Difference between revisions of "Followers"

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(Add companion class unlocks)
(Companions: 5.4.4)
 
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! Dialogue || Description
 
! Dialogue || Description
 
|-
 
|-
| 1) Stay here / Let's Go || Toggle between companion following you, and staying put.
+
| Stay here / Let's Go || Toggle between companion following you, and staying put.
 
|-
 
|-
| 2) You're blocking my way, could you please move? || Force companion to move to another hex.
+
| You're blocking my way, could you please move? || Force companion to move to another hex.
 
|-
 
|-
| 3) I want to talk to you about distance. || Instruct companion to maintain close, nearby or far distance in combat.
+
| I want to talk to you about distance. || Instruct companion to maintain close, nearby or far distance in combat.
 
|-
 
|-
| 4) I want to talk to you about combat. || Instruct companion about combat options.
+
| I want to talk to you about combat. || Instruct companion about combat options.
 
|-
 
|-
| 5) Let's talk about your armor. || Allows you to change which armor companion wears.
+
| Let's talk about your armor. || Allows you to change which armor companion wears.
 
|-
 
|-
| 6) If we ever get separated, I think we should agree to meet up at some place. || Designate where companion respawns.
+
| If we ever get separated, I think we should agree to meet up at some place. || Designate where companion respawns.
 
|-
 
|-
| 7) I have some food for you. || Feed companion to boost their loyalty to you.
+
| I have some food for you. || Feed companion to boost their loyalty to you.
 
|-
 
|-
| 8) What kind of weapons are you most proficient with? || Find out what weapon to give to companion.
+
| What kind of weapons are you most proficient with? || Find out what weapon to give to companion.
 
|-
 
|-
| 9) Arm yourself. || Tells companion to equip weapon.
+
| Arm yourself. || Tells companion to equip weapon.
 
|-
 
|-
| 10) Put down your weapon. || Tells companion to put away weapon.
+
| Put down your weapon. || Tells companion to put away weapon.
 
|-
 
|-
| 11) Let's see if we can exchange some stuff. || Opens barter screen.
+
| Let's see if we can exchange some stuff. || Opens barter screen.
 
|-
 
|-
| 12) I want someone else to be your new friend. || A way to assign this companion to a different character.
+
| I want someone else to be your new friend. || A way to assign this companion to a different character.
 
|-
 
|-
| 13) [Check stats] || Shows SPECIAL, current [[Levels|level]], current [[Experience|xp]], and gun skill.
+
| [Check stats] || Shows SPECIAL, current [[Levels|level]], current [[Experience|xp]], and gun skill.
 
|-
 
|-
| 14) Nevermind. || Closes dialogue.
+
| Could you tell me again your story? ( Reroll ) || Opens a [[reroll]] dialogue for this companion. Unlike when you reroll your player character, this reroll is free.
 +
|-
 +
| Hey, do you think that we could start a business here? (Vault 8) || Allows you to set up a player shop in specific cities.
 +
|-
 +
| Nevermind. || Closes dialogue.
 
|}
 
|}
  
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* Get a base's name by accessing its terminal and checking under Manage Hideout Clearance.
 
* Get a base's name by accessing its terminal and checking under Manage Hideout Clearance.
 
* Companions can take drugs as long they are in their inventory and command to use drugs.
 
* Companions can take drugs as long they are in their inventory and command to use drugs.
 +
* Companions attacking players has minimal 1200 [[Attack Delay]].
 +
* Companions have CD to take medicine (120 sec or 60 sec with [[Medic]] perk).
 +
* Cannibal followers heal with [[Drugs#Cannibal drugs|blood/rat]].
 +
 +
You can set up a player shop via the dialogue with your companion. Player shop will allow other players to buy items from the inventory of your companion. To do so you need to select the <code>Hey, do you think that we could start a business here?</code> dialogue option with your companion while you're in the city that allows opening player shops. Currently only works in New Vault City or anywhere with Patreon rewards. If the city is correct, your companion will tell you to follow him to a random hex on a designated "market" place. After that you can talk with your newly opened player shop to choose which items you want to sell and which currencies you will accept.
  
You can dismiss a Companion follower with the '''~disband_party''' command. However, this will dismiss ''all'' of your companions. All dismissals are permanent, so be careful to only dismiss the one(s) you really don't want. To dismiss only one companion at a time, leave the companion to be dismissed at a tent. Exit the tent leaving that one behind, but bring your other companions with you. Then you can use a variation of the command to dismiss only the one you left behind: '''~disband_party away_team''' (See [[Commands]].) This will permanently dismiss the Companion(s) you left behind, while retaining the ones you brought with you.
+
'''Note:''' rerolling your player character dismisses all your companions, therefore it is advised to transfer your "shop" to another character which will never be rerolled.
  
=== Companion class perks ===
 
  
Companions can take class perks after hitting level 24. To unlock these there are mini challenges that your companion must complete (not your character!):
+
You can dismiss a Companion follower with the '''~disbandparty''' command. However, this will dismiss ''all'' of your companions. All dismissals are permanent, so be careful to only dismiss the one(s) you really don't want. To dismiss only one companion at a time, leave the companion to be dismissed at a tent. Exit the tent leaving that one behind, but bring your other companions with you. Then you can use a variation of the command to dismiss only the one you left behind: '''~disbandparty away_team''' (See [[Commands]].) This will permanently dismiss the Companion(s) you left behind, while retaining the ones you brought with you.
  
 
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{|border="1" cellpadding="6" cellspacing="0" align="center"
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== Animals ==
 
== Animals ==
[[Dog]]s, [[Brahmin]]s and other animals generally act as mules or help in combat, they have a more limited set of options in their dialogue. Brahmins won't fight in combat, they'll just flee. Normal [[Dog]]s can be purchased in [[Junktown]] for 700 caps each, from the dog trainer near the casino. A Scout Dog is of a special breed with better [[Outdoorsman]] skill (around 120) that can help you avoid encounters. They can be bought at Salvagers in [[Boneyard]].
+
[[Dog]]s, [[Brahmin]]s and other animals generally act as mules or help in combat, they have a more limited set of options in their dialogue.
 +
 
 +
Brahmins won't fight in combat, they'll just flee.  
 +
 
 +
A Scout Dog is of a special breed with better [[Outdoorsman]] skill (around 120) that can help you avoid encounters.
 +
 
 +
{| class="wikitable" style="text-align: center"
 +
!Follower Type
 +
!Price
 +
!Where to obtain
 +
!Transferable <br>between players.
 +
!Note
 +
|-
 +
| Brahmin
 +
| 1x [[Rope]]
 +
| [[Tame]] in [[Random encounters]] in the wasteland.
 +
| YES
 +
|
 +
|-
 +
|-
 +
| Normal Dog
 +
| 700 [[currency]]
 +
| Buy from the boy called Vic, near field in Trapper Town in [[Klamath]].
 +
| NO
 +
| Seller requires [[IN]] ≥ 4 to talk to.
 +
|-
 +
|-
 +
| Normal Dog
 +
| 700 [[currency]]
 +
| Buy from the Dog Trainer near The Casino in [[Junktown]].
 +
| NO
 +
| Seller requires [[IN]] ≥ 4 to talk to.
 +
|-
 +
|-
 +
| Scout Dog
 +
| 500 [[currency]]
 +
| Buy from the Dog Trainer at Salvagers in [[Boneyard]].
 +
| NO
 +
| Seller requires [[IN]] ≥ 1 to talk to.
 +
|-
 +
|-
 +
| Small Rat
 +
| 750 [[currency]]
 +
| Buy from [[Jackpot Jane]] at Molerat Mambo in [[Redding]].
 +
| NO
 +
| Seller requires [[IN]] ≥ 1 to talk to.
 +
|-
 +
|-
 +
| Lovely Molerat
 +
| 1000 [[currency]]
 +
| Buy from [[Jackpot Jane]] at Molerat Mambo in [[Redding]].
 +
| NO
 +
| Seller requires [[IN]] ≥ 1 to talk to.
 +
|-
 +
|-
 +
|}
  
 
= Commanding =
 
= Commanding =
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= Party Points =
 
= Party Points =
 
*+1 '''PP''' for every 2% in [[Speech]] a [[PC]] has.  
 
*+1 '''PP''' for every 2% in [[Speech]] a [[PC]] has.  
*+10 '''PP''' for every 1 in [[Charisma]] a [[PC]] has. (Temporary Charisma doesn't increase Party Points)
+
*+10 '''PP''' for every 1 in [[Charisma]] a [[PC]] has.  
 
*+50 '''PP''' for [[Magnetic Personality]] [[perks|perk]].
 
*+50 '''PP''' for [[Magnetic Personality]] [[perks|perk]].
 
*+20% '''PP''' for [[Good Natured]] [[traits|trait]].
 
*+20% '''PP''' for [[Good Natured]] [[traits|trait]].
 
*+50 '''pp''' for [[Leader]] Class perk
 
*+50 '''pp''' for [[Leader]] Class perk
  
Absolute maximum party points are therefore 550.
+
Absolute maximum party points are no longer limited to 550. Gifted chars can have over 20 charisma.
  
 
'''Note:''' You can check your total party points via '''~pp''' [[Commands|command]].
 
'''Note:''' You can check your total party points via '''~pp''' [[Commands|command]].
 +
'''Note:''' After a reroll you will need to hire your companions again, they should be where you left them.
  
 
= Party Points Required, by Follower Type =
 
= Party Points Required, by Follower Type =
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| Rat
 
| Rat
 
| 40
 
| 40
 +
|-
 +
|-
 +
| Slave
 +
| 0
 +
|-
 +
|-
 +
| Brahmin
 +
| 0
 
|-
 
|-
 
|-
 
|-
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*Number of [[Slavery|Slaves]] you can have is 2 + number of [[Mercs]] you own. (You don't need to have the mercs with you while slaving.)  
 
*Number of [[Slavery|Slaves]] you can have is 2 + number of [[Mercs]] you own. (You don't need to have the mercs with you while slaving.)  
  
*Number of [[Brahmin]] is 1 + number of [[Dogs]]/2
+
*Number of [[Brahmin]] you can have is 1 + number of [[Dogs]]/2. (You don't need to have the dogs with you while taming.)
  
 
= Companion Respawn =
 
= Companion Respawn =
 
If you have rented a room at a [[Hotel Room|hotel]], it will be possible for your companions to respawn there (along with you). You can also tell them to respawn at the [[Base|faction base]], or your [[tent]] if you have any of those. If no respawn points are available, the companion will die permanently. If no respawn is explicitly set in the dialog, or some option is set, but isn't valid anymore, the replication script will try to find alternative respawns before killing the companion permanently. Once your companion respawns it must be retold where to spawn or it will die permanently the next time it is killed regardless of loyalty level.
 
If you have rented a room at a [[Hotel Room|hotel]], it will be possible for your companions to respawn there (along with you). You can also tell them to respawn at the [[Base|faction base]], or your [[tent]] if you have any of those. If no respawn points are available, the companion will die permanently. If no respawn is explicitly set in the dialog, or some option is set, but isn't valid anymore, the replication script will try to find alternative respawns before killing the companion permanently. Once your companion respawns it must be retold where to spawn or it will die permanently the next time it is killed regardless of loyalty level.
 +
 +
Companions respawn after 10 minutes.
 +
 +
Places/Bases they can be told to respawn:
 +
- Vault City Outpost
 +
- BoS Bunker
  
 
= Loyalty =
 
= Loyalty =

Latest revision as of 01:41, 19 November 2023

Followers

Followers are NPCs that follow a PC and help him in combat and with a variety of tasks. Sometimes they act as a simple meat shield and in other cases they can be a real lifesaver. There are four different kinds of followers, each with special mechanics, but almost all of them follow the general rules of taking up Party Points, and can be leveled up.

Note: Companions and mercenaries can be transferred between players.

Note: Loyalty of followers will be lowered every 7 days.

Note: Follower prices: human, ghoul and mutant mercs are more expensive, brahmins are cheaper.

Note: Tamable rats (small rats/molerats) can be bought from Jackpot Jane at Molerat Mambo in Redding.

Note: Option for a companion to equip Enclave Armor.

Companions

These are more like friends, they're more rare but also very useful. They won't die permanently, but respawn at your tent/base/Hotel Room. Companions will travel around to different towns as wastelanders, and visit mostly bars, but also stay in other places, like shops, or just around in some corner. Companions are both male or female but always humans, and there are different weapon types. Companions allow for more customization, you can give them any armor. Their helmets can also be changed or removed via dialog.

Note: Once recruited, you can check some of their stats via dialogue, including current level, Experience, SPECIAL and best fighting skill.

Note: Level 12 required to recruit companions.

Note: Max level of companions is 24.

Dialogue Options
Dialogue Description
Stay here / Let's Go Toggle between companion following you, and staying put.
You're blocking my way, could you please move? Force companion to move to another hex.
I want to talk to you about distance. Instruct companion to maintain close, nearby or far distance in combat.
I want to talk to you about combat. Instruct companion about combat options.
Let's talk about your armor. Allows you to change which armor companion wears.
If we ever get separated, I think we should agree to meet up at some place. Designate where companion respawns.
I have some food for you. Feed companion to boost their loyalty to you.
What kind of weapons are you most proficient with? Find out what weapon to give to companion.
Arm yourself. Tells companion to equip weapon.
Put down your weapon. Tells companion to put away weapon.
Let's see if we can exchange some stuff. Opens barter screen.
I want someone else to be your new friend. A way to assign this companion to a different character.
[Check stats] Shows SPECIAL, current level, current xp, and gun skill.
Could you tell me again your story? ( Reroll ) Opens a reroll dialogue for this companion. Unlike when you reroll your player character, this reroll is free.
Hey, do you think that we could start a business here? (Vault 8) Allows you to set up a player shop in specific cities.
Nevermind. Closes dialogue.
  • Anyone who uses a companion should use dialogue option 6 to set a re-grouping point.
  • There is a known bug where companions sometimes disappear.
  • Use the SAY button via dialogue option 6 to name a tent or base.
  • Naming a base requires the name of the base itself, not the faction name.
  • Get a base's name by accessing its terminal and checking under Manage Hideout Clearance.
  • Companions can take drugs as long they are in their inventory and command to use drugs.
  • Companions attacking players has minimal 1200 Attack Delay.
  • Companions have CD to take medicine (120 sec or 60 sec with Medic perk).
  • Cannibal followers heal with blood/rat.

You can set up a player shop via the dialogue with your companion. Player shop will allow other players to buy items from the inventory of your companion. To do so you need to select the Hey, do you think that we could start a business here? dialogue option with your companion while you're in the city that allows opening player shops. Currently only works in New Vault City or anywhere with Patreon rewards. If the city is correct, your companion will tell you to follow him to a random hex on a designated "market" place. After that you can talk with your newly opened player shop to choose which items you want to sell and which currencies you will accept.

Note: rerolling your player character dismisses all your companions, therefore it is advised to transfer your "shop" to another character which will never be rerolled.


You can dismiss a Companion follower with the ~disbandparty command. However, this will dismiss all of your companions. All dismissals are permanent, so be careful to only dismiss the one(s) you really don't want. To dismiss only one companion at a time, leave the companion to be dismissed at a tent. Exit the tent leaving that one behind, but bring your other companions with you. Then you can use a variation of the command to dismiss only the one you left behind: ~disbandparty away_team (See Commands.) This will permanently dismiss the Companion(s) you left behind, while retaining the ones you brought with you.

Class Condition
Alien kill 250 aliens
Assassin kill 250 targets with pistols
Bounty Hunter score 1000 critical hits
Chosen One reroll companion 3 times
Cyborg install 7 implants at the same time
Killer kill 500 Targets
Priest heal themselves 500 times
Super Mutant companion health reaches 500hp

Mercenaries

These Mercs are humanoid followers that you can recruit in some towns. They'll demand payment from time to time, or else their loyalty falls low, which causes them to flee in combat.

Note: There is an option to see statistics of mercenaries - current level, experience, SPECIAL and best skill - via dialogue.

Slaves

Can be obtained by using ropes on certain unconscious NPCs in Random Encounters. They can also be purchased at the Slaver's Guild. They require drugs from time to time. You need a Slaver Tattoo to be able to lead slaves.

Note: There is an option to see statistics of slaves - current level, experience, SPECIAL and best skill - via dialogue.

Animals

Dogs, Brahmins and other animals generally act as mules or help in combat, they have a more limited set of options in their dialogue.

Brahmins won't fight in combat, they'll just flee.

A Scout Dog is of a special breed with better Outdoorsman skill (around 120) that can help you avoid encounters.

Follower Type Price Where to obtain Transferable
between players.
Note
Brahmin 1x Rope Tame in Random encounters in the wasteland. YES
Normal Dog 700 currency Buy from the boy called Vic, near field in Trapper Town in Klamath. NO Seller requires IN ≥ 4 to talk to.
Normal Dog 700 currency Buy from the Dog Trainer near The Casino in Junktown. NO Seller requires IN ≥ 4 to talk to.
Scout Dog 500 currency Buy from the Dog Trainer at Salvagers in Boneyard. NO Seller requires IN ≥ 1 to talk to.
Small Rat 750 currency Buy from Jackpot Jane at Molerat Mambo in Redding. NO Seller requires IN ≥ 1 to talk to.
Lovely Molerat 1000 currency Buy from Jackpot Jane at Molerat Mambo in Redding. NO Seller requires IN ≥ 1 to talk to.

Commanding

You can give commands to your followers by holding alt key and left-clicking somewhere.

Party Points

Absolute maximum party points are no longer limited to 550. Gifted chars can have over 20 charisma.

Note: You can check your total party points via ~pp command. Note: After a reroll you will need to hire your companions again, they should be where you left them.

Party Points Required, by Follower Type

Follower Type Points Used
Human Companion 150
Mutant Merc - Big Guns 140
Mutant Merc - Unarmed 130
Human Merc - Big Guns 120
Human Merc - Energy Weapons 120
Human Merc - Small Guns 120
Human Merc - Melee 100
Ghoul Merc - Small Guns 100
Ghoul Merc - Melee 100
Dog 40
Rat 40
Slave 0
Brahmin 0
  • Number of Slaves you can have is 2 + number of Mercs you own. (You don't need to have the mercs with you while slaving.)
  • Number of Brahmin you can have is 1 + number of Dogs/2. (You don't need to have the dogs with you while taming.)

Companion Respawn

If you have rented a room at a hotel, it will be possible for your companions to respawn there (along with you). You can also tell them to respawn at the faction base, or your tent if you have any of those. If no respawn points are available, the companion will die permanently. If no respawn is explicitly set in the dialog, or some option is set, but isn't valid anymore, the replication script will try to find alternative respawns before killing the companion permanently. Once your companion respawns it must be retold where to spawn or it will die permanently the next time it is killed regardless of loyalty level.

Companions respawn after 10 minutes.

Places/Bases they can be told to respawn:

- Vault City Outpost 
- BoS Bunker

Loyalty

Via dialogue, you can give your followers certain gifts (depending on what type they are) which contribute to follower loyalty. When you receive a follower they have a loyalty of 100% and this decays 10% each week, unless you have Speaker, a support perk that cuts this decay rate in half.

A follower sticks out a fight until it has (100-loyalty)% HP remaining. A 90 HP follower at only 20% loyalty only stays fighting with you until (100-20)% HP remaining = 90*0.8 = 72 HP. As soon as he has 71 or under, he will flee the map.

How high or low their loyalty is can be spotted when talking to them, if they have high loyalty, they'll praise the PC, if not, they'll show a lack of respect.

Mercs

They fight for caps. Their wage is 25% of their hire cost and gives 10% increase in loyalty.

Companions

They use Nuka-Cola, beer, cookie, booze, Strange Iguana-on-a-stick. Each item gives 1-2%.

Slaves

Slaves use Jet. 5-10% increase per jet dose. If slave loyalty goes down too low, they may attempt to kill their master.

Animals

Animals always have full loyalty, and will fight to their death if commanded to do so.