Followers

From FOnline: 2238 Wiki
(Difference between revisions)
Jump to: navigation, search
(Charisma / followers amount table: ** '''Note:''' You still need 1 + 1 CH for each Brahmin to be able to lead them on the WM. (To be able to lead 1 Brahmin, 2 CH is needed.))
 
(8 intermediate revisions by 4 users not shown)
Line 1: Line 1:
 
= Followers =
 
= Followers =
Followers are [[NPCs]] that follows a [[PC]] and helps 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.
+
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's are four different kinds of followers, that all has special mechanics, but almost all of them follow the general rules of taking up [[party points]].
+
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.
Initial number of hit points of a bought follower depends on Charisma and Luck.
+
Initial number of hit points of a bought follower depends on [[Charisma]] and [[Luck]].
  
 
== Companions ==
 
== 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]].
 
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]].
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's a few different [[weapon types]]. Companions allow for more customization, you can give them any [[armor]].
+
[[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's a few 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:''' Since [[Changelog 19/07/2012]] a dialog option to ask companions about their weapon preferences before taking them has been added.
  
 
== Mercenaries ==
 
== Mercenaries ==
These [[Mercs]] are humanoid followers that you can recruit in some [[towns]]. They'll demand payment from time to time, or else their loyality falls low, which causes them to flee in combat.
+
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.
  
 
== Slaves ==
 
== Slaves ==
Line 15: Line 17:
  
 
== Animals ==
 
== Animals ==
[[Dogs]], [[Brahmins]] and other animals generally act as mules or help in combat, they have a more limited set of functionality in their dialogs.
+
[[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.
 
Brahmins won't fight in combat, they'll just flee.
Scout dogs is a special breed with better outdoorsman skill (around 120) that can help you avoid encounters. They can be bought in Boneyard.
+
A Scout Dog is of a special breed with better [[Outdoorsman]] skill (around 120) that can help you avoid encounters. They can be bought in [[Boneyard]].
  
 
= Commanding =
 
= Commanding =
Line 23: Line 25:
  
 
= Party Points =
 
= Party Points =
*For every 3% in [[speech]] a [[PC]] has he receives a [[party point]].
+
*+1 '''PP''' for every 3% in [[speech]] a [[PC]] has. Maximum 100 points.
*For every 1 in [[Charisma]] you gain 10 party points.
+
*+10 '''PP''' for every 1 in [[Charisma]] a [[PC]] has. Maximum 100 points.
*So we have 100 points from each. [[Magnetic Personality]] adds 50 points. [[Good natured]] adds 50 points.
+
*+50 '''PP''' for [[Magnetic Personality]] perk.
*Absolute maximum party points are therefor 300.
+
*+50 '''PP''' for [[Good natured]] trait.
 +
*Absolute maximum party points are therefore 300.
  
 
= Charisma / followers amount table =
 
= Charisma / followers amount table =
Line 86: Line 89:
  
 
= Companion Respawn =
 
= 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 not 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.
+
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.
  
 
= Loyality =
 
= Loyality =
Via Dialogue you can give your followers certain gifts (depending on what type they are) and they contribute to a new factor, the follower [[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 loyality of 100% and this decays 10% each day.
+
When you receive a follower they have a loyalty of 100% and this decays 10% each day.
  
 
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.
 
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 [[loyality]] is can be spotted when talking to them, if they have high loyality, they'll praise the [[PC]], if not, they'll show a lack of respect.
+
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 ==
 
== Mercs ==
They fight for [[money]]. Their wage is 25% of their hire cost and gives 10% increase in loyalty.
+
They fight for [[caps]]. Their wage is 25% of their hire cost and gives 10% increase in loyalty.
  
 
== Companions ==
 
== Companions ==
They use [[nuka cola]], [[beer]], [[cookie]], [[booze]], [[iguana-on-a-stick]]. Each item gives 1-2%.
+
They use [[Nuka cola]], [[beer]], [[cookie]], [[booze]], [[Strange Iguana-on-a-stick]]. Each item gives 1-2%.
  
 
== Slaves ==
 
== Slaves ==
[[Slaves]] use [[jet]]. 5-10% increase per jet dose.
+
[[Slaves]] use [[Jet]]. 5-10% increase per jet dose.
If slave loyality goes down too low, they may attempt to kill their master.
+
If slave loyalty goes down too low, they may attempt to kill their master.
  
 
== Animals ==
 
== Animals ==
Animals always have full loyality, and will fight to their [[death]] if commanded to do so.
+
Animals always have full loyalty, and will fight to their [[death]] if commanded to do so.

Latest revision as of 20:46, 10 March 2013

Contents

[edit] 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. Initial number of hit points of a bought follower depends on Charisma and Luck.

[edit] 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. 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's a few 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: Since Changelog 19/07/2012 a dialog option to ask companions about their weapon preferences before taking them has been added.

[edit] 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.

[edit] Slaves

Can be obtained by using ropes on certain unconscious NPCs in 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.

[edit] 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. They can be bought in Boneyard.

[edit] Commanding

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

[edit] Party Points

[edit] Charisma / followers amount table

Follower Type Points Used
Mutant Merc - Big Guns 90
Mutant Merc - Unarmed 70
Human Companion 70
Human Merc - Big Guns 70
Human Merc - Energy Weapons 70
Human Merc - Small Guns 60
Ghoul Merc - Small Guns 50
Human Merc - Melee 50
Human Merc - Unarmed (not available) 40
Dog 40
Ghoul Merc - Melee 35
  • Number of Slaves you can have is 2 + number of Mercs you own (You don't need to have them with you while slaving.).
    • Note: You still need 1 + 1 CH for each Slave to be able to lead them on the WM. (To be able to lead 2 Slaves, 3 CH is needed.)
  • Number of Brahmin is 1 + number of Dogs/2
    • Note: You still need 1 + 1 CH for each Brahmin to be able to lead them on the WM. (To be able to lead 1 Brahmin, 2 CH is needed.)

[edit] 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.

[edit] Loyality

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 day.

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.

[edit] Mercs

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

[edit] Companions

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

[edit] Slaves

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

[edit] Animals

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

Personal tools
Contribute