its associated cooldown
|
| Drawbacks |
- Inconsistent performance;
- Strength: +1s battle timer duration
|
| PvE ability |
20% chance for NPCs to de‑aggro when hit
|
| Favorite weapon |
Assault Rifles: -3 to +3 damage per bullet (randomized for each attack)
|
| Crit power |
0–100
|
| Acquisition |
Reno (20:18), 2nd Street (picture)
|
|
- Random Boy is a semi‑tank gambling addict whose power level fluctuates wildly with every roll of the dice.
- For base stats, see the above table.
Letting RNGesus take the wheel has many surprising results:
- Strike applies a random effect to the target:
100% Slow for 5s, 50 Weakness, 25 Radiation, 50 Poison, 10 Paramedic buff stacks, 3‑second paralysis, active Sneak, or restores 50 HP.
- Using the
~randomboy command triggers a random roll of 9 stats, see the table below for details.
- The roll has a base cooldown of 5 minutes and 30 seconds; each point of Barter skill reduces this cooldown by 1 second.
- Stats from multiple rolls can stack.
- Chance of getting a lucky roll is capped at 95%.
| Full list of possible stat rolls (in random order)
|
| Lucky Roll |
Unlucky Roll
|
| +50 Hit Points |
-20 Hit Points
|
| +2 Action Points and +2 Movement AP |
-1 Action Points and +1 Movement AP
|
| +10 Lethal Damage |
-3 Lethal Damage
|
| -10% Attack Delay |
+3% Attack Delay
|
| +6% DR Penetration |
-1% DR Penetration
|
| +10% DT Penetration |
-3% DT Penetration
|
| +5s to turn duration and +3 turn‑based shots |
-1 turn duration and -1 turn‑based shots
|
| +15% Critical Power Resistance Penetration |
-5% Critical Power Resistance Penetration
|
| +50 Radiation Resistance, +50 Poison Resistance, and +50 Carry Weight |
-25 Radiation Resistance, -25 Poison Resistance, and -25 Carry Weight
|
| +75 Sequence |
-25 Sequence
|
| +20 Melee Damage |
-5 Melee Damage
|
| +3 Strength, Perception, Endurance, Charisma, Intelligence, and Agility |
-1 Strength, Perception, Endurance, Charisma, Intelligence, and Agility
|
| +10% Critical Chance |
-3% Critical Chance
|
| +40% Critical Power |
-20% Critical Power
|
| +80 Critical Roll |
-30 Critical Roll
|
| +5 Sight range |
-5 Sight range
|
| +60 Healing Rate and +225 Armor Class |
-20 Healing Rate and -75 Armor Class
|
|
|
Raider
| Raider
|
| Min. Level |
95
|
| Role |
Utility
|
| SPECIAL scaling |
Agility: +0.1 APs regenerated per second
|
| Fury |
Lose 3 Action Points per stack
|
| Rage |
Gain 100% Lifesteal for 10s
|
| Drawbacks |
- ‑1 to all SPECIAL
- 25% longer attack delay
- Lose 1‑3 Action Points when attacking NPCs
- Strength: -0.5 damage per bullet
|
| Favorite weapon |
Fire Weapons (leave fire hexes on targets)
|
| Crit power |
5–25
|
| Acquisition |
Reno (20:18), Virgin Street (picture)
|
|
- Raider is a utility class focused on Action Points.
- For base stats, see the above table.
Being a Raider means being ready for action; that's why you get:
|
Regulator
| Regulator
|
| Min. Level |
25
|
| Role |
Utility
|
| SPECIAL scaling |
Charisma: +10% accuracy
|
| Drawbacks |
- Amplified trait downsides
- Endurance: -0.5 Luck when calculating your armor's condition loss
|
| PvE ability |
5% chance to knock NPCs down on hit
|
| Favorite weapon |
Damage Pistols (-1 AP cost)
|
| Crit power |
10–40
|
| Acquisition |
New Adytum (29:45), South East Gate (picture)
|
|
Becoming a Regulator fundamentally changes your character:
- You gain 2 additional traits, for a total of 4 (use the
~trait menu to choose which ones you want).
- Your traits are significantly different from their normal versions, see the Regulator article for details.
|
All the other classes
| Name
|
Req. level
|
Effect
|
Notes
|
Fav. Weapon
|
Base Critical Power
|
| 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)
|