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The base attributes in Fallen Earth are:
 
The base attributes in Fallen Earth are:
* [[Charisma]]: A measure of a character's capacity to influence others. Charisma affects [[Gamma]] and Gamma Regeneration, as well as the maximum skill levels for [[:Category:Abilities (Social)|Social]], [[Empathy]] and [[Enhancement]].
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* [[Charisma]]: A measure of a character's capacity to influence others. Charisma affects [[Gamma]] and Gamma Regeneration, as well as the maximum skill levels for [[Social]], [[Empathy]] and [[Enhancement]].
* [[Coordination]]: Affects your [[Stamina]] and Stamina Regeneration, as well as your maximums for [[:Category:Abilities (Armor Use)|Armor Use]], [[Dodge]], [[Escape Artist]], [[:Category:Abilities (Group Tactics)|Group Tactics]], [[Illumination]], [[Melee]] and [[Telekinesis]].
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* [[Coordination]]: Affects your [[Stamina]] and Stamina Regeneration, as well as your maximums for [[Armor Use]], [[Dodge]], [[Escape Artist]], [[Group Tactics]], [[Illumination]], [[Melee]] and [[Telekinesis]].
 
* [[Dexterity]]: Affects your [[Stamina]] and Stamina Regeneration, and [[Reflexes]] save, as well as your maximums for [[Dirty Tricks]], [[Escape Artist]], [[Pistol]], [[Precision]], [[Rifle]] and [[Sonic influence|Sonic Influence]].
 
* [[Dexterity]]: Affects your [[Stamina]] and Stamina Regeneration, and [[Reflexes]] save, as well as your maximums for [[Dirty Tricks]], [[Escape Artist]], [[Pistol]], [[Precision]], [[Rifle]] and [[Sonic influence|Sonic Influence]].
* [[Endurance]]: Affects your [[Health]] and Health Regeneration, and [[Body]] save, as well as the maximum skill levels for [[:Category:Abilities (Armor Use)|Armor Use]] and [[Patho-Transmission]].
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* [[Endurance]]: Affects your [[Health]] and Health Regeneration, and [[Body]] save, as well as the maximum skill levels for [[Armor Use]] and [[Patho-Transmission]].
* [[Intelligence]]: Affects your [[Gamma]] and Gamma Regeneration, and [[Mind]] save, as well as the maximum skill levels for [[:Category:Abilities (First Aid)|First Aid]], [[:Category:Abilities (Group Tactics)|Group Tactics]], [[Nano-Manipulation]], [[Precision]], [[Thermal Control]], and all [[Tradeskills]].
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* [[Intelligence]]: Affects your [[Gamma]] and Gamma Regeneration, and [[Mind]] save, as well as the maximum skill levels for [[First Aid]], [[Group Tactics]], [[Nano-Manipulation]], [[Precision]], [[Thermal Control]], and all [[Tradeskills]].
 
* [[Perception]]: The acuity of your character's senses. Affects your Rifles skill and ability to see other players on your map.
 
* [[Perception]]: The acuity of your character's senses. Affects your Rifles skill and ability to see other players on your map.
 
* [[Strength]]: Your character's muscle power. Affects your melee abilities, HP, and the amount of weight you can carry.
 
* [[Strength]]: Your character's muscle power. Affects your melee abilities, HP, and the amount of weight you can carry.
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'''Example:''' ''A character with an intelligence of 40 and a charisma of 25 would have ((40 * 3) + (25 * 3)) = (120 + 75) = 195'' [[Gamma]].
 
'''Example:''' ''A character with an intelligence of 40 and a charisma of 25 would have ((40 * 3) + (25 * 3)) = (120 + 75) = 195'' [[Gamma]].
   
The [[Health]] attribute represents how much damage one can take before becoming incapacitated. Health can be replenished using [[:Category:Abilities (First Aid)|First Aid]] Abilities, healing mutations, and medical items. The rate at which health naturally replenishes can be improved through the consumption of food items, and by certain medical items. Health is calculated with the following formula:
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The [[Health]] attribute represents how much damage one can take before becoming incapacitated. Health can be replenished using [[First Aid]] Abilities, healing mutations, and medical items. The rate at which health naturally replenishes can be improved through the consumption of food items, and by certain medical items. Health is calculated with the following formula:
   
 
<p style="text-align: center">'''''Health = ((Level * 3) + (Strength * 3) + (Endurance * 4))'''''</p>
 
<p style="text-align: center">'''''Health = ((Level * 3) + (Strength * 3) + (Endurance * 4))'''''</p>
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The character's learned abilities. They are involved in normal, non-mutation based combat, using items, and interacting with the environment. All skills start with a base value of 1 and can only be increased by spending 1 AP per point of skill.
 
The character's learned abilities. They are involved in normal, non-mutation based combat, using items, and interacting with the environment. All skills start with a base value of 1 and can only be increased by spending 1 AP per point of skill.
   
* [[:Category:Abilities (Armor Use)|Armor Use]]: Your Armor Use skill improves your resistances while wearing armor. Armor Use is based on 25% coordination and 75% endurance.
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* [[Armor Use]]: Your Armor Use skill improves your resistances while wearing armor. Armor Use is based on 25% coordination and 75% endurance.
 
* [[Dirty Tricks]]: Your Dirty Tricks skill gives you an arsenal of nasty tricks to use in a fight. Max value equals 50% Dexterity plus 50% Perception.
 
* [[Dirty Tricks]]: Your Dirty Tricks skill gives you an arsenal of nasty tricks to use in a fight. Max value equals 50% Dexterity plus 50% Perception.
 
* [[Dodge]]: Your Dodge skill is the base value for your Melee and Ranged defense, which reduces the strength of your opponent's damage and critical hit bonuses. Max value equals 50% coordination and 50% perception.
 
* [[Dodge]]: Your Dodge skill is the base value for your Melee and Ranged defense, which reduces the strength of your opponent's damage and critical hit bonuses. Max value equals 50% coordination and 50% perception.
 
* [[Escape Artist]]: Your Escape Artist skill helps you get out of rough situations. It also makes you harder to detect on the tactical map in PvP areas. Max value equals 50% Dexterity plus 50% Coordination.
 
* [[Escape Artist]]: Your Escape Artist skill helps you get out of rough situations. It also makes you harder to detect on the tactical map in PvP areas. Max value equals 50% Dexterity plus 50% Coordination.
* [[:Category:Abilities (First Aid)|First Aid]]: Allows the character to use a number of healing items and special abilities, such as recovering health over time, restoring stamina, or removing poison and disease effects. First Aid is based on 75% intelligence and 25% perception.
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* [[First Aid]]: Allows the character to use a number of healing items and special abilities, such as recovering health over time, restoring stamina, or removing poison and disease effects. First Aid is based on 75% intelligence and 25% perception.
* [[:Category:Abilities (Group Tactics)|Group Tactics]]: Allows use of special abilities that can increase your group's combat effectiveness. Group Tactics is based on 75% charisma and 25% perception.
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* [[Group Tactics]]: Allows use of special abilities that can increase your group's combat effectiveness. Group Tactics is based on 75% charisma and 25% perception.
 
* [[Heavy Weapons]]: offers the player the ability to use grenade and rocket launchers.
 
* [[Heavy Weapons]]: offers the player the ability to use grenade and rocket launchers.
 
* [[Melee]]: Determines effectiveness of melee combat, including chance of critical hits, weapon selection, and special attacks. Melee is based on 50% strength and 50% coordination.
 
* [[Melee]]: Determines effectiveness of melee combat, including chance of critical hits, weapon selection, and special attacks. Melee is based on 50% strength and 50% coordination.
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* [[Precision]]: Your Precision skill increases your chance to get a critical hit with Melee, Pistol, and Rifle weapons. Max Value equals 50% Dexterity plus 50% Intelligence.
 
* [[Precision]]: Your Precision skill increases your chance to get a critical hit with Melee, Pistol, and Rifle weapons. Max Value equals 50% Dexterity plus 50% Intelligence.
 
* [[Rifle]]: Determines effectiveness of rifles in combat, including chance of critical hits, weapon selection, and special attacks. Rifle is based on 50% Dexterity and 50% Perception. Note that shotguns and crossbows are included in this skill.
 
* [[Rifle]]: Determines effectiveness of rifles in combat, including chance of critical hits, weapon selection, and special attacks. Rifle is based on 50% Dexterity and 50% Perception. Note that shotguns and crossbows are included in this skill.
* [[:Category:Abilities (Social)|Social]]: Your ability to haggle with merchants and manipulate others. Social is based on 75% charisma and 25% perception.
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* [[Social]]: Your ability to haggle with merchants and manipulate others. Social is based on 75% charisma and 25% perception.
   
 
== Tradeskills ==
 
== Tradeskills ==
 
[[Tradeskills]] allow players to craft items by learning [[instructions]], collecting the appropriate tool kits and components, and spending the required time to make the item. Characters can learn as many tradeskill as they want. All Tradeskills are based on 75% intelligence and 25% perception. Tradeskills are raised through use, up to double the base value of the skill. There are 10 core tradeskills:
 
[[Tradeskills]] allow players to craft items by learning [[instructions]], collecting the appropriate tool kits and components, and spending the required time to make the item. Characters can learn as many tradeskill as they want. All Tradeskills are based on 75% intelligence and 25% perception. Tradeskills are raised through use, up to double the base value of the skill. There are 10 core tradeskills:
   
* [[Armorcraft]]: Used to create clothes/armor, ranging from boots, to helmets, to vests.
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* [[:Category:Knowledge (Armorcraft)|Armorcraft]]: Used to create clothes/armor, ranging from boots, to helmets, to vests.
* [[Ballistics]]: Used to create firearms, crossbows, and zip guns, as well as ammunition.
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* [[:Category:Knowledge (Ballistics)|Ballistics]]: Used to create firearms, crossbows, and zip guns, as well as ammunition.
   
 
* [[:Category:Knowledge (Construction)|Construction]]: Used to create temporary "Camps" that give a wide range of beneficial effects.
 
* [[:Category:Knowledge (Construction)|Construction]]: Used to create temporary "Camps" that give a wide range of beneficial effects.
* [[Cooking]]: Used to create consumable items like food and drinks, both of which give helpful buffs such as increased regeneration or improved combat abilities.
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* [[:Category:Knowledge (Cooking)|Cooking]]: Used to create consumable items like food and drinks, both of which give helpful buffs such as increased regeneration or improved combat abilities.
   
 
* [[Geology]]: Allows the player to harvest minerals from mining nodes and to refine metals into higher-grade components.
 
* [[Geology]]: Allows the player to harvest minerals from mining nodes and to refine metals into higher-grade components.
* [[Medicine]]: Making first aid kits, anti-venoms, radiation treatments, etc.
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* [[:Category:Knowledge (Medicine)|Medicine]]: Making first aid kits, anti-venoms, radiation treatments, etc.
 
* [[Mutagenics]]: Covers the creation of mutation injectors and other devices that support the use of mutations, such as gamma restorers.
 
* [[Mutagenics]]: Covers the creation of mutation injectors and other devices that support the use of mutations, such as gamma restorers.
* [[Nature]]: Used to harvest plant life, train Horse mounts, craft poisons, and the refinement of "natural" materials.
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* [[:Category:Knowledge (Nature)|Nature]]: Used to harvest plant life, train Horse mounts, craft poisons, and the refinement of "natural" materials.
 
* [[Scavenging]]: Allows for harvesting materials from the piles of junk that dot the Grand Canyon.
 
* [[Scavenging]]: Allows for harvesting materials from the piles of junk that dot the Grand Canyon.
 
* [[Science]]: Used to create thrown acids, refined chemicals, special armors, gas-masks, and optics such as firearm scopes or equipable goggles.
 
* [[Science]]: Used to create thrown acids, refined chemicals, special armors, gas-masks, and optics such as firearm scopes or equipable goggles.
   
* [[Weaponry]]: Used to create melee weapons such as hammers, swords, and shivs.
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* [[:Category:Knowledge (Weaponry)|Weaponry]]: Used to create melee weapons such as hammers, swords, and shivs.
   
 
Tradeskills also allow you to write instructions of what you know and research more advanced recipes.
 
Tradeskills also allow you to write instructions of what you know and research more advanced recipes.
   
 
== Mutation Skills ==
 
== Mutation Skills ==
Every clone is granted access to the [[Alpha mutation]], but the others must be learned. Each mutation path covers a specific type of mutation and allows the player to learn special abilities within that mutation. Mutation skills will augment rather than replace your primary combat skills.
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Every clone is granted access to the [[:Category:Alpha Mutation|Alpha mutation]], but the others must be learned. Each mutation path covers a specific type of mutation and allows the player to learn special abilities within that mutation. Mutation skills will augment rather than replace your primary combat skills.
   
 
Except for the Alpha mutation, each Mutation Path is associated with one stat, which, along with Willpower, determines both the base and maximum skill values for that path. Except for the Alpha mutation, mutation paths are raised with APs, with each AP raising the mutation path 1 point, up to double the base value of the skill.
 
Except for the Alpha mutation, each Mutation Path is associated with one stat, which, along with Willpower, determines both the base and maximum skill values for that path. Except for the Alpha mutation, mutation paths are raised with APs, with each AP raising the mutation path 1 point, up to double the base value of the skill.
   
* [[Alpha mutation]]: Fairly low-power mutations possessed by all characters as part of the cloning process. They provide some basic buffs, recovery abilities, and speed modifiers. This skill is always equal to double your Willpower.
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* [[:Category:Alpha Mutation|Alpha mutation]]: Fairly low-power mutations possessed by all characters as part of the cloning process. They provide some basic buffs, recovery abilities, and speed modifiers. This skill is always equal to double your Willpower.
   
 
* [[Empathy]]: Users takes wounds and detrimental effects from other players onto themselves. At higher levels, they can also drain Health and Stamina from an opponent. An empathic mutant can also restore the dead by taking massive amounts of damage to him- or herself. Favored by the Lightbearers.
 
* [[Empathy]]: Users takes wounds and detrimental effects from other players onto themselves. At higher levels, they can also drain Health and Stamina from an opponent. An empathic mutant can also restore the dead by taking massive amounts of damage to him- or herself. Favored by the Lightbearers.

Revision as of 19:33, 20 July 2013

Stats

A character's stats are the attributes that define what a character can do in Fallen Earth. These attributes can be divided into two types: base attributes, whose values can be increased directly by the player, and derived attributes, which gain their values from combinations of the base attributes.

Base Attributes

There are 8 base attributes that combined describe the root characteristics of a character. Each attribute has a base (minimum) value of (character level + 10) and a maximum value of ((character level + 10) * 1.5). An attribute can be increased above the base value (but no higher than the maximum) by spending 5 Advancement Points (APs) per level added.

Example: A new level one character will have attributes with a value of 11, which can be increased as high as 16. When that character reaches level 2, all attributes will have a value of at least 12 and the new maximum level will be 18. Any improvements made to levels by spending APs will remain, so that a Strength of 16 on a level 1 character will increase to 17 automatically when reaching level 2, where it can be further increased to 18 with the expenditure of 5 more APs.

The base attributes in Fallen Earth are:

Derived Attributes

Derived attributes further describe a character's traits, but unlike the primary stats, they cannot be directly modified by spending APs. Instead, they are determined by a combination of other attributes and updated immediately as those attributes change. Some of these attributes are in the form of a 'pool' of points that are depleted through use or damage and replenished over time with abilities or items. The remaining attributes represent resistances or 'save' abilities that can mitigate or block certain negative game effects.


Pool Attributes

The Gamma attribute represents a pool that powers a character’s mutation abilities. As mutations are used, the amount of gamma available decreases. The size of the pool can be affected by hostile mutations as well as gamma manipulation items. The rate at which the pool is replenished is affected by movement (decreased rate) and some gamma manipulation items. Gamma is calculated with the following formula:

Gamma = ((Intelligence * 3) + (Charisma * 2))

Example: A character with an intelligence of 40 and a charisma of 25 would have ((40 * 3) + (25 * 3)) = (120 + 75) = 195 Gamma.

The Health attribute represents how much damage one can take before becoming incapacitated. Health can be replenished using First Aid Abilities, healing mutations, and medical items. The rate at which health naturally replenishes can be improved through the consumption of food items, and by certain medical items. Health is calculated with the following formula:

Health = ((Level * 3) + (Strength * 3) + (Endurance * 4))

Example: A level 10 character with a strength of 30 and an endurance of 25 would have ((10 * 3) + (30 * 3) + (25 * 4)) = (30 + 90 + 100) = 220 Health


The Stamina attribute defines how much energy a character can exert before exhaustion sets in. This energy is used when a character uses a non-mutation special abilities granted by an active skill, When Stamina bottoms out, a character also suffers reduced speed. The rate at which stamina naturally replenishes can be improved through the consumption of beverages. Stamina is calculated with the following formula:

Stamina = ((Dexterity * 3) + (Coordination * 2))

Example: A character with a dexterity of 28 and a coordination of 26 would have ((28 * 3) + (26 * 2)) = (84 + 52) = 136 Stamina

Resistance or 'Save' Attributes

Body defines a person’s resistance to invasive special abilities, such as poisons and disease. Endurance and Strength are the primary factors in the Body attribute.

The Mind attribute is used as a saving throw against mental attacks, such as Telepathy. Mind is a combination of Intelligence and Willpower.

A character with a high Reflexes attribute can quickly sidestep special abilities (i.e., an Acid Spray). Coordination and Dexterity are used to calculate Reflexes.

Skills

The character's learned abilities. They are involved in normal, non-mutation based combat, using items, and interacting with the environment. All skills start with a base value of 1 and can only be increased by spending 1 AP per point of skill.

  • Armor Use: Your Armor Use skill improves your resistances while wearing armor. Armor Use is based on 25% coordination and 75% endurance.
  • Dirty Tricks: Your Dirty Tricks skill gives you an arsenal of nasty tricks to use in a fight. Max value equals 50% Dexterity plus 50% Perception.
  • Dodge: Your Dodge skill is the base value for your Melee and Ranged defense, which reduces the strength of your opponent's damage and critical hit bonuses. Max value equals 50% coordination and 50% perception.
  • Escape Artist: Your Escape Artist skill helps you get out of rough situations. It also makes you harder to detect on the tactical map in PvP areas. Max value equals 50% Dexterity plus 50% Coordination.
  • First Aid: Allows the character to use a number of healing items and special abilities, such as recovering health over time, restoring stamina, or removing poison and disease effects. First Aid is based on 75% intelligence and 25% perception.
  • Group Tactics: Allows use of special abilities that can increase your group's combat effectiveness. Group Tactics is based on 75% charisma and 25% perception.
  • Heavy Weapons: offers the player the ability to use grenade and rocket launchers.
  • Melee: Determines effectiveness of melee combat, including chance of critical hits, weapon selection, and special attacks. Melee is based on 50% strength and 50% coordination.
  • Pistol: Determines effectiveness of pistols in combat, including chance of critical hits, weapon selection, and special attacks. Pistol is based on 50% dexterity and 50% perception. Pistols don’t have the range of rifles, but can be used in close combat without penalty. Note that sub-machine guns and zip guns are included in this skill.
  • Power: Your Power skill increases the damage you inflict with Melee, Pistol, and Rifle weapons. Max value equals 50% Strength plus 50% Willpower.
  • Precision: Your Precision skill increases your chance to get a critical hit with Melee, Pistol, and Rifle weapons. Max Value equals 50% Dexterity plus 50% Intelligence.
  • Rifle: Determines effectiveness of rifles in combat, including chance of critical hits, weapon selection, and special attacks. Rifle is based on 50% Dexterity and 50% Perception. Note that shotguns and crossbows are included in this skill.
  • Social: Your ability to haggle with merchants and manipulate others. Social is based on 75% charisma and 25% perception.

Tradeskills

Tradeskills allow players to craft items by learning instructions, collecting the appropriate tool kits and components, and spending the required time to make the item. Characters can learn as many tradeskill as they want. All Tradeskills are based on 75% intelligence and 25% perception. Tradeskills are raised through use, up to double the base value of the skill. There are 10 core tradeskills:

  • Armorcraft: Used to create clothes/armor, ranging from boots, to helmets, to vests.
  • Ballistics: Used to create firearms, crossbows, and zip guns, as well as ammunition.
  • Construction: Used to create temporary "Camps" that give a wide range of beneficial effects.
  • Cooking: Used to create consumable items like food and drinks, both of which give helpful buffs such as increased regeneration or improved combat abilities.
  • Geology: Allows the player to harvest minerals from mining nodes and to refine metals into higher-grade components.
  • Medicine: Making first aid kits, anti-venoms, radiation treatments, etc.
  • Mutagenics: Covers the creation of mutation injectors and other devices that support the use of mutations, such as gamma restorers.
  • Nature: Used to harvest plant life, train Horse mounts, craft poisons, and the refinement of "natural" materials.
  • Scavenging: Allows for harvesting materials from the piles of junk that dot the Grand Canyon.
  • Science: Used to create thrown acids, refined chemicals, special armors, gas-masks, and optics such as firearm scopes or equipable goggles.
  • Weaponry: Used to create melee weapons such as hammers, swords, and shivs.

Tradeskills also allow you to write instructions of what you know and research more advanced recipes.

Mutation Skills

Every clone is granted access to the Alpha mutation, but the others must be learned. Each mutation path covers a specific type of mutation and allows the player to learn special abilities within that mutation. Mutation skills will augment rather than replace your primary combat skills.

Except for the Alpha mutation, each Mutation Path is associated with one stat, which, along with Willpower, determines both the base and maximum skill values for that path. Except for the Alpha mutation, mutation paths are raised with APs, with each AP raising the mutation path 1 point, up to double the base value of the skill.

  • Alpha mutation: Fairly low-power mutations possessed by all characters as part of the cloning process. They provide some basic buffs, recovery abilities, and speed modifiers. This skill is always equal to double your Willpower.
  • Empathy: Users takes wounds and detrimental effects from other players onto themselves. At higher levels, they can also drain Health and Stamina from an opponent. An empathic mutant can also restore the dead by taking massive amounts of damage to him- or herself. Favored by the Lightbearers.
  • Enhancement: This mutant can use his or her own chemistry to alter the composition of other substances for buff, debuff, and healing effects. It is favored by the Techs and CHOTA.
  • Illumination: a support line providing additional resources and regeneration:
  • Nano-Manipulation: Favored by the Techs, this strange mutation alters the bio-electric field so that the mutant can control nanites left on the body after the cloning process. These mutants can direct the nanites to heal them, strengthen their armor, and even resuscitate others.
  • Patho-Transmission: A mutant of this type can unleash disease, poison, and radiation on others. This character is also highly resistant to these kinds of attack. Favored by the CHOTA.
  • Primal: The mutant can activate repressed animal genes to grant personal stat buffs and even grant a few powers that mimic animal abilities and pheromones. Favored by the Vistas and CHOTA.
  • Sonic Influence: This type of mutant can control sound waves and sonic vibrations to unleash sonic attacks, buffs and debuffs. Favored by the Travelers and Vistas.
  • Suppression: Allows a character to suppress a mutant’s power by removing buffs and debuffs or even by draining Gamma. Favored by Enforcers.
  • Telekinesis: The user creates kinetic energy with his or her mind and directs it at an enemy for damage and even occasional debuffs. Favored by the Lightbearers.
  • Thermal Control: By controlling the friction between molecules, characters with this power can cause temperature changes in a small area. This can result in fire and cold damage to targets, along with other debuffs. Favored by the CHOTA and Techs.

Respecing

Related Articles

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