Difference between revisions of "Class Perks"

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Be aware that each class has different [[Damage Resistance]] modification, see table in [[Damage Resistance]].
 +
 
{| class="wikitable sortable" border="1"
 
{| class="wikitable sortable" border="1"
 
|-
 
|-
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!  Effect
 
!  Effect
 
!  Notes
 
!  Notes
Basic <br> Critical <br> Power
+
Fav. Weapon
 +
!  Base<br>Critical<br>Power
 
|-
 
|-
| [[Alien Perk|Alien]]
+
| [[Alien Perk|Alien]]
 
| 45
 
| 45
|  
+
|
 +
* +3 [[Intelligence]]
 
* +50 Crafting cap
 
* +50 Crafting cap
 
* Learning on crafting adds to max
 
* Learning on crafting adds to max
*For each Intelligence gets 5% more experience on crafted gear
+
* For each Intelligence gets 5% more experience on crafted gear
*Can Craft special [[Alien Weapons]] and use them.
+
* 66% chances instead of 33% to get critical effect
*Can't use non-alien weapons
+
* Can Craft special [[Alien Weapons]] and use them.
*66% chances instead of 33% to get critical effect
+
* 1 Fury, lose 1% damage protection.
*PvE Ability: apply 5% of dmg to radiation against NPCs
+
* Rage: gain exp on worn weapon x4 for 10 sec
 +
*<span style="color:#800080">Can't use non-alien weapons</span>
 +
*'''PvE Ability:''' apply 5% of dmg to radiation against NPCs
 
|  
 
|  
 
*You can get this perk in [[Necropolis]] near vertibird
 
*You can get this perk in [[Necropolis]] near vertibird
 
*Alien weapons fit for frontline and sniper build types
 
*Alien weapons fit for frontline and sniper build types
 +
| [[Weapon Types|ETG]]<br>Ignores Electric Damage immunity.
 
| 0-10
 
| 0-10
 
|-
 
|-
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|  
 
|  
 
*+3 [[Perception]]
 
*+3 [[Perception]]
*You have a 90% chance to not de-sneak when attacking opponents.
+
*You have a 92% chance to not de-sneak when attacking opponents.
*Gives you a 10% chance to go into sneak when performing any action (regardless of being seen by players or not).
+
*Gives you a 10% chance to go into sneak when performing any action<br>(regardless of being seen by players or not).
 
*For each Perception gets +1% critical chance
 
*For each Perception gets +1% critical chance
 
*Immunity to Motion Sensor
 
*Immunity to Motion Sensor
* While de-sneaked, your damage is reduced by 75%.
 
*PvE Ability: 25% critcal chance against NPCs
 
 
* Gives 100 Stealth on battle timer
 
* Gives 100 Stealth on battle timer
 +
*<span style="color:#800080">While de-sneaked, your damage is reduced by 75%.</span>
 +
*'''PvE Ability:''' 25% critcal chance against NPCs
 +
 
|  
 
|  
 
*You can take this perk in [[Hub]] Old town
 
*You can take this perk in [[Hub]] Old town
 
*Take note that opponent [[Perception]] lower a [[Sneak]] Skill by 7% per
 
*Take note that opponent [[Perception]] lower a [[Sneak]] Skill by 7% per
 +
| [[Weapon Types|Range Pistols]] +3 range when using Range Pistols
 
| 0-90
 
| 0-90
 
|-
 
|-
 
| [[Bounty Hunter]]
 
| [[Bounty Hunter]]
 
| 80
 
| 80
|  
+
|
 
*+3 [[Luck]]
 
*+3 [[Luck]]
*Bonuses to Critical Roll that scales with your and target base critical chance combined (crit chance bonuses from weapon, and More HtH Criticals perk doesn't apply)
+
*Bonuses to Critical Roll that scales with your and target base critical chance combined<br>(crit chance bonuses from weapon, and More HtH Criticals perk doesn't apply)
 
*25% penetration of target critical roll defenses. These allows to achieve devastating critical effects such as cripples and knockouts way easier, especially against character with stonewall perk.  
 
*25% penetration of target critical roll defenses. These allows to achieve devastating critical effects such as cripples and knockouts way easier, especially against character with stonewall perk.  
 
*Penetrate Armor Perk (Fill The Gaps and Heavy)
 
*Penetrate Armor Perk (Fill The Gaps and Heavy)
 
*Extra flat critical power for each 10 FoV
 
*Extra flat critical power for each 10 FoV
 
*Extra FoV for each critical chance
 
*Extra FoV for each critical chance
*Applies debuff when hitting opponent lowering the targets damage until death
+
*Extra 0.5 [[Sight]] for each critical chance
*You cannot take drugs (this includes cannibal drugs).
+
*Applies "Bounty" debuff when hitting opponent lowering the targets damage until they die.
 +
*Bounty Hunter puts marked status on every attack for 4 sec.
 +
*Deals 1% of targets max hp per bounty stack
 
*[[Strike]]: Apply 10 bounty stacks for target  
 
*[[Strike]]: Apply 10 bounty stacks for target  
*-1% attack speed per [[Luck]](-5% gain luck)
+
*-1% attack speed per [[Luck]].
*PvE Ability: deal 1% max heal against NPCs(NPC's HP)
+
*<span style="color:#800080">You cannot take drugs (this includes cannibal drugs).</span>
 +
*<span style="color:#800080">The bounty power will drop by 1 if the owner has the Quick Fingers perk.</span>
 +
*'''PvE Ability:''' deal 1% max heal against NPCs(NPC's HP)
 
|
 
|
 
*You can take this perk in [[Klamath]]
 
*You can take this perk in [[Klamath]]
 
*Healing drugs however (such as Stimpaks) are still able to be used
 
*Healing drugs however (such as Stimpaks) are still able to be used
 
*Do note that perks such as [[Iron Limbs]] which grants full protection against arms critical effects regardless of penetration
 
*Do note that perks such as [[Iron Limbs]] which grants full protection against arms critical effects regardless of penetration
 +
*See Bounty Stacks above target's head
 +
| +10% power, +10 sec for applying [[Slow]] and ignore class negative scaling when using [[Weapon Types|Plasma Weapons]]
 
| 0-75
 
| 0-75
 
|-
 
|-
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* + 2 [[Hit Point]] per [[Charisma]]
 
* + 2 [[Hit Point]] per [[Charisma]]
 
* + 3 [[Charisma]]
 
* + 3 [[Charisma]]
* Healing Rate set to 0
+
* 1 Fury, -1 [[Charisma]]
*PvE Ability: gain 10% more exp
+
* Rage: Set 2 random special to 1 for 10 sec.
 +
*<span style="color:#800080">Healing Rate set to 0</span>
 +
*'''PvE Ability:''' gain 10% more exp
 
|  
 
|  
 
*You can get this perk in Klamath in Vics shack
 
*You can get this perk in Klamath in Vics shack
 
*Remember to take it before Level 50
 
*Remember to take it before Level 50
 
*You die on 0 hit points
 
*You die on 0 hit points
 +
*Cannot take Gifted or Bonehead as third [[Trait]]
 +
| +3 Damage per Bullet when using [[Weapon Types|SMGs]]
 
| 0-45
 
| 0-45
 
|-
 
|-
| [[Clone]]  
+
| [[Clone]]<br> 
 
| 150    
 
| 150    
 
|  
 
|  
 +
*+3 [[Endurance]]
 
*You gain 25 CW for every point of Charisma.
 
*You gain 25 CW for every point of Charisma.
*If the Clone kills an NPC you get none of the experience points from that kill.
+
*Ability to create a NPC companion with the same stats and gear.
*Clone NPC gives the player 15 small hex vision that updates every 5 Seconds.
 
 
*Getting clone perk grants immunity to knockouts, knockbacks, knockdowns and heavy handed. (works for both you and your clone)
 
*Getting clone perk grants immunity to knockouts, knockbacks, knockdowns and heavy handed. (works for both you and your clone)
*Clone player deals 50% more damage when clone NPC is dead.  
+
*Player deals 50% more damage when clone NPC is dead.
*PvE Ability: Deal 5% less damage against NPCs
+
*When NPC Clone is alive and Player Clone dies, instant revive but clone dies.
 +
*<span style="color:#800080">Can't see team markers.
 +
*<span style="color:#800080">Can't install [[Implants]].
 +
</span>
 +
*'''PvE Ability:''' Deal 5% less damage against NPCs
 
|
 
|
*You can get this perk in [[Vault 8]]
+
*You can get this perk in [[New Vault City]]
 +
*Added command ~clone to spawn clone. 9 minutes cooldown. Can be triggered with speech. (clone doesn't spawn by itself)
 +
*Clone cooldown can be reduced to 35 sec by 500 speach, if you take good natured perk this will further reduce the cd by 20 sec to 15 sec (cap)
 +
*PvE perks don't work for the NPC.
 
*PvE Perks such as Mini Toughness and  Quick Dodger protects you.    
 
*PvE Perks such as Mini Toughness and  Quick Dodger protects you.    
 
*The Clone NPC doesn't need any ammunition
 
*The Clone NPC doesn't need any ammunition
*PvE Perks such as Small Ranged Damage, Brute and Murder works against the Clone.
+
*Clone gives vision around even when dead.
*If killed the Clone takes about 2 Minutes to respawn.
 
 
*The Clone can't carry any gear
 
*The Clone can't carry any gear
 +
*Clone cannot use grenades, throwing knives, or any "stackable weapons".
 
*When alt clicking to set a rally point to move your clone "defend move" seems to be the most effective as it doesn't seem to aggro clone onto* sometimes neutral NPCs
 
*When alt clicking to set a rally point to move your clone "defend move" seems to be the most effective as it doesn't seem to aggro clone onto* sometimes neutral NPCs
 +
*Reacts to marks: <br>Red: aggressive +50% damage, -20% DR.<br>Purple: defensive -50% damage, +20% DR.<br>Blue or unmarked: no changes.
 +
| [[Weapon Types|Laser Weapons]]  5% chance to bounce attack to another target (like ETG).
 
| 0-50
 
| 0-50
 
|-
 
|-
 
| [[Combat Master]]
 
| [[Combat Master]]
| 55
+
| 35
 
|  
 
|  
*+10 [[Melee]] damage
+
* +30 [[Melee]] damage
*+100% to critical chance on [[Melee]] attacks
+
* +125% to critical chance on [[Melee]] attacks
*Critical table up
+
* Using Critical tabel for 2h range weapons.
*For each Strength 1 [[Critical Power]]
+
* For each Strength 1 [[Critical Power]]
*Lose all traits
+
* [[Strike]]: On 20 range move next to target
*For each [[Fury]] stacks will gets +5 critical power
+
* Ignore Melee Protection for 10 sec after strike
*[[Strike]]: On 20 range move next to target
+
* Battle timer on getting hit its 90% shorter(attack still 10/30)
*PvE Ability: increase lifesteal cap to 50% against NPCs
+
* Combat Master uses the Ranged [[Critical hit]] table when using melee weapons<br>(so your crits are stronger)
*Battle timer on getting hit its 90% shorter(attack still 10/30)
+
* 1 Fury, Gain 6% Critical Power
 +
* Rage: Ignore Critical Resistances for 10 sec
 +
*<span style="color:#800080">Lose all traits</span>
 +
*'''PvE Ability:''' increase lifesteal cap to 50% against NPCs
 
|
 
|
 
*You can take this perk in [[San Francisco]] building above Dr.fung clinic
 
*You can take this perk in [[San Francisco]] building above Dr.fung clinic
*Taking [[Gifted]] or [[Bloody Mess]] before taking [[Combat Master]] is bad idea.
+
*Taking [[Gifted]] or [[Bloody Mess]] before taking [[Combat Master]] will make your build useless.
 +
| [[Weapon Types|Hammers]] +30 Melee damage
 
| 0-80
 
| 0-80
 
|-
 
|-
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| 120
 
| 120
 
|
 
|
*Sets the amount of implant limits to 10 combat implants and 12 special implants which can't be increased by [[Charisma]]
+
* Sets the amount of implant limits to 12 combat implants and 15 special implants which can't be increased by [[Charisma]]
*Unlocks powerful third tier of combat implants by installing the same combat implant for the third time after 2 previous installations
+
* Unlocks powerful third tier of combat implants by installing the same combat implant for the third time after 2 previous installations
*For each Luck gets +1 extra critical power (on top of what Luck already gives)
+
* For each Luck gets +1 extra critical power (on top of what Luck already gives)
*You become highly vulnerable to EMP damage
+
* You can take this perk in Gecko, Scrapyard
*When above 25 [[fury]] stacks you cause EMP explosions around you for 25% of your max HP
+
* You can install and uninstall implants for free at anytime by using ~cmd command
*0.25% chance to lose 1 [[Implants|Special implant]] on death
+
* Immunity to [[Bleed]] effect.
*0.05% chance to lose 1 [[Implants|Combat implant]] on death
+
* 1 Fury, gain 2% EMP DR
*PvE Ability: Receive 5 more damage from NPCs
+
* Rage: Cause EMP explosions around you for 25% of your max HP
 +
*<span style="color:#800080">You become highly vulnerable to EMP damage</span>
 +
*<span style="color:#800080">0.25% chance to lose 1 [[Implants|Special implant]] on death</span>
 +
*<span style="color:#800080">0.05% chance to lose 1 [[Implants|Combat implant]] on death</span>
 +
*'''PvE Ability:''' Receive 5 more damage from NPCs
 
|
 
|
*You can take this perk in Gecko, Scrapyard
 
*You can install and uninstall implants for free at anytime by using ~cmd command
 
 
(Please note that if you install implants via the normal method and not with the Cyborg cmd menu, you will lose any implant tokens you would normally receive when you next reroll)
 
(Please note that if you install implants via the normal method and not with the Cyborg cmd menu, you will lose any implant tokens you would normally receive when you next reroll)
 
*You can say random joke by ~cmd command
 
*You can say random joke by ~cmd command
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*To repair your damaged limbs you need to use command ~cmd
 
*To repair your damaged limbs you need to use command ~cmd
 
*Healer perk doesn't work for you
 
*Healer perk doesn't work for you
 +
| Apply Shock for 1 sec when using [[Weapon Types|clubs]]
 
| 0-65
 
| 0-65
 
|-
 
|-
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* + 10% [[Movement Speed]]
 
* + 10% [[Movement Speed]]
 
* + 3 [[Strength]]
 
* + 3 [[Strength]]
* + 5 [[Melee]] Damage per [[Fury]] Stack
+
* 1 Fury, gain 5 Melee Damage
 +
* Rage: Gain Cripple random limb. [[Taunt]] all players on the map for 3 sec (except own faction members).
 
* Natural Armor
 
* Natural Armor
* Can't use guns and armors
+
*<span style="color:#800080">Can't use guns and armors</span>
* [[Strike]]: put 50 slow on target
+
*'''PvE Ability:''' +10 melee damage against NPCs
 
Scaling:
 
Scaling:
*[[AP Regen]] - 0.01 for melee damage(before double)
+
*[[AP Regen]]: +0.01 for melee damage(before double)
*[[Life Steal]] - 1% target life(doesnt adds above lifesteal cap)
+
*[[Lifesteal]]: 1% target life(doesnt adds above lifesteal cap)
*[[Movement Speed]] - 1% for 1% extra exp(loner, charisma etc)
+
*[[Sneak]]: +20 for 1 [[Strength]]
*[[Stealth]] - 10 for 1 [[Strength]]
+
*[[Armor Class]]: +1 AC for 1 [[Sneak]]
*[[Critical Chance]] - [[Intelligence]] + [[Endurance]] + [[Agility]]
+
*[[Critical Chance]]: +[[Intelligence]] + [[Endurance]] + [[Agility]]
*PvE Ability: +10 melee damage against NPCs
+
*[[Movement Speed]]: +3% per [[Luck]]
 
|  
 
|  
 
You can get this perk in [[Modoc]] in north <br>
 
You can get this perk in [[Modoc]] in north <br>
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*Explode DR: 50 + [[Endurance]], DT: 6 + [[Agility]]
 
*Explode DR: 50 + [[Endurance]], DT: 6 + [[Agility]]
 
*Electro DR: 30 + [[Action Points]], DT: 3 + [[Perception]]
 
*Electro DR: 30 + [[Action Points]], DT: 3 + [[Perception]]
*Critical % Power Resistance: 15% + [[Action Point]] for moving
+
*Critical % Power Resistance: 15% + [[Action Points]] for moving
 
*Critical Power Resistance: 0 + [[Movement Speed]]
 
*Critical Power Resistance: 0 + [[Movement Speed]]
 
*Critical Chance Resistance: 5% + [[Strength]]
 
*Critical Chance Resistance: 5% + [[Strength]]
*[[Hit Points]]: base + 3x[[Flat Damage]](base only, not 20luck)
+
*[[Hit Points]]: base + 3x[[Lethal Damage]](base only, not 20luck)
 +
* All the above stats scale to your worn helmet see [[Deathclaw Perk]] for more info.
 +
| +5 Heavy handed malus wtih [[Weapon Types|Punch Weapons]]
 
| 0-55
 
| 0-55
 
|-
 
|-
 +
| [[Hubologist]]
 +
| 105
 +
|
 +
* +100 hit points
 +
* 20% more exp for each point of Intelligence on wearing gear
 +
* Upgrade item perks buffed ([[Hubologist|see table]])
 +
* <span style="color:#800080">Lose all perks</span>
 +
|
 +
*You can take this perk in [[San Francisco]] (Tanker)
 +
| [[Weapon Types|Electro Weapons]] double damage
 +
| 10-20
 +
|-
 
| [[Infantry]]
 
| [[Infantry]]
 
| 130
 
| 130
 
|  
 
|  
 +
*+3 [[Strength]]
 
*+7% Each DRs
 
*+7% Each DRs
 
*Immunity to selective damage type for 1 minute per each Endurance level
 
*Immunity to selective damage type for 1 minute per each Endurance level
 
*Change DR cap from 90% to 100%
 
*Change DR cap from 90% to 100%
*-30% HP
+
*[[Strike]]: Ignore [[Damage Protection]]
*[[Strike]]: Ignore Damage Reduction
+
*<span style="color:#800080">-30% HP</span>
*PvE Ability: Receive 5 less damage from NPCs
+
*'''PvE Ability:''' Receive 5 less damage from NPCs
 
|  
 
|  
 
*You can take this perk in Navarro
 
*You can take this perk in Navarro
 
*Can't choose same immune type twice in a row
 
*Can't choose same immune type twice in a row
 
*Lose [[Fury]] stacks when using healing drugs
 
*Lose [[Fury]] stacks when using healing drugs
 +
| [[Weapon Types|Assault Rifles]] +2 to all DR
 
| 0-60
 
| 0-60
 
|-  
 
|-  
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| 60
 
| 60
 
|  
 
|  
*+3 [[Agility]]
+
* +3 [[Agility]]
*Regen all your [[Action Points]] when you kill enemy Player
+
* Regen all your [[Action Points]] when you kill enemy Player
*Regen All [[Hit Points]] when you kill enemy Player
+
* Regen All [[Hit Points]] when you kill enemy Player
*For each [[Agility]] gets +1% to double damage
+
* Gets 3 seconds of immune after scoring a kill on a player
*+10% [[Lifesteal]]
+
* For each [[Agility]] gets +1% to double damage
*Your respawn will be 500% longer than normal.
+
* +15% [[Lifesteal]]
*Gets [[Fury]] stacks from NPC attacks
+
* [[Strike]]: Apply 6 confusion and [[fury]] for target  
*For each [[Fury]] stack will lose 3% DR
+
* gets +25 AP Regen on battle timer
*[[Strike]]: Apply 6 confusion and [[fury]] for target  
+
* 1 Fury, Lose 2% DR
*PvE Ability: Regen 30% your [[Action Points]] when you kill enemy NPC
+
* Rage: Set Attack Delay on 700 (killer's rage is on 10 fury)
*gets +25 AP Regen on battle timer
+
*<span style="color:#800080">Your respawn will be 500% longer than normal.</span>
 +
*'''PvE Ability:''' Regen 30% your [[Action Points]] when you kill enemy NPC
 
|
 
|
 
*You can take this perk in Hinkley
 
*You can take this perk in Hinkley
Line 200: Line 253:
 
*Sometimes when you kill npc you not gen your AP, just reload or use action points for another action, and you get it back.
 
*Sometimes when you kill npc you not gen your AP, just reload or use action points for another action, and you get it back.
 
*In turn based if you kill something, and use rest of your action points, you get some, but your turn go away.
 
*In turn based if you kill something, and use rest of your action points, you get some, but your turn go away.
 +
| [[Weapon Types|Miniguns]] +25% accuracy
 
| 0-95
 
| 0-95
 
|-
 
|-
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|
 
|
 
*+50 [[Party Points]]
 
*+50 [[Party Points]]
*+50% [[Critical Chance Resistance]]
+
*+40% [[Critical Chance Resistance]]
 
*+4% [[Movement Speed]] for each faction member in location
 
*+4% [[Movement Speed]] for each faction member in location
 
*Ability to create flags which provide buffs to team
 
*Ability to create flags which provide buffs to team
*For each Charisma have 5 second lower cooldown for creating flag
+
*60 sec cd on flag creation
*FoV is halved
+
*<span style="color:#800080">FoV is halved</span>
*PvE Ability: apply 2 weakness on NPCs
+
*'''PvE Ability:''' apply 2 weakness on NPCs
 
|
 
|
 
*You can take this perk in [[Wind of War]]
 
*You can take this perk in [[Wind of War]]
*Base cooldown for flag is 200 seconds
 
 
*You need Wood for build a flag
 
*You need Wood for build a flag
 
*Flags stacks bonuses with [[War Event]] Flags or [[Town Control]] Flags
 
*Flags stacks bonuses with [[War Event]] Flags or [[Town Control]] Flags
Bonuses:
+
* Flags don't work on NPC companions.
*Mobility: + 1 [[Charisma]], + 1 [[Agility]], + 3% [[Movement Speed]], + 3% Attack Speed, + 15 [[AP_Regen|AP Regen]] (Cap = + 45 [[AP_Regen|AP Regen]])
+
| [[Weapon Types|Flamers]] +30 HP
*Defense: + 1 [[DR]], + 1 [[DT]], + 0.5% [[Damage Reduction]] (Cap = + 1.5% [[Damage Reduction]]), + 2% [[Critical Chance Resistance]], + 3% [[Critical_Power_Resistance|Critical Power resistance]]
 
*Aggression: + 1 [[Luck]], + 1 [[Intelligence]], + 2% [[Lifesteal]], + 3% [[Damage]], + 5 Flat Damage (Cap = + 15 Flat Damage)
 
*Vitality: + 1 [[Endurance]], + 3% [[Hit Points]], - 1 sec [[Healing Rate]] Time, + 15 [[Healing Rate]] (Cap = + 45 [[Healing Rate]]), + 1 [[Strength]]
 
*Power: + 1 [[Perception]], + 4% [[Critical_Power|Critical Power]], + 4 [[Critical_Power|Critical Power]] (Cap = + 12 [[Critical_Power|Critical Power]]), + 3% [[Critical_Chance|Critical Chance]], + 1 Critical rolls(against stonewall etc)
 
 
| 0-35
 
| 0-35
 
|-
 
|-
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| 65
 
| 65
 
|
 
|
 +
*+3 [[Intelligence]]
 
*+50% [[First Aid]]
 
*+50% [[First Aid]]
 
*+50% [[Doctor]]
 
*+50% [[Doctor]]
 
*+100 [[Armor Class]]
 
*+100 [[Armor Class]]
*3 seconds cooldown on First Aid and Doctor
+
*-10 [[Ammo|AC mod]] for attackers
*Ability to revive people
+
* 3 seconds cooldown on First Aid and Doctor.
*For each Intelligence gets 5 seconds of reduction CD in reviving
+
* Ability to revive people (Base CD is 480 seconds).
*You deal -50% total damage
+
* For each Intelligence gets 5 seconds of reduction CD in reviving.
*Healing others gives them temporary 0,5% [[Damage Reduction]] per stack
+
* Healing others gives them temporary 0,5% [[Damage Protection]] per stack.
*-0,5% Movement speed per [[fury]] stack
+
* 1 Fury, lose 0,5% Movement speed.
*PvE Ability: double FA effect on NPCs
+
* Rage: Can't run for 10 sec
 +
*<span style="color:#800080">You deal -50% total damage</span>
 +
*'''PvE Ability:''' double [[First Aid|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
 
*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
 
*bonus [[First Aid]] or [[Doctor]] doesn't go over cap
*Base cooldown for revive is 480 seconds
+
*Base cooldown for revive is 560 seconds
*[[Medic]] perk reduce base cooldown to 240 and change For each Intelligence gets 10 seconds of reduction CD in reviving
+
*[[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
 
*Revive give 10 stacks of buff
*on Revive cooldown you can't use [[Doctor]] Skill
+
*On Revive cooldown you can't use [[Doctor]] Skill
 +
*Revive gives revived player 10 stacks of Damage Protection buff
 +
*Amount of HP after revive depends on doctor skill of paramedic
 +
| [[Weapon Types|Fast Pistols]] +25% more healing to target
 
| 0-30
 
| 0-30
 
|-
 
|-
Line 250: Line 305:
 
| 70
 
| 70
 
|  
 
|  
*+3 [[Intelligence]]
+
* Double all heals: First Aid and meds.
*Double all heals: First Aid and meds.
+
* Heal 1 hp per 25 healing rate after 2,1 seconds, instead having healing rate
*Heal 1 hp per 25 healing rate after 2,1 seconds, instead having healing rate
+
* -0,1 seconds heal cooldown per endurance
*-0,1 seconds heal cooldown per endurance
+
* 1 Fury, Lose 10% Rad Resistance
*Change your Carry Weight to 15%.
+
* Rage: Heal whole faction/war event team for 10% their max health per sec for 10 sec in 20 hexes range
*For each stack decrease Rad Resistance by 10.
+
* Attacking enemy lower Fury stacks by 1 point more.
*[[Strike]]: Remove all own debuffs(bounty, weakness, slow, [[fury]], Rad)
+
* Heresy status: Sets attack delay to 1200 for 4 seconds, to anyone who attacks them.
*PvE Ability: mark npc visible for everyone
+
*<span style="color:#800080">Change your Carry Weight to 15%.</span>
 +
*'''PvE Ability:''' mark NPC visible for everyone
 
|
 
|
 
*You can take this perk in [[Den]], church
 
*You can take this perk in [[Den]], church
Line 263: Line 319:
 
*[[Healing Needler Ammo]] heals others double when priest using it
 
*[[Healing Needler Ammo]] heals others double when priest using it
 
*Healing rate trigger every 5 seconds
 
*Healing rate trigger every 5 seconds
 +
| [[Weapon Types|Machine Gun]] +10% Carry Weight
 
| 0-20
 
| 0-20
 
|-
 
|-
Line 269: Line 326:
 
|
 
|
 
* +1 [[Action Points]]
 
* +1 [[Action Points]]
*Chance to roll of 20% while tick effect
 
*Rolls 9 stats, can be negative
 
 
*Randomboy have 3,5% to roll good stat per luck. Gain Luck gives 17,5%.
 
*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]]:
 
Roll 1 extra stat which effect is scaling with [[Luck]]:
 
*5% damage per Luck
 
*5% damage per Luck
*3% [[Damage Reduction]] per [[luck]]
+
*2% [[Hit Points]] per [[luck]]
 
*2% [[Lifesteal]] per [[luck]]
 
*2% [[Lifesteal]] per [[luck]]
 
*5 [[AP Regen]] per [[Luck]]
 
*5 [[AP Regen]] per [[Luck]]
 
*3% [[Movement Speed]] per [[Luck]]
 
*3% [[Movement Speed]] per [[Luck]]
*[[Strike]]: Apply Random effect for target : 10 slow, 50 weakness, 25 Rad, 50 poison, 50 heal, 10 Paramedic Buffs, active sneak
+
*[[Strike]]: Apply Random effect for target : 100% [[Slow]] for 5 sec, 50 weakness, 25 Rad, 50 poison, 50 heal, 10 Paramedic Buffs, active sneak
*PvE Ability: 20% chance that npcs will deagro on you when you attack
+
*Roll`s has been capped at 95%.
 +
* 1 Fury stack, Lose 1 DT
 +
* Rage: Remove roll and reset roll CD
 +
*<span style="color:#800080">Rolls 9 stats, can be negative</span>
 +
*'''PvE Ability:''' 20% chance that NPCs will deagro on you when you attack
 
|
 
|
 
*You can take this perk in New Reno Shark Club
 
*You can take this perk in New Reno Shark Club
*it rolls the Stats on actions like idling(every 5 sec), attack, reloading, get attacked, start turn, login to game, enter to new location
+
*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 can stack
 
Stats what Randomboy can roll:
 
Stats what Randomboy can roll:
*[[Critical Power]] -20 or 40
+
*+50 Hit Points or -20 Hit Points
*[[Critical Power]] -20% or 40%
+
*+2 Action Points and +2 Movement Action Points or -1 Action Point and +1 Movement Action Point
*[[Critical Chance]] -5% or 10%
+
*10 Lethal Damage or -3 Lethal Damage
*One of [[DR]] -3% or 10%
+
*-10% Attack Delay or +3% Attack Delay
*One of [[DT]] -1 or 6
+
*+6% DR Penetration or -1% DR Penetration
*[[Rad Resistance]] and [[Poison Resistance]] -25 or 50 and carry weight -50 to 100
+
*+10% DT Penetration or -3% DT Penetration
*all of [[S.P.E.C.I.A.L.]] -1 or 3
+
*+5 turnbase time and +3 turnbase shots or -1 turnbase time and -1 turnbase shots
*[[Hit Points]] -20 or 50
+
*+15% Critical Power Resistance Penetration or -5% Critical Power Resistance Penetration
*[[Action Points]] and turnbased AP for move -1 or 3
+
*+50 Radiation, Poison Resistance and +50 Carry Weight or -25 Radiation, Poison Resistance and -25 Carry Weight
*[[Sequence]] -25 or 75
+
*+75 Sequence or -25 Sequence
*[[Melee]] Damage -5 or 20
+
*+20 Melee Damage or -5 Melee Damage
*[[Healing Rate]] -20 or 60
+
*+3 S.P.E.C.I.A or -1 S.P.E.C.I.A
*[[Armor Class]] -75 or 225
+
*+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
 +
| [[Weapon Types|Shotguns]] penetrate 100% [[DT]] resistance
 
| 0-100
 
| 0-100
 
|-
 
|-
Line 304: Line 368:
 
| 95
 
| 95
 
|
 
|
* Double Action Points
+
* Double Action Points.
* Regen Action Points while running
+
* Regen Action Points while running.
* Strike: apply 4-10 AP Drain on Target
+
* Strike: apply 4-10 AP Drain on Target.
* For each [[fury]] stack lose a Action Point
+
* For each agility gets 0.1 AP/s regen.
* -1 to all special
+
* Gain [[Lethal Damage]] equal to Action Points.
* 25% longer attack speed
+
* 1 Fury, lose 3 AP.
* For each agility gets 0.1 AP/s regen
+
* Rage: gain 100% lifesteal for 10 sec
*PvE Ability: Lose 1-3 AP for attack NPC
+
* Immunity to lost turn effect.
 +
* <span style="color:#800080">-1 to all special</span>
 +
* <span style="color:#800080">25% longer attack speed</span>
 +
*'''PvE Ability:''' Lose 1-3 AP for attack NPC
 
|
 
|
 
*You can get this perk in in New Reno
 
*You can get this perk in in New Reno
 +
| [[Weapon Types|Fire Weapons]] +2 Damage on Burning
 
| 5-25
 
| 5-25
 +
|-
 +
| [[Regulator]]
 +
| 25
 +
|
 +
* You get +2 Traits, and changes [[Regulator|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
 +
| [[Weapon Types|Damage Pistols]] -1 AP Cost
 +
| 10-40
 
|-
 
|-
 
| [[Scout]]
 
| [[Scout]]
 
| 85
 
| 85
 
|  
 
|  
 +
*+3 [[Luck]]
 
*Ability to use learning skill on Sneak Skill.
 
*Ability to use learning skill on Sneak Skill.
 
*Removing a stealth cap(1000)
 
*Removing a stealth cap(1000)
Line 324: Line 404:
 
*Deals +125% damage on targets with lower than 50% max [[Hit Points]]
 
*Deals +125% damage on targets with lower than 50% max [[Hit Points]]
 
*[[Strike]]: For each luck gets 5% chance to knockout target
 
*[[Strike]]: For each luck gets 5% chance to knockout target
*Lose 25% [[Movement Speed]] when de-sneaked
 
*Can't gain movement speed.
 
 
*Scout have 8 AP cost to active Sneak
 
*Scout have 8 AP cost to active Sneak
*PvE Ability: penetrate 5% DR vs NPCs
+
*<span style="color:#800080">Lose 25% [[Movement Speed]] when de-sneaked</span>
 +
*<span style="color:#800080">Can't gain movement speed.</span>
 +
*'''PvE Ability:''' penetrate 5% DR vs NPCs
 
|  
 
|  
 
*You can get this perk in NCR, Ranger HQ
 
*You can get this perk in NCR, Ranger HQ
*that knockout can't be resist by stonewall but its halved by quick recovery
+
*Knockout from [[Strike]] can't be resisted by Stonewall but its halved by Quick Recovery.
 +
| [[Weapon Types|Sniper Rifles]] +20% DR penetration.
 
| 0-105
 
| 0-105
 
|-
 
|-
Line 336: Line 417:
 
| 140
 
| 140
 
|
 
|
*+5 Weapon Range
+
*+4 Weapon Range
 
*+1 Crit Power per each hex away from target for aimed attacks
 
*+1 Crit Power per each hex away from target for aimed attacks
 
*For each Perception gets +2% critical damage
 
*For each Perception gets +2% critical damage
*-6% each DR
+
*[[Strike]]: +4 range
*[[Strike]]: +5 range
+
*<span style="color:#800080">-10% each DR</span>
*PvE Ability: 10 more critical power against NPCs
+
*'''PvE Ability:''' 10 more critical power against NPCs
 
|
 
|
 
*You can take this perk in gun runners
 
*You can take this perk in gun runners
 
*Double amount of crit power from passive, when using long range weapon
 
*Double amount of crit power from passive, when using long range weapon
 +
| [[Weapon Types|Heavy Sniper Rifles]] never miss
 
| 0-85
 
| 0-85
 
|-
 
|-
Line 350: Line 432:
 
| 110
 
| 110
 
|
 
|
*-1 AP cost for each action
+
* -1 AP cost for each action
*+50 to random gun skills (Small guns, Big Guns, Energy Weapons, Close Combat)
+
* +50 to random gun skills (Small guns, Big Guns, Energy Weapons, Close Combat)
*+1% chance to get random KO during on action for each [[fury]] stack
+
* +1% chance to get random KO during on action for each [[fury]] stack
*Critical tier minimum tier 2
+
* Critical tier minimum tier 2
*lower maximum damage soldier can receive
+
* Lower maximum damage soldier can receive
*1 to all SPECIAL, HP, AP, APTB, Carry Weight, Sequence, Melee Damage, Healing Rate, Critical Chance, Critical Power, Heavy Handed Malus, Flat 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 Fury, 1% chance to get KO on tick effect (max 10)
*PvE Ability: 1 damage per bullet again NPCs
+
* Rage: Remove KO
 +
* 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.
 +
*<span style="color:#800080">-100 debuff to all defensive rolls for critical effects such as knockdown, bypass, confusion etc.</span>
 +
*'''PvE Ability:''' 1 damage per bullet again NPCs
 
|  
 
|  
 
*You can take this perk in Redding downtown near tent
 
*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
 
*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:
 
Damage caps:
*Normal: 400 - Agility*10 + Flat Damage
+
*Normal: 400 - Endurance*5
*Laser: 700- Agility*10 + Flat Damage
+
*Laser: 700- Endurance*5
*Fire: 300 - Agility*10 + Flat Damage
+
*Fire: 300 - Endurance*5
*Plasma: 600 - Agility*10 + Flat Damage
+
*Plasma: 600 - Endurance*5
*Electro: 500 - Agility*10 + Flat Damage
+
*Electro: 500 - Endurance*5
*Explode: 200 - Agility*10 + Flat Damage
+
*Explode: 200 - Endurance*5
 +
| [[Weapon Types|Support Rifles]] -10% Attack Delay, +100% exp gain
 
| 0-70
 
| 0-70
 
|-
 
|-
Line 372: Line 459:
 
| 50
 
| 50
 
|
 
|
*+3 EN
+
* +3 EN
*Double your Hit Points.
+
* Double your Hit Points.
*[[One Hander]] working on every weapon
+
* 15% [[Damage Protection]].
*Reduce 10% of enemy damage
+
* +0.2% [[Damage Protection]] for every 1% missing [[Hit Point]].
*Reduce 0,3% of enemy damage for every 1% missing [[Hit Points]]
+
* For each [[Endurance]], gets 1% [[Damage Protection]] (capped at 20%).
*For each [[Endurance]] gets 0,25% [[Movement Speed]] Walk
+
* Can't get extra [[Damage Protection]], but their DP stacks in sum.
*You can't wear [[Small Guns]] or robes
+
* Apply 30% [[Slow]] for 10 sec to Attackers
*You also cannot run
+
* 1 Fury, gain 2% [[Damage Protection]] (max 15)
*Can't get extra damage reduction sources
+
* Rage: Lose all Damage Protection and gain 500% extra damage for 10 seconds
*[[Strike]]: Sets self slow to 75
+
*<span style="color:#800080">Cannot run</span>
*+0,25% [[Movement Speed]] per [[Fury]] stack
+
*<span style="color:#800080">Can't wear [[Small Guns]] or Robes</span>
*PvE Ability: deal 1% max hp against NPCs(own max hp)
+
*'''PvE Ability:''' deal 1% max hp against NPCs (own max hp)
 
|
 
|
 
*You can take this perk in [[Broken Hills]] on Residential site
 
*You can take this perk in [[Broken Hills]] on Residential site
 +
| [[Weapon Types|Rocket Launchers]] +1 Radius, ignore [[Damage Threshold]].
 
| 0-25
 
| 0-25
 
|-
 
|-
Line 391: Line 479:
 
| 75
 
| 75
 
|  
 
|  
*+3 special implants limit
+
* +3 special implants limit
*Unlimited Ammo
+
* Unlimited Ammo
*Double Flat Damage
+
* Double [[Lethal Damage]]
*For each Strength, 2 flat damage(that doesn't double)
+
* For each Strength, 3 [[Lethal Damage]](that doesn't double)
*Hurt himself for 5-10 HP on shot
+
* Attack delay is set 100 x distance
*Hurt himself when using t4 ammo for 50-100 [[Hit Points]]
+
* '''Can use only 6 weapons:''' FN 69A1, M79 Grenade Launcher, Rocket Launcher, ELECTRO Rocket Launcher, ELECTRO Cannon and M202A1 FLASH
*Can use only 6 weapons: FN 69A1, M79 Grenade Launcher, Rocket Launcher, ELECTRO Rocket Launcher, ELECTRO Cannon and M202A1 FLASH
+
* 1 Fury, lose 5 hp per shot
*For each [[Fury]] stack will increase shot cost by 5 HP
+
* Rage: Can't Attack for 10 sec
*PvE Ability: +5 flat damage vs NPCs
+
*<span style="color:#800080">Hurt himself for 5-10 HP on shot</span>
 +
*<span style="color:#800080">Hurt himself when using t4 ammo for 50-100 [[Hit Points]]</span>
 +
*'''PvE Ability:''' +5 [[Lethal Damage]] vs NPCs
 
|
 
|
*You can take this perk in [[Junktown]] bottom Left
+
*You can take this perk in [[Junktown]] bottom Left by a guy holding a Rocket Launcher
 +
| [[Weapon Types|Grenade Launchers]] +15 [[Lethal Damage]] and 25% Lethal Penetration
 
| 0-40
 
| 0-40
 
|-
 
|-
 
|}
 
|}

Latest revision as of 22:08, 1 May 2024

Be aware that each class has different Damage Resistance modification, see table in Damage Resistance.

Name Req.
level
Effect Notes Fav. Weapon Base
Critical
Power
Alien 45
  • +3 Intelligence
  • +50 Crafting cap
  • Learning on crafting adds to max
  • For each Intelligence gets 5% more experience on crafted gear
  • 66% chances instead of 33% to get critical effect
  • Can Craft special Alien Weapons and use them.
  • 1 Fury, lose 1% damage protection.
  • Rage: gain exp on worn weapon x4 for 10 sec
  • Can't use non-alien weapons
  • PvE Ability: apply 5% of dmg to radiation against NPCs
  • You can get this perk in Necropolis near vertibird
  • Alien weapons fit for frontline and sniper build types
ETG
Ignores Electric Damage immunity.
0-10
Assassin 90
  • +3 Perception
  • You have a 92% chance to not de-sneak when attacking opponents.
  • Gives you a 10% chance to go into sneak when performing any action
    (regardless of being seen by players or not).
  • For each Perception gets +1% critical chance
  • Immunity to Motion Sensor
  • Gives 100 Stealth on battle timer
  • While de-sneaked, your damage is reduced by 75%.
  • PvE Ability: 25% critcal chance against NPCs
  • You can take this perk in Hub Old town
  • Take note that opponent Perception lower a Sneak Skill by 7% per
Range Pistols +3 range when using Range Pistols 0-90
Bounty Hunter 80
  • +3 Luck
  • Bonuses to Critical Roll that scales with your and target base critical chance combined
    (crit chance bonuses from weapon, and More HtH Criticals perk doesn't apply)
  • 25% penetration of target critical roll defenses. These allows to achieve devastating critical effects such as cripples and knockouts way easier, especially against character with stonewall perk.
  • Penetrate Armor Perk (Fill The Gaps and Heavy)
  • Extra flat critical power for each 10 FoV
  • Extra FoV for each critical chance
  • Extra 0.5 Sight for each critical chance
  • Applies "Bounty" debuff when hitting opponent lowering the targets damage until they die.
  • Bounty Hunter puts marked status on every attack for 4 sec.
  • Deals 1% of targets max hp per bounty stack
  • Strike: Apply 10 bounty stacks for target
  • -1% attack speed per Luck.
  • You cannot take drugs (this includes cannibal drugs).
  • The bounty power will drop by 1 if the owner has the Quick Fingers perk.
  • PvE Ability: deal 1% max heal against NPCs(NPC's HP)
  • You can take this perk in Klamath
  • Healing drugs however (such as Stimpaks) are still able to be used
  • Do note that perks such as Iron Limbs which grants full protection against arms critical effects regardless of penetration
  • See Bounty Stacks above target's head
+10% power, +10 sec for applying Slow and ignore class negative scaling when using Plasma Weapons 0-75
Chosen One 30
  • You can get this perk in Klamath in Vics shack
  • Remember to take it before Level 50
  • You die on 0 hit points
  • Cannot take Gifted or Bonehead as third Trait
+3 Damage per Bullet when using SMGs 0-45
Clone
150
  • +3 Endurance
  • You gain 25 CW for every point of Charisma.
  • Ability to create a NPC companion with the same stats and gear.
  • Getting clone perk grants immunity to knockouts, knockbacks, knockdowns and heavy handed. (works for both you and your clone)
  • Player deals 50% more damage when clone NPC is dead.
  • When NPC Clone is alive and Player Clone dies, instant revive but clone dies.
  • Can't see team markers.
  • Can't install Implants.

  • PvE Ability: Deal 5% less damage against NPCs
  • You can get this perk in New Vault City
  • Added command ~clone to spawn clone. 9 minutes cooldown. Can be triggered with speech. (clone doesn't spawn by itself)
  • Clone cooldown can be reduced to 35 sec by 500 speach, if you take good natured perk this will further reduce the cd by 20 sec to 15 sec (cap)
  • PvE perks don't work for the NPC.
  • PvE Perks such as Mini Toughness and Quick Dodger protects you.
  • The Clone NPC doesn't need any ammunition
  • Clone gives vision around even when dead.
  • The Clone can't carry any gear
  • Clone cannot use grenades, throwing knives, or any "stackable weapons".
  • When alt clicking to set a rally point to move your clone "defend move" seems to be the most effective as it doesn't seem to aggro clone onto* sometimes neutral NPCs
  • Reacts to marks:
    Red: aggressive +50% damage, -20% DR.
    Purple: defensive -50% damage, +20% DR.
    Blue or unmarked: no changes.
Laser Weapons 5% chance to bounce attack to another target (like ETG). 0-50
Combat Master 35
  • +30 Melee damage
  • +125% to critical chance on Melee attacks
  • Using Critical tabel for 2h range weapons.
  • For each Strength 1 Critical Power
  • Strike: On 20 range move next to target
  • Ignore Melee Protection for 10 sec after strike
  • Battle timer on getting hit its 90% shorter(attack still 10/30)
  • Combat Master uses the Ranged Critical hit table when using melee weapons
    (so your crits are stronger)
  • 1 Fury, Gain 6% Critical Power
  • Rage: Ignore Critical Resistances for 10 sec
  • Lose all traits
  • PvE Ability: increase lifesteal cap to 50% against NPCs
Hammers +30 Melee damage 0-80
Cyborg 120
  • Sets the amount of implant limits to 12 combat implants and 15 special implants which can't be increased by Charisma
  • Unlocks powerful third tier of combat implants by installing the same combat implant for the third time after 2 previous installations
  • For each Luck gets +1 extra critical power (on top of what Luck already gives)
  • You can take this perk in Gecko, Scrapyard
  • You can install and uninstall implants for free at anytime by using ~cmd command
  • Immunity to Bleed effect.
  • 1 Fury, gain 2% EMP DR
  • Rage: Cause EMP explosions around you for 25% of your max HP
  • You become highly vulnerable to EMP damage
  • 0.25% chance to lose 1 Special implant on death
  • 0.05% chance to lose 1 Combat implant on death
  • PvE Ability: Receive 5 more damage from NPCs

(Please note that if you install implants via the normal method and not with the Cyborg cmd menu, you will lose any implant tokens you would normally receive when you next reroll)

  • You can say random joke by ~cmd command
  • You can craft EMP implants by using ~cmd commands
  • Mr. Fixit works like Healer perk
  • Healing hit-points goes through repair skill instead of first-aid (and requires a tool-kit)
  • To repair your damaged limbs you need to use command ~cmd
  • Healer perk doesn't work for you
Apply Shock for 1 sec when using clubs 0-65
Deathclaw 40
  • Double Melee Damage
  • + 5 Heavy Handed Malus
  • + 1 attack range
  • + 10% Movement Speed
  • + 3 Strength
  • 1 Fury, gain 5 Melee Damage
  • Rage: Gain Cripple random limb. Taunt all players on the map for 3 sec (except own faction members).
  • Natural Armor
  • Can't use guns and armors
  • PvE Ability: +10 melee damage against NPCs

Scaling:

You can get this perk in Modoc in north
Natural Armor:

+5 Heavy handed malus wtih Punch Weapons 0-55
Hubologist 105
  • +100 hit points
  • 20% more exp for each point of Intelligence on wearing gear
  • Upgrade item perks buffed (see table)
  • Lose all perks
Electro Weapons double damage 10-20
Infantry 130
  • +3 Strength
  • +7% Each DRs
  • Immunity to selective damage type for 1 minute per each Endurance level
  • Change DR cap from 90% to 100%
  • Strike: Ignore Damage Protection
  • -30% HP
  • PvE Ability: Receive 5 less damage from NPCs
  • You can take this perk in Navarro
  • Can't choose same immune type twice in a row
  • Lose Fury stacks when using healing drugs
Assault Rifles +2 to all DR 0-60
Killer 60
  • +3 Agility
  • Regen all your Action Points when you kill enemy Player
  • Regen All Hit Points when you kill enemy Player
  • Gets 3 seconds of immune after scoring a kill on a player
  • For each Agility gets +1% to double damage
  • +15% Lifesteal
  • Strike: Apply 6 confusion and fury for target
  • gets +25 AP Regen on battle timer
  • 1 Fury, Lose 2% DR
  • Rage: Set Attack Delay on 700 (killer's rage is on 10 fury)
  • Your respawn will be 500% longer than normal.
  • PvE Ability: Regen 30% your Action Points when you kill enemy NPC
  • You can take this perk in Hinkley
  • 5 minutes or 3 minutes and 45 seconds if you have second level of Tactical implant.
  • Sometimes when you kill npc you not gen your AP, just reload or use action points for another action, and you get it back.
  • In turn based if you kill something, and use rest of your action points, you get some, but your turn go away.
Miniguns +25% accuracy 0-95
Leader 65
  • 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.
Flamers +30 HP 0-35
Paramedic 65
  • +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
  • Amount of HP after revive depends on doctor skill of paramedic
Fast Pistols +25% more healing to target 0-30
Priest 70
  • 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
  • +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:

  • 5% 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, 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
Shotguns penetrate 100% DT resistance 0-100
Raider 95
  • 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 5-25
Regulator 25
  • 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
  • +3 Luck
  • Ability to use learning skill on Sneak Skill.
  • Removing a stealth cap(1000)
  • Player can sneak even whilst 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
  • Scout have 8 AP cost to active Sneak
  • 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't be resisted by Stonewall but its halved by Quick Recovery.
Sniper Rifles +20% DR penetration. 0-105
Sniper 140
  • +4 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
  • -1 AP cost for each action
  • +50 to random gun skills (Small guns, Big Guns, Energy Weapons, Close Combat)
  • +1% chance to get random KO during on action for each fury stack
  • Critical tier minimum tier 2
  • Lower maximum damage soldier can receive
  • 1 Fury, 1% chance to get KO on tick effect (max 10)
  • Rage: Remove KO
  • 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
  • +3 special implants limit
  • Unlimited Ammo
  • Double Lethal Damage
  • For each Strength, 3 Lethal Damage(that doesn't double)
  • Attack delay is set 100 x distance
  • Can use only 6 weapons: FN 69A1, M79 Grenade Launcher, Rocket Launcher, ELECTRO Rocket Launcher, ELECTRO Cannon and M202A1 FLASH
  • 1 Fury, lose 5 hp per shot
  • Rage: Can't Attack for 10 sec
  • Hurt himself for 5-10 HP on shot
  • Hurt himself when using t4 ammo for 50-100 Hit Points
  • 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