Fallen Earth dev journal: Character builds
Filed under: Betas, Sci-fi, Screenshots, Fallen Earth, Classes, Guides, New titles, Education
Although classless advancement in Fallen Earth gives players more freedom to build the characters they want and level with skills of their choice, learning how to navigate a wide-open system can be a bit daunting for even the most experienced players. With a little help from the dev team and some crib note suggestions, players can learn how to make the most of the classless advancement system.
In Fallen Earth, characters may advance in rank and abilities regardless of their class or faction, and they can do so steadily. For each rank a character gains, players earn 2 AP (20 AP per level). Some APs can also be gained by completing missions, and all APs are spent however the player desires. The resulting system allows players to raise the skills and stats they think are most important for the character they play.
At each full level, a character also gains one point in each stat (a way to represent an individual's basic attributes and give an idea of how strong, agile or smart they are). Stats determine the base values for all learned Skills, Tradeskills and Mutation Paths. Special abilities can raise or lower stats; for instance, wearing heavy armor temporarily reduces Coordination.
Players receive enough APs to max out four to five stats and four to five skills or mutations. Raising a stat costs 5 AP. In this way, characters are prevented from specializing so much that it limits their game play to a narrow focus.
Skills are learned abilities, such as how to use a weapon or treat injuries. If you raise a stat, the skills that are based on it will also increase, as will the maximum value for the overall skill. Raising a skill costs 1 AP. Equipment and special abilities may modify skills. For example, equipping a rifle limits your Melee Defense Skill, while wearing heavy armor may limit your Dodge.
Tradeskills help players advance in specialities such as Armorcraft, Ballistics or Cooking while Mutation Paths give players special abilities, such as Alpha Mutations, Patho-Transmission and Telepathy.
In the following sample character builds, we'll take a look at three character builds categorized by faction allegiance. For more information on the classless advancement system, visit www.fallenearth.com.
Children of the Apocalypse
Berserker
Primary Attributes: Strength, Coordination, Endurance, Willpower
Primary Skills: Melee, Armor Use, Primal
Firebug
Primary Attributes: Endurance, Coordination, Perception, Willpower
Primary Skills: Thermal Control, Armor Use, Athletics
Typhoid Mary
Primary Attributes: Endurance, Willpower, Strength, Coordination
Primary Skills: Melee, Patho-Transmission, Armor Use
Enforcer
Jarhead
Primary Attributes: Perception, Endurance, Coordination, Dexterity
Primary Skills: Rifle, Armor Use, Athletics
Dreadnaught
Primary Attributes: Strength, Endurance, Coordination, Willpower
Primary Skills: Melee, Armor Use, Suppression
Commander
Primary Attributes: Charisma, Perception, Intelligence, Dexterity
Primary Skills: Group Tactics, First Aid, Pistol
Lightbearer
Combat Medic
Primary Attributes: Perception, Intelligence, Willpower, Endurance
Primary Skills: First Aid, Armor Use, Empathy
Protector
Primary Attributes: Strength, Coordination, Perception, Willpower
Primary Skills: Melee, Dodge, Telekinesis
Savant
Primary Attributes: Endurance, Charisma, Willpower, Intelligence
Primary Skills: Empathy, Telekinesis, Telepathy
Traveler
Desperado
Primary Attributes: Dexterity, Perception, Coordination, Endurance
Primary Skills: Pistol, Dodge, Athletics
Wiseguy
Primary Attributes: Charisma, Perception, Intelligence, Willpower
Primary Skills: Social, Sonic Influence, Telepathy
Assassin
Primary Attributes: Strength, Coordination, Endurance, Dexterity
Primary Skills: Melee, Athletics, Armor Use
Vista
Survivor
Primary Attributes: Endurance, Coordination, Intelligence, Perception
Primary Skills: Athletics, Armor Use, First Aid
Wastelander
Primary Attributes: Strength, Coordination, Willpower, Perception
Primary Skills: Melee, Dodge, Primal
Ranger
Primary Attributes: Dexterity, Coordination, Perception, Willpower
Primary Skills: Rifle, Dodge, Sonic Influence
Tech
Machinist
Primary Attributes: Dexterity, Perception, Intelligence, Willpower
Primary Skills: Pistol, Nano-Manipulation, Enhancement
Hazmat Crew
Primary Attributes: Dexterity, Perception, Coordination, Intelligence
Primary Skills: Pistol, Dodge, Nano-Manipulation
Mr. Fix-It
Primary Attributes: Intelligence, Perception, Willpower, Endurance
Primary Skills: Thermal Control, Nano-Manipulation, First Aid
Neutral
Hunter
Primary Attributes: Dexterity, Perception, Coordination, Endurance
Primary Skills: Rifle, Armor Use, Dodge
Trader
Primary Attributes: Charisma, Perception, Coordination, Intelligence
Primary Skills: Social, Group Tactics, Dodge
Savage
Primary Attributes: Strength, Coordination, Perception, Endurance
Primary Skills: Melee, Dodge, Athletics
In Fallen Earth, characters may advance in rank and abilities regardless of their class or faction, and they can do so steadily. For each rank a character gains, players earn 2 AP (20 AP per level). Some APs can also be gained by completing missions, and all APs are spent however the player desires. The resulting system allows players to raise the skills and stats they think are most important for the character they play.
At each full level, a character also gains one point in each stat (a way to represent an individual's basic attributes and give an idea of how strong, agile or smart they are). Stats determine the base values for all learned Skills, Tradeskills and Mutation Paths. Special abilities can raise or lower stats; for instance, wearing heavy armor temporarily reduces Coordination.
Skills are learned abilities, such as how to use a weapon or treat injuries. If you raise a stat, the skills that are based on it will also increase, as will the maximum value for the overall skill. Raising a skill costs 1 AP. Equipment and special abilities may modify skills. For example, equipping a rifle limits your Melee Defense Skill, while wearing heavy armor may limit your Dodge.
Tradeskills help players advance in specialities such as Armorcraft, Ballistics or Cooking while Mutation Paths give players special abilities, such as Alpha Mutations, Patho-Transmission and Telepathy.
In the following sample character builds, we'll take a look at three character builds categorized by faction allegiance. For more information on the classless advancement system, visit www.fallenearth.com.
---
Children of the Apocalypse
Berserker
Primary Attributes: Strength, Coordination, Endurance, Willpower
Primary Skills: Melee, Armor Use, Primal
Primary Attributes: Endurance, Coordination, Perception, Willpower
Primary Skills: Thermal Control, Armor Use, Athletics
Typhoid Mary
Primary Attributes: Endurance, Willpower, Strength, Coordination
Primary Skills: Melee, Patho-Transmission, Armor Use
Enforcer
Jarhead
Primary Attributes: Perception, Endurance, Coordination, Dexterity
Primary Skills: Rifle, Armor Use, Athletics
Dreadnaught
Primary Attributes: Strength, Endurance, Coordination, Willpower
Primary Skills: Melee, Armor Use, Suppression
Commander
Primary Attributes: Charisma, Perception, Intelligence, Dexterity
Primary Skills: Group Tactics, First Aid, Pistol
Combat Medic
Primary Attributes: Perception, Intelligence, Willpower, Endurance
Primary Skills: First Aid, Armor Use, Empathy
Protector
Primary Attributes: Strength, Coordination, Perception, Willpower
Primary Skills: Melee, Dodge, Telekinesis
Savant
Primary Attributes: Endurance, Charisma, Willpower, Intelligence
Primary Skills: Empathy, Telekinesis, Telepathy
Traveler
Primary Attributes: Dexterity, Perception, Coordination, Endurance
Primary Skills: Pistol, Dodge, Athletics
Wiseguy
Primary Attributes: Charisma, Perception, Intelligence, Willpower
Primary Skills: Social, Sonic Influence, Telepathy
Assassin
Primary Attributes: Strength, Coordination, Endurance, Dexterity
Primary Skills: Melee, Athletics, Armor Use
Vista
Survivor
Primary Attributes: Endurance, Coordination, Intelligence, Perception
Primary Skills: Athletics, Armor Use, First Aid
Wastelander
Primary Attributes: Strength, Coordination, Willpower, Perception
Primary Skills: Melee, Dodge, Primal
Primary Attributes: Dexterity, Coordination, Perception, Willpower
Primary Skills: Rifle, Dodge, Sonic Influence
Tech
Machinist
Primary Attributes: Dexterity, Perception, Intelligence, Willpower
Primary Skills: Pistol, Nano-Manipulation, Enhancement
Hazmat Crew
Primary Attributes: Dexterity, Perception, Coordination, Intelligence
Primary Skills: Pistol, Dodge, Nano-Manipulation
Mr. Fix-It
Primary Attributes: Intelligence, Perception, Willpower, Endurance
Primary Skills: Thermal Control, Nano-Manipulation, First Aid
Hunter
Primary Attributes: Dexterity, Perception, Coordination, Endurance
Primary Skills: Rifle, Armor Use, Dodge
Trader
Primary Attributes: Charisma, Perception, Coordination, Intelligence
Primary Skills: Social, Group Tactics, Dodge
Savage
Primary Attributes: Strength, Coordination, Perception, Endurance
Primary Skills: Melee, Dodge, Athletics




















Reader Comments (Page 1 of 1)
Mitch said on 8:05PM 8-04-2009
I understand that the "classes" provided in this article are just sample character builds with made-up names, but I think this might just add more confusion to anyone not sure about how FE's character creation works. Some people might actually see stuff like this and go into FE thinking there are preset classes.
Reply
Clockwork said on 9:20PM 8-04-2009
It's rather plaintly stated in the article that they are not classes, but just suggestions put forth by the devs for people who want to get an idea of some good, synergistic skillsets. I think it's a great idea, frankly, because a lot of people will inevitably end up taking skillsets that have no synergy and then complain that the leveling system is broken.
Dblade said on 12:57AM 8-05-2009
The problem too is that you usually have zero idea as a newbie of how skillsets even work long-term, and there almost always is something in class-based systems that can screw a person over. It's hard to really know what abilities and stats are vital just starting out, and it isn't till your character is gimped you find out, unless you religiously follow forums or wiki.
Chris said on 12:56AM 8-05-2009
You know for the briefest of moments I agreed with you.
And then I realized you think people are stupid. I don't blame you. What choice could you have other than to believe that people are stupid. Day in and out we see a world around us catering to a least common denominator that doesn't exist.
Somewhere along the line we managed to convince ourselves we're idiots. We managed to convince ourselves we don't know how to read and comprehend.
Who was it that got us all believing that we're incapable of the simplest levels of reading comprehension while simultaneously using a computer?
Dblade said on 1:16AM 8-05-2009
Uh, it's not reading or anything. I'll use my own example from a level-based game.
In FFXI you have a weaponskill called Slug Shot. It's a powerful attack, and uses agility as a stat to modify-in other words, the more agility you add, the more base damage you gain and the harder it hits.
Now here is the killer-because of the hidden equations behind the game, you actually do LESS damage if you obey the text and stack AGI-the way the damage equations work you need to add STR instead to see more damage return. It's because of the level correction equation and its pretty damn arcane. Link is at http://wiki.ffxiclopedia.org/wiki/FSTR to show you.
There's not reading, but MMOs are full of crap like this. In Mabinogi there is an entire hidden stat called combat power which determines how a mob checks to you, that is never explained in game, and can make something that could take weeks to train take months.
That's the problem, not basic reading or creativity. MMOs LOVE to throw counterintuitive mechanics that are never explained unless people parse and reverse engineer the equations. In FFXI again, you'd think vitality is good for tanks right? Guess what, it's crap, to the point where in experience you get more potential by gearing exactly the same as a damage dealing class, and tanking armor is considered useless except for one piece.
Skill-based systems are not immune to this, and a lot of times you may find that instead of one stat, an entirely different one may have been needed, or one skill is busted in regards to others.
torak said on 1:35AM 8-05-2009
Yay, a game with no classes....so lets make up some classes...
MMO players are such tards sometimes. They moan for something like "no classes" then the first thing they do is start trying to shoehorn their own "classes" into it.
Next thing you will see is the "uber build"...and in a game that has a heavy PvP element like this one does, you know it's gonna happen. There will be the 4 or 5 "must have" skills that everyone will think they are gotta need in order to be "competitive".
I love skill system based games but the reason they don't work is MMO players quickly grind out the math and reduce them to a single build game. Where at least a class based system forces a few different roles into the gameplay.
Reply
Dblade said on 3:13AM 8-05-2009
It would help if MMO's also introduced real tactical choice. If its all just random number generators and shoot things dead, you'll see uberbuilds quickly emerge. But if you give enough flexibility where that you can use many builds equally effectively, you reduce the chance of it.
If winning wasn't about just reducing an enemy's HP to zero, but outrunning him, or using environmental traps, or even delaying him till reinforcements arrived, you'd have less of a single build mentality. Or even the difference between guarding land and invading it could provide a lot of freedom-a scout is a very different beast from a lookout.
Most MMOs though just wind up being reduce HP to zero, and everything revolves around that with no real meta-purpose beyond that combat. If they added more i think you'd see skill systems start to flourish.
torak said on 3:35AM 8-05-2009
It has to do with the core mechanic of earning "XP" or whatever progression.
If you out run or trap a creature you earn no XP hence progression in current systems. Everything is based on "kills" and is more or less combat centric as you noted.
Although in the past games like SWG did try some more social type professions they ended up devolving into math grinds as the community quickly learned to abuse the system.
The same thing happened there with the flavor of the month templating of professions.
One example I can easily think of is the total lack of a true "thief" arch-type in MMO's. Where non-combat, theft opening locks, doors, finding secret doors / hiding places, picking pockets), evasion and stealth are the primary skills but in 99% of MMO's a "thief" has mutated into a "rogue" which is essentially nothing more then a high DPS, stealther in most cases and that's the only "role" they really have. Such a shame such vast potential is totally wasted.
Clockwork said on 3:17PM 8-05-2009
"It would help if MMO's also introduced real tactical choice. If its all just random number generators and shoot things dead, you'll see uberbuilds quickly emerge. But if you give enough flexibility where that you can use many builds equally effectively, you reduce the chance of it.
If winning wasn't about just reducing an enemy's HP to zero, but outrunning him, or using environmental traps, or even delaying him till reinforcements arrived, you'd have less of a single build mentality. Or even the difference between guarding land and invading it could provide a lot of freedom-a scout is a very different beast from a lookout.
Most MMOs though just wind up being reduce HP to zero, and everything revolves around that with no real meta-purpose beyond that combat. If they added more i think you'd see skill systems start to flourish."
QFT, my friend.
Macabre said on 1:48AM 8-05-2009
QFT
Reply
Macabre said on 1:50AM 8-05-2009
Reply fail...
The QFT was meant for torak's comment.
Reply