Class perks

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Class perks are FOnline 3's unique take on character classes.

Any given character can only have one class perk, but three of the classes (Alien, Cyborg, and Robot) have flexibility in the role they fulfil.

With the exception of the three "flex" classes, all class perks assign the character that picked them a specific role.

There are six roles available: tank, semi-tank, utility, DPS, sniper, and sneaker.

Each of the six roles gives you a different baseline, influencing the number of action points you start with, your initial health pool, how much damage you output, and more; see the table below for details.

Basic framework

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

Class roles

  • Tanks survive to support the team, whether through buffs (Leader), healing (Priest), or simply being a huge bullet sponge holding the front line (Super Mutant). They have great defensive capabilities but their damage is significantly reduced and they constantly find themselves out of action points.
  • Semi-tanks are versatile front-line fighters with both a significant health pool and decent damage. They all have a unique ace up their sleeve, be it a couple extra perks (Chosen One), sheer luck (Random Boy), 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) (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's current hit points are set to -100.
  • In War Events and New Reno Wars, killing players with bounty stacks rewards 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.

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

Deathclaw

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

Deathclaws receive a wide range of melee-focused bonuses:

Deathclaws don't wear body armor. They get their resistances from Natural Armor, which scales with their stats and the tier of the helmet they wear. If the helmet is tier 1, base Natural Armor values get multiplied by 33%; if it's tier 2: 66%; tier 3: 100%; tier 4: 115%; tier 5: 125%; tier 6: 133%.

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

Deathclaws gain access to armor perks based on the tier and specific perks of their weapon. The number of armor perks that a Deathclaw can have is equal to the tier of their weapon. For example, a T3 weapon will give you 3 armor perks. The specific armor perks that get unlocked depend on what perks your weapon has, see the table below for details.

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

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

Hubologist

Hubologist
Min. Level 105
Role DPS
SPECIAL scaling Intelligence: +20% gear XP from kills
Drawbacks
  • Lose all of your level perks;
  • Endurance: +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
  • -20% 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 (4% + 4% x 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 max HP)
  • Whenever you kill a player, you become immune to all damage for 3s and fully recover your health and action points.
  • Strike applies 6 stacks of Confusion and Fury to the target.
  • +25 AP Regen while the battle timer is active
  • +15% Lifesteal

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

Leader

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

Leadership gives you several advantages:

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

Note: One character can only select a single set of bonuses; for example, if you select "Vitality" and then also select "Unity," the second choice will override the first. The exact magnitude of the bonuses depends on the Charisma of the flag's creator. For example, if you selected the "Vitality" buff, and the Leader's Charisma = 20, staying within their flag's range will give you +40 hit points (20 x 2 = 40), +20 healing rate (20 / 1 = 20), +5 Endurance and 5 seconds faster Healing Rate tickrate (20 / 4 = 5), and immunity to bleeding.

Category E
(CHA/1)
B
(CHA/2)
D
(CHA/3)
A
(CHA/4)
C
(CHA/5)
Unique Buff
Aggression +damage per bullet +% damage +Luck
+DR penetration
Bursts ignore critical resistances and deal double bonus critical damage (this stacks with After Burner gum)
Defense +Strength
+DR
+DT
+Damage Protection Knockout immunity
Mobility +AP regen +movement speed
-attack delay
+Agility Slow immunity
Power +critical chance +%critical power
+critical roll
+Perception Halved reload cost
Unity +critical chance resistance
+critical effect resistance
+%critical power resistance +Intelligence Burn immunity
Vitality +HP
+Healing Rate
+Endurance
+sec faster HR tickrate
Bleed immunity

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 +50 current hit points.

  • 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
+25 hit points -20 hit points
+2 action points and +2 TB movement-only APs -1 action point and +1 TB movement-only 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 table below for details.
Regulator traits 
Trait Upsides Downsides
Bloody Mess
  • Your action points are fully restored after a kill
  • All skills are capped at 200%
Bonehead
  • Your opponents' criticals get downgraded by 1 tier
  • +75% critical chance resistance
  • Your Intelligence is set to 1
Bruiser
  • +100% base melee damage
  • +4 Strength and Endurance
  • +2 melee damage from all sources
  • Immunity to knockout
  • +40% character size
Cannibal
  • +25% melee lifesteal cap
  • Access to powerful cannibal drugs
  • You cannot use regular drugs
  • Powerful cannibal drugs have powerful side effects
Chem Reliant
  • Removed drug limit
  • Drugs have significantly enhanced effects (see below)
Chem Reliant drug effects 
Regular drugs 
Name Upsides Downsides
After Burner gum +15 critical chance -10 Luck
Beer +2 Charisma, +5 normal DR -2 Perception, -5 Sight
Booze +2 Luck, +5 laser DR -2 Perception, -5 Sight
Rot Gut +2 Endurance, +5 explosive DR -2 Perception, -5 Sight
Roentgen Rum +2 Intelligence, +5 fire DR -2 Perception, -5 Sight
Gamma Gulp Beer +2 Strength, +5 plasma DR -2 Perception, -5 Sight
Buffout +4 Strength, +4 Endurance -3 AP, -100 AP Regen
Cigarettes +5 weapon range, +3 Perception,
+5% critical chance resistance
-30 Armor Class, -6 Charisma
Healing Powder +50 Healing Rate, -5 Healing Rate cooldown -15% damage dealt, -6 Luck
Jet +3 AP, +6 TB movement‑only APs;
+20% Movement Speed with melee
-25% normal DR
Mentats +15% critical chance resistance penetration,
+40 Sequence, +4 Intelligence, +4 Charisma
+100s Healing Rate cooldown
Mutie +8 all DTs, +5 Slow resistance,
+15 Heavy Handed resistance
-4 AP
Psycho +10% all DRs, +10 Damage Protection -100 HP, -6 Perception
Voodoo Unlocks last two critical tiers; +6 Luck, +40 critical roll,
+40% AP per kill
-6 Endurance
Cannibal drugs 
Name Upsides Downsides
Brain +7 Intelligence; +10% Movement Speed Enemies deal +8 damage per bullet
Ear +3 Luck; +6 AP; unlocks last two critical tiers; +60% critical power -100% critical chance resistance
Eye +5 Perception; -20% attack delay; -1 AP cost -99% healing received
Heart +2 Endurance; +15% critical effect chance; +300 HP cap in critical hit penalty -10% all DRs
Liver +2 Strength; +40 lethal damage; +5% Lethal Penetration -5 all DT
Radiated Brain +50 Armor Class; -5% max chance to hit for opponents; +50 AP Regen -70 Healing Rate
Radiated Ear +150 Sneak; +20% damage multiplier and +2 damage per bullet while sneaking -100 HP
Radiated Eye +10 Charisma; +5 Sight; +5% Slow power -50% critical power resistance
Radiated Heart +3 Agility; +15% critical chance; +5 critical roll Attackers deal +32% damage
Radiated Liver +100% Radiation resistance; +10/5% DT/DR penetration (normal, fire, explode) Attackers deal +15 lethal damage
  • You automatically become addicted to any drugs you take
  • Addiction side effects are doubled
Fast Metabolism
  • +100% Healing Rate
  • -15s Healing Rate cooldown
  • +25 Healing Rate
  • -50 Rad Resistance cap
  • -50 Poison Resistance from Endurance
  • Drugs last 75% less than normal
Fast Shot
  • -50% attack delay
  • +4 max turn‑based shots
  • Cannot fire aimed shots or bursts
  • Cannot deal lethal damage
Finesse
  • -50% damage
Gifted
  • You gain no experience
Good Natured
  • +50% max HP until you kill a player
  • Killing another player removes your HP bonus and then reduces your remaining HP by 50%
  • Killing NPCs gives you 1 bounty stack and 5 stacks of Weakness
Heavy Handed
  • The base value (before penalties) of your Heavy Handed Strength roll is set to 100, which usually guarantees a knockback
  • Your critical hits are automatically downgraded to the lowest tier possible
  • You must use Punch Weapons or the extra effects won't trigger
Jinxed
  • +5 Armor Class from all sources
  • Provides Heavy Handed protection
  • Your attackers' misses have double the chance of being "upgraded" to critical misses
  • Cannot use ranged weapons
  • Your misses have double the chance of being "upgraded" to critical misses
Kamikaze
  • +100% damage
  • -1 AP attack cost
Loner
  • +100% experience gained
  • +100% accuracy
  • You cannot have followers
  • Your gear does not gain experience
One Hander
  • +50% damage with one‑handed weapons (+100% with pistols)
  • -50% max chance to hit with two‑handed weapons
  • Your weapons' range is capped at 20 hexes
Small Frame
  • +1 AP from all sources
  • -20% character size
  • Your carry weight capacity is capped at 75kg

Robot

  • Robot is a flex class able to swap between four different roles using the ~cmd menu.
  • You can become a Robot in Las Vegas (40:32) at level 170.
    Error: Organic lifeform detected.
    Initiate mechanization? [Y/N]
  • Robot's base critical power is 40-80. For the remaining base stats, see the above table.
Robot transformations 

Robots can use the ~cmd command to access a menu that lets them transform every 10 seconds. Transforming grants a unique set of modifiers, and triggers an immediate effect.

Transformation Sentry Bot Mr. Handy Robobrain Eyebot
Immediate effect Gain immunity for 2 seconds Fully recover your HP Apply Heresy to enemies within 30 hexes for 3s Gain +50% MS and the Hit and Run effect
Role Tank Utility Sniper DPS
SPECIAL bonus +3 Endurance +3 Agility +3 Luck +3 Strength
Available weapons Big Guns Energy Weapons Small Guns Close Combat weapons
Bonuses
  • 0 AP reload cost
  • Fury: +1 DT
  • Rage: Paralyzes all enemies
    within 10 hexes
  • +50 AP Regen
  • Strike fully restores APs and
    grants +300 AP regen for 10s
  • +25% critical power; ignore HP-based crit roll penalty
  • Critical hits reduce attack delay by 5%
    and attack AP cost by 1 for 3s (stacks up to 10 times)
Penalties
  • +300 attack delay
  • -10% critical chance
  • Cannot gain extra damage per bullet

Becoming a Robot transforms your character in several ways:

  • Your EMP resistance and level perks are lost.
  • You choose 8 new level perks: five base perks that work normally, and 3 temporary perks that ignore their SPECIAL requirements and can be changed freely whenever you transform.
  • You have an option of replacing one temporary perk with an S+ weapon perk.
  • You cannot use your own weapons. Instead, you equip body armor and get a weapon that matches its tier. If there's ever a tier mismatch between the two, your weapon systems are disabled.
  • Robot's weapon systems gain weapon experience a bit differently from normal weapons:
    • The initial amount of Robot's current transformation's weapon XP is governed by a Robot-exclusive resource called "fuel."
    • Fuel is obtained by melting weapons via the ~cmd menu which converts their experience into an equal amount of fuel.
    • Transforming consumes 2.5% x Perception of your total fuel.
    • On transformation, your new weapon starts with experience equal to your current fuel.
    • Adding more fuel does not affect your current weapon; it only increases the starting experience of your next weapon.
    • Your weapon can gain additional weapon experience normally (by killing NPCs or via Upgrade Parts), but this extra experience will be lost during your next transformation.
    • Dying causes you to lose 40% - INT% of your current fuel; the amount can't be reduced below 1%.
    • In War Events, there is no fuel penalty for dying and additional fuel can be earned by killing NPCs or purchased directly from the spawn point vendor.

Scout

Scout
Min. Level 85
Role Sneaker
SPECIAL +3 Luck
SPECIAL scaling

Luck: +5% chance for your Strikes to apply Knockout

Drawbacks
  • Cannot gain movement speed
  • Lose 25% movement speed when de‑sneaked;
  • Endurance: -5 Stealth
PvE ability +5% NPC DR penetration
Favorite weapon Sniper Rifles (+25% critical chance, roll, and power resistance penetration)
Crit power 0–105
Acquisition NCR (34:27), (picture)
  • Scout is a sneaker class with an uncapped Sneak skill.
  • For base stats, see the above table.

Scouts are able to do their job thanks to the following unique advantages:

  • Ability to use the Learning skill on Sneak, raising its effective cap.
  • Uncapped Stealth skill (which can go well beyond 1000).
  • +125% damage to targets below 50% of their max HP.

Note: Scout's Strike's knockout effect can be countered with the Stonewall perk; Quick Recovery halves its duration.

Sniper

Sniper
Min. Level 140
Role Sniper
SPECIAL scaling
Drawbacks

PvE ability +10 critical power against NPCs
Favorite weapon Heavy Sniper Rifles (never miss your shots)
Crit power 0–85
Acquisition Boneyard (29:45), Gun Runners' Fortress (picture)
  • Sniper is a sniper class focused on dealing massive critical damage from far away.
  • For base stats, see the above table.

Snipers benefit from the following bonuses:

  • +8 weapon range.
  • Strike: +4 weapon range.
  • +1 critical power per hex between you and the target (aimed attacks only; upgraded to +2 if your weapon has the Long Range weapon perk).

Soldier

Soldier
Min. Level 110
Role Semi‑tank
SPECIAL scaling Endurance: Reduced maximum damage taken (see the table to the right for details)
Fury 1% chance per stack to suffer Paralysis every time you take action (Fury stacks max out at 10)
Rage Cannot use healing items or skills for 10s
Drawbacks
  • -100 to all defense rolls against critical effects;
  • -1% critical effect defense from perks;
  • Your critical misses are "upgraded" by 1 tier
  • -1% XP gained;
  • -1 SP per level; -1 SP from Educated;
  • -1 accuracy for each hex between you and the target
  • +1s to FA, Doctor, Repair and Robbery cooldowns;
  • Luck: -2 lethal damage

PvE ability +1 damage per bullet against NPCs
Favorite weapon Support Rifles (-10% attack delay, weapon XP gains are tripled)
Crit power 0–70
Acquisition Redding (14:11), Downtown (picture)
  • Soldier is a semi‑tank "jack of all trades, master of none" class.
  • For base stats, see the above table.

Enlisting as a Soldier provides a wide range of benefits:

Soldier's damage taken from a single hit is capped as follows:

Damage Type Max Damage Taken
Normal 450 - (Endurance x 5)
Laser 750 - (Endurance x 5)
Fire 350 - (Endurance x 5)
Plasma 650 - (Endurance x 5)
Electro 550 - (Endurance x 5)
Explode 250 - (Endurance x 5)

Note: When rerolling to Soldier, it's best to only take the class perk once you're fully leveled to avoid incurring Soldier's SP-per-level penalties.

Super Mutant

Super Mutant
Min. Level 50
Role Tank
SPECIAL +3 Endurance
SPECIAL scaling
Fury +2% Damage Protection per stack (PvP only; max 15 stacks)
Rage Lose all Damage Protection and gain +500% damage for 10s
Drawbacks
  • Cannot run;
  • Agility: -2 HP;
  • Cannot use Small Guns or robes;
  • Cannot gain Damage Protection from any sources other than class bonuses.

PvE ability Deal 1% of your max HP as bonus damage to NPCs
Favorite weapon Rocket Launchers (+1 explosion radius; ignore target’s DT)
Crit power 0–25
Acquisition Broken Hills (29:17) (picture)
  • Super Mutant is a towering tank that trades mobility for unrivaled staying power.
  • For base stats, see the above table.

Super Mutants gain powerful defensive bonuses:

  • Doubled hit points.
  • +15% Damage Protection.
  • +0.2% Damage Protection for every 1% of missing max HP.
  • Damage Protection stacks additively rather than multiplicatively, resulting in increased damage reduction.
  • Attackers get a 10-second 30% Slow debuff.

Wrecker

Wrecker
Min. Level 75
Role DPS
SPECIAL scaling
  • Strength: +3 lethal damage (not doubled)
Drawbacks

PvE ability +5 lethal damage against NPCs
Favorite weapon Explosive Small Guns (+15 lethal damage and +25% lethal penetration)
Crit power 0–40
Acquisition Junktown (31:36), South Entrance (picture)
  • Wrecker is a DPS class that specializes in lethal explosions.
  • For base stats, see the above table.

If you're a Wrecker: