Hostile wasteland forces consider you an enemy. Earn points by defeating players from other factions.
HighwaymanScavengerBandit
Corporation
ExecutiveBounty HunterOperative
Choose Your Class
Military
Commando
Above 75% health: gain Resistance I and +20% melee and ranged damage.
Between 25% and 75% health: all of these bonuses are removed.
Below 25% health: melee and ranged damage are reduced by 25%.
Near death, there is a 15% chance to trigger a last stand: restore health to half its original value and gain Strength I, Speed I, Resistance I, Fire Resistance I and Regeneration I for 20 seconds.
Military
SharpShooter
Holding a melee weapon in your main hand applies Slowness I.
Melee damage is reduced by 30%.
All firearm damage increases by 25%, or 40% while aiming down sights.
Hold Shift while stationary for 5 seconds to become invisible. Invisibility lasts for 3 seconds after you move.
Military
Medic
Receive a team healing tool that heals teammates within a 5-block radius.
Above 50% health: gain a persistent painkiller effect.
Healing skill books have a base healing value of 10%.
Melee damage is reduced by 30%.
Ranged damage is reduced by 20%.
Wanderers
Highwayman
Gain +20% movement speed while hunger and thirst are full.
Base dodge chance: 15%.
Damage from firearms other than submachine guns and pistols is reduced by 25%.
Lance Charge: while sprinting without Slowness, your next melee attack deals 250% damage. Cooldown: 15 seconds.
Below 50% health: gain Slowness II.
Wanderers
Scavenger
Melee damage is reduced by 30%.
Ranged damage is reduced by 20%.
Carrying a diamond or alloy backpack grants +1 Luck.
Item dismantling success chance is fixed at 70%.
Mining skill increases by 50%.
Wanderers
Bandit
Melee damage increases by 30%.
Melee skill progression is 50% faster.
Killing a mob grants Regeneration I for 3 seconds.
Damage from firearms other than shotguns is reduced by 25%.
Saturation and thirst deplete faster. Hunger or hydration below 75% triggers Vulnerability I.
Each hit taken has a 15% chance to cause a headache for 10 seconds.
Corporation
Executive
While an Executive is in the team and within 32 blocks, the whole team gains +0.5 Luck.
With an Executive present, the whole team earns 1.5 times the points for player kills.
Executives can recruit civilian-faction players as mercenaries (coming later).
Below 50% health: gain Darkness.
If an Executive is killed by a teammate, the whole team loses 1 Luck for 10 minutes.
Corporation
Bounty Hunter
Earn 1.5 times the bounty for player kills.
Melee weapon damage increases by 25%.
Mobs drop more money when killed.
Attacks have a 25% chance to inflict Internal Injury for 3 seconds.
With an Operative in the team, gain radar access and remove the ranged damage penalty.
Without an Operative in the team, ranged damage is reduced by 25%.
Corporation
Operative
Gain access to the Corporation radar.
Gain permanent Night Vision.
Ranged weapon damage increases by 25%.
TaCZ firearm durability loss from firing is reduced by 50%.
With a Bounty Hunter in the team, remove the melee damage penalty.
Without a Bounty Hunter in the team, melee weapon damage is reduced by 25%.