Details:
Level
1
55
1
Bonus AP
0
40
0
Attributes (5AP per point):
Charisma
11
17
11
Coordination
11
17
11
Dexterity
11
17
11
Endurance
11
17
11
Intelligence
11
17
11
Perception
11
17
11
Strength
11
17
11
Willpower
11
17
11
Skills (1AP per point):
Armor Use
1
196
1
Dirty Tricks
1
196
1
Dodge
1
196
1
Escape Artist
1
196
1
First Aid
1
196
1
Group Tactics
1
196
1
Heavy Weapon
1
196
1
Melee
1
196
1
Pistol
1
196
1
Power
1
196
1
Precision
1
196
1
Rifle
1
196
1
Social
1
196
1
Max Crafting
1
196
1
Mutations (1AP per point):
Alpha
1
196
1
Empathic
1
196
1
Enhancement
1
196
1
Illumination
1
196
1
Nano-Manipulation
1
196
1
Patho-Transmission
1
196
1
Primal
1
196
1
Sonic
1
196
1
Suppression
1
196
1
Telekinesis
1
196
1
Thermal Control
1
196
1
 
Attribute Description:
 
Skill Description:
 
Mutation Description:
 
Import - Reload
X
Character Summary
 
X
Psychic's Online Character Planner V2.13Header Image
Based originally on an Excel Spreadsheet created by Toecutter. Converted & extended, then re-written for web, by Psychic.
Last Updated: Thursday 24th November 2011
Feedback Thread: Fallen Earth Forums
Tips: You can click on the minimum and maximum values to jump stright to them. You can click on attribute/skill/mutation names for summaries.
Designed for the latest versions of IE, Opera, Chrome & Firefox to fit within standard 1024 resolution monitors.
Looks slightly worse in IE8 due to no text-shadow support! :(
X
Starter Towns Starter Towns
Starting towns help setup a character for the style they wish to play. They provide weapons, starter schematics and plans for crafting, basic ammunition and some starting currency, whilst also acclimitising you to the larger game world.

The nine starter towns are separated into three categories, which defines the type of quests available, and the types of quest rewards offered:

Combat (Kill style quests, weapons & ammo rewards) Support (Mixed quests & rewards aimed at support skills) Crafting (Crafting styled quests, recipe book rewards)
All of the towns in Sector 1, including the starter towns, have no effect on faction status; this doesn't start until sector 2. You can do any/all of the quests available without affecting your standing with any of the 6 major factions.
X
Faction Wheel
Faction Relationship Wheel

The basic faction system functions as a wheel. Each faction has two allied factions (next to them on the wheel), one archenemy faction (opposite them on the wheel), and two enemy factions (next to the archenemy on the wheel.

When you complete a mission that is a significant help to a faction, you gain reputation points with that faction. You also gain half as many points with your allied factions. However, you lose twice that much from your rating with your archenemy, and you lose an amount equal to your gain from your enemy factions. Thus, there is no way to manage a long-term balancing act by helping everyone equally; in the end, they'll all hate you for being a waffling turncoat.

However, these alliances do allow you to change your faction by working your way around the wheel. In the earlier stages of the game, switching factions is not hard, but the longer you are part of a faction, the harder it gets to change.

As you gain standing with a faction, new missions, merchants, and restricted knowledge become available. You can earn ranks and join in the capture of conflict towns.

It is worth noting though, that faction choices do not need to be made until Sector 2, which starts around level 15. Before then, there are no faction based missions that affect repuation standings.
X
Town Levels

Sector 1
Starter Towns (Levels 1-5)
Clinton Farm
Midway
Boneclaw
South Burb
North Burb
Mumford
Terance
Zanesville
Depot 66
Central Towns
Odenville 4-8
Oilville 4-8
Embry Crossroads 4-8
Linewood 7-10
Kingman 7-10
Upper Plateau
Coppermine 10-13
Mobray/Pinkston 12-14
Pass Chris 10-13
Watchtower 10-13
Trailer Park 13-15
Trumbull 13-15
Spider Hill 13-15
Sector 2
The Oasis 13-15
Sunshine Corners 15-20
The Gallows 15-20
Post 23 15-20
Picus Ridge 15-20
Thorne's Bluff 15-20
Fracture 15-20
Credit Bend 15-20
Haven 15-20
New Flagstaff 20-30
Tinkersdam 20-25
Barret Manor 20-25
Devon Township 21-25
Burnside 25-30
Windfarm 25-30
The Dump 25-30
Blaine 25-30
Hollister Point 25-30
Sector 3
Dieseltown 30-35
Docuer's Court 30-35
Monkeytown/ Quarantine 30-35
Willoughby's Garage 30-35
Waste Farm 30-40
Chemtown 35-40
Banker's Hole 35-40
Warhall 35-40
Black Hill 35-40
St. Sebastians 35-40
Gaia 35-40
Haietta 35-40
Fender Gate 35-40
Papermill 35-40
Trader's Flat 35-40
The Repository 40-45
Tannerfield 40-45
Blackridge 40-45
Brigg's Point 43-45
Park City 45-50
Deadfall Point 45-50
Beyond
Deadfall
Wasted Wood 45-50
Pitchblende 45-50
Rothium Ridge 46-50
Los Alamos 47-50
Terminal Woods
Rock Bottom 50-55
Nothing Left 50-55
Alpha County
Shackleton 50-55
End Run 50-55
Mercy 50-55
Desolation 50-55
Camp Sagan 50-55
Scorcher Base 50-55
Post 88 50-55
Redemption 50-55
X
Bank Vault Locations

Sector Vaults are commonplace and are present in almost every town. Barter Vaults are fewer in number, and only appear in larger a few larger towns. VIP (AKA Banker's Vault) are located in the "capital" cities of each sector.
Sector 1
Barter Vaults
Coppermine
Kingman
Odenville
Embry Crossroads
Oilville
Watchtower
Trailer Park
Spider Hill
Pass Chris
VIP/Banker's Vault
Embry Crossroads
Sector 2
Barter Vaults
Haven
Picus Ridge
Post 23
Barret Manor
Thorne's Bluff
Blaine
Sunshine Corners
New Flagstaff
Credit Bend
Devon Township
Last Stop
Fracture
VIP/Banker's Vault
New Flagstaff
Blaine
Sector 3
Barter Vaults
Brigg's Point
Stronghold
Dieseltown
Chemtown
Banker's Hole
Docuer's Court
Papermill
Warhall
Black Hill
The Repostitory
Tannerfield
Gaia
St.Sebastian's
Trader's Flat
VIP/Banker's Vault
Trader's Flat
Beyond
Barter Vaults
TBD
VIP/Banker's Vault
Los Alamos
X
Animals - Vehicles
Animal Mount Details

Name Requirement Horse Type Speed Color Strength Health Fuel Eff Fuel Type Stamina Accel Inventory
Size
Inventory
Weight
Slope
Old Nag Nature 3 Special 30 Paint 33 100 60 Feed 8000 Fast 2 56.5 3000
Horse Nature 3 Combat 30 Brown 45 125 75 Feed 16000 Fast 4 62.5 3000
Riding Horse Nature 15 Cargo 30 Brown 45 100 150 Feed 24000 Fast 16 62.5 3000
Imp Riding Horse Nature 30 Cargo 30 Brown 60 125 225 Feed 40000 Fast 20 70 3000
Dragoon Mount Nature 30 Combat 30 Paint 60 250 100 Feed 24000 Fast 6 70 3000
Calvary Horse Nature 45 Combat 30 White 75 175 125 Feed 24000 Fast 8 77.5 3000
Running Horse Nature 45 Cargo 30 White 75 150 250 Feed 40000 Fast 22 77.5 3600
Veteran Calvary Horse Nature 75 Combat 30 White 105 450 200 Feed 32000 Fast 10 92.5 3000
Long Distance Runner Nature 75 Cargo 30 White 105 275 400 Feed 64000 Fast 28 92.5 3600
War Horse Nature 75 Combat 30 Black 105 400 200 Feed 32000 Fast 10 92.5 3000
Race Horse Nature 75 Cargo 30 Black 105 275 375 Feed 64000 Fast 24 92.5 3600
Lancer Mount Horse Nature 90 Combat 30 Paint 120 650 225 Imp Feed 56000 Fast 14 100 3000
Advanced Riding Horse Nature 90 Cargo 30 Brown 120 450 450 Imp Feed 88000 Fast 32 100 3600
Charger Nature 105 Combat 30 Black 135 700 250 Imp Feed 56000 Fast 16 107.5 3000
Challenger Nature 105 Cargo 30 Black 135 425 500 Imp Feed 108000 Fast 36 107.5 3600
Officer's Calvary Horse Nature 135 Combat 30 White 165 1000 350 Imp Feed 60000 Fast 20 122.5 3000
Nomad Mount Nature 135 Cargo 30 White 165 600 600 Imp Feed 128000 Fast 40 122.5 3600
Destrier Nature 164 Combat 30 Black 195 1000 400 Imp Feed 76000 Fast 22 137.5 3000
Champion Nature 164 Cargo 30 Black 195 650 700 Imp Feed 160000 Fast 44 137.5 3600
Franklin's Rider Nature 105 Hybrid 30 Paint 135 500 350 Imp Feed 64000 Fast 30 107.5 3600
Blight Wolf Nature 120, Charisma 60 Combat n/a Blight Wolf 249 1300 300 Blight Wolf Feed 60000 Fast 16 164.5 -
Prairie Chicken Nature 3 Cargo n/a Prairie Chicken 50 200 150 Feed 24000 Fast 24 70 -
Wasteland Runner Nature 3 Hybrid 30 Armored 60 150 125 Feed 24000 Fast 20 70 3000
Portland Runner Nature 3 Hybrid 30 Black 60 150 125 Feed 24000 Fast 20 70 3000
Vehicle Mount Details

Name Stat
Requirement
Vehicle
Type
Speed
Kph
Color Strength Health Fuel Eff Fuel Type Tank Size Accel Inv
Size
Inv
Weight
Slope
ATV COO 20 Combat 32 Red 100 250 100 Gasoline 16000 Fast 20 90 600
Cargo ATV COO 30 Cargo 32 Green 150 400 200 Gasoline 56000 Fast 36 115 600
Reinforced ATV COO 30 Combat 32 Black 150 600 125 Gasoline 30000 Fast 20 115 700
Biodiesel ATV COO 30 Alt-Fuel 32 Blue 150 400 165 Biodiesel 48000 Fast 32 92.5 600
Electric ATV COO 30 Alt-Fuel 32 Blue 150 450 200 Battery 88000 Fast 36 115 600
Explorer ATV COO 50 Cargo 32 Green 250 450 350 Biodiesel 80000 Fast 48 165 750
Hybrid ATV COO 55 High Eff 32 Blue 250 500 500 Gasoline 96000 Fast 40 165 650
Assault ATV COO 60 Combat 32 Black 250 850 250 Gasoline 80000 Fast 32 165 750
Franklin's Rider ATV COO 45 Combat 32 Green 200 650 175 Battery 60000 Fast 32 140 600
Motorcycle COO 25 Combat 40 Green 75 200 250 Gasoline 24000 Fast 6 77.5 400
Combat Motorcycle COO 35 Combat 40 Green 105 300 350 Gasoline 40000 Fast 10 92.5 400
Cargo Motorcycle COO 35 Cargo 40 Red 105 225 500 Gasoline 56000 Fast 20 92.5 400
Biodiesel Motorcycle COO 40 Alt-Fuel 40 Blue 105 225 525 Biodiesel 64000 Fast 16 92.5 400
Electric Motorcycle COO 45 Alt-Fuel 40 Blue 105 225 600 Battery 72000 Fast 18 92.5 400
Courier Bike COO 55 Cargo 40 Green 165 350 850 Gasoline 88000 Fast 28 122.5 450
Wasteland Rider COO 60 Hybrid 40 Blue 165 600 550 Biodiesel 56000 Fast 12 122.5 450
Nomad Speedster COO 65 High Eff 40 Red 165 450 1000 Gasoline 112000 Fast 20 122.5 450
Dune Buggy DEX 35 Cargo 35 N/A 350 650 50 Gasoline 64000 Fast 44 265 500
Convoy Buggy DEX 45 Cargo 35 N/A 450 650 100 Gasoline 96000 Fast 52 265 500
Combat Buggy DEX 50 Combat 35 N/A 450 900 125 Gasoline 80000 Fast 32 265 600
Survivalist Buggy DEX 50 Alt-Fuel 35 N/A 450 650 250 Biodiesel 88000 Fast 40 265 550
Electric Buggy DEX 55 Alt-Fuel 35 N/A 450 650 225 Battery 120000 Fast 40 265 550
Load Runner Buggy DEX 65 Cargo 35 N/A 650 800 225 Gasoline 160000 Fast 56 365 600
Nomad Buggy DEX 70 Alt-Fuel 35 N/A 650 900 300 Biodiesel 160000 Fast 48 365 650
Interceptor DEX 55 Cargo 48 N/A 455 1000 300 Imp Gasoline 152000 Fast 32 267.5 300
Fallen Earth ATV COO 10 Combat 32 FE Custom 100 550 150 Gasoline 16000 Fast 24 90 600
Badland Rider COO 10 Hybrid 40 FE Custom 240 600 1000 Gasoline 112000 Fast 20 160 400
Scavenger Buggy DEX 35 Cargo 35 FE Custom 450 650 50 Gasoline 64000 Fast 44 265 500
Striped Speedster DEX 55 Cargo 48 FE Custom 455 1000 250 Imp Gasoline 152000 Fast 36 267.5 350
Flame Rider COO 10 Combat 40 FE Custom 165 600 500 Biodiesel 56000 Fast 14 122.5 400
X
Fast Travel Locations

The Fast Travel system is a means of moving between specific towns and sectors rapidly. This is done by entering a fast travel terminal, which looks like a modified LifeNet bunker, and interacting with the console to specify which destination is desired. Destinations are level-limited, based primarily on sector. Sector 1 destinations have a minimum level of 1, Sector 2 locations require a level of 15 (except for New Flagstaff and Barret Manor which are also at 1), Sector 3 locations require level 30, and Alpha county locations require level 45.
Apart from the locations from the old fast travel system (Watchtower, New Flagstaff, Repository?), all locations need to be unlocked through global donations. Once unlocked, a clone will need to visit a fast travel location to register his/her DNA at that location to enable fast travel to there.

Using the fast travel system costs some number of chips based on the level of the clone and the distance between the current location and the desired destination. When using Fast Travel, your mount does not transport with you. However, LifeNet bunkers are often nearby Stables and Garages (notable exceptions include Embry Crossroads and New Flagstaff), allowing you to park your mount and tow it to the new location for a lower fee than usual.

Starting in Sector 2, faction town Fast Travel nodes require a small amount of the appropriate faction to use. However, the Fast Travel knowledge can be unlocked by using the Fast Travel terminal even if you do not possess the appropriate faction.
Sector 1
Coppermine
Kingman
Odenville
Embry Crossroads
Oilville
Watchtower
Trailer Park
Spider Hill
Pass Chris
Sector 2
Haven
Picus Ridge
Post 23
Barret Manor
Thorne's Bluff
Blaine
Sunshine Corners
New Flagstaff
Credit Bend
Devon Township
Last Stop
Fracture
Sector 3
Brigg's Point
Stronghold
Dieseltown
Chemtown
Banker's Hole
Docuer's Court
Papermill
Warhall
Black Hill
The Repostitory
Tannerfield
Gaia
St.Sebastian's
Trader's Flat
Beyond
Deadfall
Los Alamos
Wasted Wood
Citadel
Pitchblende
Terminal Woods
Rock Bottom
Nothing Left
Alpha County
Shackleton
End Run
Mercy
Desolation
Camp Sagan
Scorcher Base
Post 88
Redemption
X
Character Creation Guide

In order to plan out a character, you need to know what your primary goals are:
  • What weapon(s) do you want to use?
  • Are you more inclined to PvE rather than PvP?
  • Do you want to be a serious crafter?
  • Are you a patient questor?

Also, is there anything you want as mandatory in your build (full crafter, healer etc)? If there is, be sure to build around this.

AP Availability
Your character will have a base of 30 AP per level to spend.
On top of this though, you can earn 'Bonus AP'. The amount of Bonus AP you can gain at any level is capped to (level x 5) + 35
So, for example, at level 10, you could have a maximum of 300 Base AP + 85 Bonus AP to spend.
At max level, currently 55, your maximum possible AP, is 1960.

However, this Bonus AP has to be gained. This can be done in two ways:
  • Finding and completing AP quests. These are available in every town, and sometimes you may need to search through lower level towns to find them, which needs patience.
  • Getting 'Random AP'. Randomly, the game will award you AP. This cannot be relied on, and we don't know how/why/when we'll get it. This is a slow way of gaining Bonus AP.
  • Rallies: Certain garages offer repeatable quests, which are in the form of races. Complete them in a certain time, and you are rewarded with 1 or 2 AP.

As such, the amount of Bonus AP you have at any time will be down to how much effort you put in to finding it. It is suggested that when you plan builds, to only use about half of the maximum available Bonus AP.
So, for example, at level 10, you could have a maximum of 385 AP to spend, but only assume around 342 AP, unless you are really going to be an AP Hunter!

Costs
To increase an attribute, it costs 5AP per point. This can ge expensive fast, so it isn't usually recommended to have more than 4 attributes maxed.
Skills and Mutations each cost 1AP per point spend.

At high level, it is possible to max 7 skills or mutations, whilst having 4 maxed attributes.
With 5 maxed attributes, you can't quite max 6 skills, even with max bonus AP.

And remember, Attributes affect the maximum values that skills and mutations can reach. They don't give you any extra abilities directly though.
The Skills and Mutations themselves, give you extra abilities. As you rise in level, and go against higher level targets, you will find you'll want to higher level versions of these abilities.

However, it isn't always the fact that you'd want to 'min-max' your abilities. Whilst certain abilities are the type of 'your stat vs their stat', others are more utility, and therefore will still work at a lower level. Their effectiveness, compared to your level may be lower, but they would still be an improvment over nothing.

However, Attributes do go towards calculating other character stats:
You Gamma pool (used for mutations) is based on your Charisma and Intelligence
Stamina, used for Abilities, is based around Coordination and Dexterity
Your Hit Points go up with Endurance and Strength
The amount of weight you can carry is affected by your Strength.

Also, Endurance and Strength go towards your natural resistance to poisons and disease.
Intelligence and Willpower give your resistance to mind-based attacks.
Coordination and Dexterity allow you to react quicker, giving a higher Reflex save.
Perception also inreases your chance to 'see' enemy players on the radar, compared against their Escape Artist skill.

Weapons
There are three weapons skills: Melee, Pistol and Rifle

Whilst you 'can' put AP into all three skills, it isn't recommended. There is an argument for having both Pistol and Rifle, as they share the same base attributes, but mixing Melee and Range is usually a bad outcome.

Depending on your chosen weapon, you will probably need to maximize the attributes that are associated with it:
  • Melee - Coordination (50%) and Strength (50%)
  • Pistol - Dexterity (50%) and Perception (50%)
  • Rifle - Dexterity (50%) and Perception (50%)

Crafting
If you plan on being able to craft max level items, you will need to maximize the base attributes for crafting. These are: Intelligence (75%) and Perception (25%)

As Perception is also present for ranged weapons, these two go well together at it can save a lot of AP. However, ranged characters, with no need for Strength, have a much lower carry weight capacity.

Defences
Armor - This can be pretty useful to lower the amount of damage you take. Base stats are Coordination (25%) and Endurance (75%)
Hit Points - Whilst your hit points will rise with level, they also rise with both Strength (3hp) and Endurance (4hp)
Dodge - The base chance to avoid ranged/melee attacks is set by this skill. And the base stats for this skill are: Coordination (50%) and Perception (50%)

Whilst you don't 'need' to maximize any of these skills, and therefore attributes, it is usually unwise to avoid them altogether.

Extra Damage
There are two skillsets that increase your damage output (both ranged and melee).
Precision - This affects how often your will 'crit' and do extra damage on each attack. Good extra damage, but not guaranteed. Dexterity (50%) Intelligence (50%)

Power - This is a flat out damage increase per attack, small but guaranteed. Strength (50%) Willpower (50%)
Melee usually leans towards Power, whilst Ranged towards Precision. You can take both, but the base attributes make it difficult to maximize these.

Healing
Healing - First Aid gives some reasonable healing with base attributes of Inteligence (75%) and Perception (25%).
The Empathic mutation line also supplies single target healing abilities. Charisma (75%) Willpower (25%)
The mutation line Nano-Manipulation supplies some group based healing abilities. Intelligence (75%) Willpower (25%)

Other Skills
Dirty Tricks - The is a PvP orientated skill, but can also aid in PvE with its debuffs. You'll need Dexterity (50%) and Perception (50%) to maximize this one. Some people get this to just 33 points to get Dirty Steel, which is a useful PvE stun.
Escape Artist - Another PvP orientated skill, this one defensive based. You'll need Dexterity (50%) and Coordination (50%) to maximize this one. This ability also grants 'stealth', which gives an increased chance to NOT appear on your opponenents radar in PvP. This isn't true stealth, and can be seen through with a high Perception.
Group Tactics - This is a support/group based skillset, based upon Coordination (25%) Intelligence (75%)
Heavy Weapon - This isn't available till around level 40. Gives access to heavy weapons, and isn't currently that popular. Perception (50%) Strength (50%)
Social - Good for trading characters as the financial benfits are high. Charisma (75%) Perception (25%)

Mutations
These are support skills that compliment your build, and will unlikely be your primary attacks/abilities.

In general, it is suggested to take 1-3 mutation lines, depending on how much AP you have left. The lines to take should really be the ones that you already have attributes for.

The secondary attribute for all mutations is Willpower (25%). This attribute is usually only raised for a heavy mutation builds, which tend to be support/group characters.

Transport
It is also worth noting that to use vehicles in the game, you need to have the required attributes.

Animal mounts require an increasing amount of Nature ability. This is a sub-skill of Crafting.
ATV's, Cars and Bikes require Coordination
Buggies require Dexterity

Buff Slots
There are a number of different buffs that a character can have. They fall into a number of categories, and within each category, you can only have one buff active at a time. There categories are:
  • Aura
  • Stance
  • Toggle
  • Science/Nature/Mutagenics/Medicine
  • Food - Consumables
  • Drink - Consumables
  • Tent - See Construction
It is worth trying to ensure that you have a buffs from each of the categories available in your build.
X
Garage Map

S1 Garage Map
X
Capstone Abilities

Capstone Ability Requirement Description
Armor Melting 164 Thermal Control This Thermal Control mutation scorches a target within 10 meters, reducing their primary armor by 1130 and inflicts 14 fire damage for 15 seconds.(resistible/ Reflex, rank 15 fire)
Vile Strike 164 Melee and 164 Patho-Transmission This Patho-Transmission mutation makes your next melee attack also inflict 17 disease damage per second for 15 seconds (resistible/Body, rank 17 disease)
Feral Mind 164 Athletics and 164 Primal This Primal mutation increases your armor against psionic attacks by 775 and all save ratings by 12 until toggled off, while devoting 19% Gamma
Pack Mentality 164 Group Tactics and 164 Primal Group Tactics ability increases the Melee and Ranged Defense by 17 and Dexterity and Strength by 14 of all teammates within 20 meters
Thundershot 164 Rifle and 164 Sonic Influence This Sonic Influence mutation makes your next rifle attack also stun the victim and all targets within 5 meters for 2 seconds (resistible/ Body)
Pale Horse 164 First Aid and 164 Primal This First Aid ability increases your health and stamina regeneration by 19 and your speed by 10% until toggled off, while devoting 19% Gamma
Skullcrusher 164 Sonic Influence and 164 Telepathy This Telepathy mutation combines sonic vibrations with a psionic attack, dealing 79 sonic damage instantly and 17 psionic damage per second for 14 seconds (resistible/ Mind)
On Wires 164 Pistol and 164 Athletics This Pistol ability increases your Melee and Ranged Defense by 17 and speed by 10%
Shotgun Wedding 164 Pistol and 164 Sonic Influence This Sonic Influence mutation makes your next pistol attack also inflict 15 sonic damage for 15 seconds (not resistible) and knocks your target down for 2 seconds (resistible/ Body)
Short Fuse 164 Enhancement and 164 Thermal Control This Enhancement mutation blasts a target within 10 meters with caustic flames, dealing 104 fire damage instantly and decreasing secondary armor by 565 for 30 seconds
Seal the Gap 164 Nano-Manipulation and 164 Armor Use This Armor Use ability modified your clone nanites to absorb unusual tissue damage, increasing secondary and tertiary armor by 565 until toggled off, while devoting 19% Gamma
Shock Blast 164 Nano-Manipulation and 164 Pistol This Nano-Manipulation mutation makes your next pistol attack also inflict 79 electrical damage to the victim and all targets within 5 meters of them (resistible/ Reflex)
Last Ditch Effort 164 First Aid and 164 Group Tactics This Group Tactics ability restores 115 health to dead allies within 20 meters and increases their health regeneration by 35 as well as Melee and Ranged Defense by 24 for 30 seconds
Fatal Setup 164 Rifle and 164 Dodge This Rifle ability uses Enforcer training to force the Ranged Defense of a target within 100 meters to 0 for 10 seconds (not resistible)
Nullification 164 Rifle and 164 Suppression This Suppression mutation makes your next rifle attack also force all regeneration rates on your target to 0 for 15 seconds (not resistible)
Sharing the Light 164 Empathic and 164 First Aid This Empathic mutation restores 135 health to dead allies within 20 meters and increases their primary armor by 775 and health regeneration by 41 for 15 seconds
Storm of Steel 164 Telekinesis and 164 Melee This Telekinesis mutation makes your next melee attack shred all victims within 5 meters of the target, stripping 1130 primary armor and dealing 50 slashing damage per second for 7 seconds
Foresight 164 Telepathy and 164 Dodge This Telepathy mutation increases your armor against ballistic attacks by 775 and Ranged Defense by 17 until toggled off, while devoting 19% Gamma
X
Crafting/Tradeskills

What is crafting?
Crafting in FE is done by taking raw materials (scavenged or bought) and turning that into a finished item after waiting for an amount of set time. The best armor/weapons and all types of vehicles (Horse/ATV/Buggies etc) will be made with crafting...thus making it essential to be involved with crafting in some way. Even if it is just crafting your own ammo, get involved with the crafting system. Pretty much every item in the game can be created with crafting.

A list of the different tradeskills available:
  • Armorcraft: Covers the making of armor and clothes.
  • Ballistics:Covers the creation of rifles and pistols, from zip guns and crossbows to sub-machine guns and assault rifles.
  • Construction: Build camps that can provide merchants, buffs, mailboxes, vaults, and activity areas.
  • Cooking:Covers the preparation of food, which can provide a number of recovery-oriented buffs.
  • Geology: Allows the player to harvest minerals from mining nodes and to refine metals into higher-grade components.
  • Medicine: Covers the creation of all manner of medical equipment.
  • Mutagenic: Covers the creation of mutation injectors and other devices that support the use of mutations, such as gamma restorers.
  • Nature: Allows the character to harvest components from animals and plants in addition to producing some items and refine some components. You create/train Horses with this Tradeskill.
  • Science: Covers the creation of chemical boosters, special optics, Ammunition, Motorised Vehicles, and similarly advanced items. Also allows the refinement of some components.
  • Weaponry:Covers the creation of melee weapons.

In addition to those, there are three gathering skills; Scavenging, Nature, Geology. These are the main skills used to harvest resources.

It is possible to master all Tradeskills, as you are able to craft everything, however mastering all Tradeskills will be a time-consuming task. For starting off it is recommended to stick with one or two Tradeskills that complement each other E.g. Ballistics and Science. As a crafter you should also be focusing on all of the gathering Tradeskills plus your one or two crafting paths.

How to level up tradeskills
Using Tradeskills (actually making things) improves them. As you use them they go up and you also earn Experience Points - if you are making something that is a challenge to you. The experience points gained by crafting alone are not very high, though, compared to other activities. People can be crafting while doing other things, and this has been taken into account with the experience gained from it. Players who just sit in a crafting facility and make things all the time are not going to advance quickly, as they are risking nothing, but they can do so if they want to.

If you use a tradeskill to make an item close to your level, you earn experience points (based on your level compared to the level of the item) and the tradeskill goes up, usually by one point. If the item is not close to your level, you get no experience and the tradeskill does not go up.

The color of the recipe name indicates what you will gain from making it:

  • Red: You do not have the skill level needed to make these recipes.
  • White: Making these recipes guarantees some skill points and decent XP.
  • Green: You will still gain skill, but the amount of XP you get is minimal
  • Gray: These recipes no longer provide XP or skill because they are way below you current skill level.

The maximum skill level in each of the tradeskills is limited by a character's Intelligence and Perception stats.

When you can craft
Players can craft items while online or offline, however, there is a limit to how much you can queue up at a time (20 Items), so players won't be able to make massive lists of items and then leave for a week. Even huge things like cars will be built from multiple components, so players will have to check in regularly time and form new queues if they want to keep crafting.

You can also craft whilst leveling/questing/exploring, however, whilst you are outside of the relevant crafting facility, recipes will take a while longer to make.

Getting Components
Basically players will collect components from scavenging, harvesting minerals, plants, or animals, salvaging existing items, or from creature drops. Scavenging and harvesting plants and minerals will be done by interacting with nodes that spawn in appropriate areas throughout the world. These can vary from special mutant cacti that produce healing salves to getting bits of rubber from piles of old tires. Creatures can be skinned to get items such as leather, meat, bone, toxins (giant spiders!), or acid (giant ants!).

Getting Recipes
Characters do not learn individual recipes in Fallen Earth; instead they learn groups of recipes called Knowledges. Each Tradeskill Knowledge has one or more related recipes that the player learns when they acquire the knowledge. For example if you learn Axe, a Weaponry Knowledge, you'll learn to make a number of axes with different abilities. If you learn T-Shirt, an Armorcraft Knowledge, you'll learn a number of different T-Shirt recipes, each of a different color so you can customize your appearance. Each recipe requires a different list of components.

Knowledges can be gained from four different sources:

  • Missions: Some missions will provide Knowledges as a reward. These are normally special Knowledges that can only be gained through that mission. These are spread throughout the game with at least one in every town (we are going to have literally hundreds of towns over the course of the game), so if you want to learn every last crafting recipes for a given skill, it will take a lot of travel.
  • Merchants: Merchants in towns will sell books that teach common, readily available knowledges. Not all Knowledges will be available at all trainers (good luck finding a well-supplied Science trainer in a CHOTA town).
  • Treasure Books: These can be found on some mobs, such as crazy technology-worshiping cultists, or in containers that players discover.
  • Teaching: Players can create a recipe book to give or sell to other players.


http://fallenearth.wikia.com/wiki/Tradeskills
http://www.globaltechatlas.info/2009/07/introduction-to-crafting.html
X
Pre-Defined Builds

Please note that whilst some of the builds listed here may be good builds in their own right, they may not be right for you. And some of the builds are listed as examples only - sometimes examples of bad builds!

These builds should be taken as examples and learning exercises, and possibly starting points for you to create a build that is personalised for you.

It is possible to 'respec' in the game. However, to do this you will need to purchase (with Reward or G1 points) an injector to allow you to do so. As such, you should to be sure of your build before you start along its path. Head over to the official forums to discuss your builds and get feedback on it if you are unsure of anything!

I do not accept any liability for any builds your implement from this list!

Clicking on a build link will update the page immediately without needing to reload.

Submit your builds for this list using this link

Build LinkLevelAuthorDescription
Link55PsychicStarter Template: Melee
Link55PsychicStarter Template: Melee + Crafting
Link55PsychicStarter Template: Rifle
Link55PsychicStarter Template: Rifle + Crafting
Link55PsychicStarter Template: Pistol
Link55PsychicStarter Template: Pistol + Crafting
Link55PsychicStarter Template: Rifle/Pistol
Link55PsychicStarter Template: Rifle/Pistol + Crafting
    
Link30NiuqOteenLVL 30 Melee build
Link30NiuqOteenLVL 30 Melee Sans power / precision
Link30NiuqOteenLVL 30 Rifle Crafter
Link10NiuqOteenLVL 10 Rifle Crafter
Link30NiuqOteenLVL 30 Pistol Crafter
Link30NiuqOteenLVL 30 Group Healer/ Crafter / Pistols
Link30NiuqOteenLVL 30 Pistols (No begging for ammo!)
Link30NiuqOteenLVL 30 Melee with rifle support
Link40NiuqOteenLVL 40 Melee with rifle support
Link30NiuqOteenLVL 30 Crafter/ranged with Full discounts (max social)

X
AP and You!

Your characters Attributes, Skills and Mutations are all 'purchased' with AP. This AP is acquired in two ways:

1) Levelling
You start, at level 1, with 30 AP to spend.
From there, each 10th of a level you attain, you will be given another 3 AP to spend.
By max level, currently level 55, you will have 1650 AP points to spend from levelling.

2) Bonus AP
Bonus AP can be gained in three ways:
  • Finding and completing AP quests. These are available in every town, and sometimes you may need to search through lower level towns to find them, which needs patience.
  • Getting 'Random AP'. Randomly, the game will award you AP. This cannot be relied on, and we don't know how/why/when we'll get it. This is a slow way of gaining Bonus AP.
  • Rallies: Certain garages offer repeatable quests, which are in the form of races. Complete them in a certain time, and you are rewarded with 1 or 2 AP.


Bonus AP is 'capped'. This means that however much Bonus AP you gain, you will not be able to spend more than a fixed amount of it. This amount is set to 35 + (Your Level * 5).

At level 1, this equates to a maximum of 40 bonus AP. At level 55, this grows to a cap of 310 AP.

You can gain more AP that the level cap allows. However, if you do, you won't be able to invest those extra AP into your skills. They will become available to you when you level up, and therefore raise the Bonus AP cap. They are in effect 'saved' until you can use them

The amount of Bonus AP you will have at any time will be down to how much effort you put in to acquiring it, and how lucky you are! It is suggested that when you plan builds, to only use about half of the maximum available Bonus AP.

So, for example, at level 10, you could have a maximum of 385 AP to spend, but only assume around 342 AP, unless you are really going to be an AP Hunter!


At max level, currently 55, your maximum possible AP (Levelling plus Bonus), is 1960.
X
Fan Sites

Linked NameDescription
FallenEarth InfoA new work-in-progress fan site.
Fallen Earth WikiA community Wiki for FE. A little dated.
GlobalTechAtlasAn old site, but still containing a lot of valid information.
FE on FacebookThe official Facebook page for Fallen Earth, the post-apocalyptic MMO from GamersFirst.
Ten Ton HammerMMO Gaming Site - Fallen Earth pages
Fallen Earth TwitterThe official Fallen Earth Twitter page...Welcome to the Apocalypse!
Knowledge BaseThe official Fallen Earth knowledge base.
Fallen Earth BaseForum, Guides, Builds & Blogs.
  

If you want your fan-site, blog, wiki, clan, or any other Fallen Earth related site listed here, please let me know using this link
X
Ability List
Click on the column headers to sort table based on that column.
NameSkill/MutatCategorySlotTypeTargetEffectsFirst Rank
DreadnaughtArmor UseDefensiveStanceBuff/DebuffSelf+Armor -Speed54
Soak ElementsArmor UseDefensiveStanceBuff/DebuffSelf+Resist -Armor75
Dirty SteelDirty TricksOffensivePrep AttackDebuff/DoTWeapon-Armor +DoT (Stun)33
KneecapDirty TricksOffensivePrep AttackDebuffWeapon+Snare45
SabotageDirty TricksOffensivePrep AttackDebuffWeapon-Defence70
Duck and WeaveDodgeDefensiveStanceBuff/DebuffSelf-Inc Damage -Stamina/Dam57
DashEscape ArtistDefensiveStanceBuff/DebuffSelf+Speed -Combat Skills57
Lucky BreakEscape ArtistDefensiveActive SkillBuffSelf+Saves69
MisdirectionEscape ArtistDefensiveActive SkillBuffSelf+Armor +Resist81
Shake It OffEscape ArtistDefensiveActive SkillCureSelf-Effect -Snare30
RenewFirst AidSupportActive SkillCureSelf/Friend-Effect -Snare84
ResuscitationFirst AidSupportActive SkillResurrectFriend+Health +HoT39
Staunch WoundFirst AidSupportActive SkillHealSelf/Friend+Health +HoT1
Suck It UpFirst AidSupportActive SkillCureSelf/Friend-Effect12
Combat EnduranceGroup TacticsSupportAuraBuffTeam+Max Stamina +Max Gamma +Regen Gamma & Stamina42
Give'em HellGroup TacticsSupportAuraBuffTeam+Power60
Offensive CoordinationGroup TacticsSupportAuraBuff/DebuffTeam+Precision +Regen Stamina -Defence30
OverwhelmGroup TacticsOffensiveActive SkillDebuffEnemy-Armor -Defence69
CaltropsHeavy WeaponOffensiveActive SkillDebuffEnemy AoE+Snare195
Soften'em UpHeavy WeaponOffensiveActive SkillDebuffEnemy AoE-Resist Fire/Piercing -Reflex Save150
ChargeMeleeOffensiveActive SkillBuffSelf+Power +Speed60
ProvokeMeleeOffensiveActive SkillBuff/DebuffEnemy+Threat -Defence45
ConcentrationPistolOffensiveStanceBuff/DebuffSelf+Precision +Weapon Skill -Defence60
Incendiary StrikePistolOffensivePrep AttackD-o-TWeapon+DPS (Fire)60
Attack PosturePowerOffensiveStanceBuffSelf+Power63
Dent ArmorPowerOffensivePrep AttackDebuffWeapon-Armor +Stun51
Perfect TimingPrecisionOffensiveActive SkillBuffSelf+Precision63
Precise HitPrecisionOffensivePrep AttackDamageWeapon+Damage (Piercing) +Snare51
Agonizing WoundRifleOffensivePrep AttackDebuffWeapon+Snare54
BullseyeRifleOffensivePrep AttackDamageWeapon+Damage (Piercing)60
Diplomatic ImmunitySocialDefensiveActive SkillBuff/DebuffSelf +Armor + Defence -Combat Skills60
Flag of TruceSocialDefensiveStanceBuffSelf+Faction Neutrality165
InconspicuousSocialDefensiveActive SkillDebuffEnemy-Threat45
BolsterAlphaOffensiveToggleBuffSelf+Max Stamina +Power9
DisruptAlphaOffensivePrep AttackDebuffWeapon-Defense - Saves9
GirdAlphaDefensiveToggleBuffSelf+Max Health9
PatchAlphaDefensiveActive SkillHealSelf+Health -Effect9
BenevolenceEmpathicSupportActive SkillHealSelf/Friend+Health45
PreservationEmpathicSupportActive SkillCureSelf/Friend-Effect54
RestorationEmpathicSupportActive SkillHealSelf/Friend+HoT75
Share LifeEmpathicSupportActive SkillResurrectFriend+Health (target) -Health (self)48
AblateEnhancementDefensiveStanceBuffSelf+Armor -Power/Precision72
CalibrationEnhancementSupportAuraBuffTeam+Armor48
ResilienceEnhancementSupportAuraBuffTeam+Saves60
Endless ReservesIlluminationOffensiveToggleBuff/DebuffSelf+Max Stamina & Gamma -Max Health60
MeditationIlluminationSupportAuraBuffTeam+Regen Stamina Gamma51
FiltrationNano-ManipSupportAimedHealFriend+Health -Effect57
ReconstructionNano-ManipSupportActive SkillResurrectTeam Cone+Health48
RevitaliseNano-ManipSupportActive SkillBuffTeam+Regen Health72
Vital OsmosisNano-ManipSupportActive SkillHealTeam Cone+Health45
Debilitatind WeaknessPatho-TransOffensiveActive SkillDebuffEnemy AoE-Power -Weapon Skills60
Sapping SicknessPatho-TransOffensiveActive SkillDebuffEnemy AoE+Snare72
Wracking PainsPatho-TransOffensiveActive SkillDebuffEnemy-Regen48
Beast MightPrimalOffensivePrep AttackDamageWeapon+Damage (Crushing) -Health(Self)72
Primal VigorPrimalOffensiveToggleBuffSelf+Max Health48
RampagePrimalOffensiveActive SkillBuff/DebuffSelf±Armor ±Power ±Prevision60
Catastrphic DissonanceSonicOffensiveActive SkillDamageArea of Effect+Damage (Sonic)60
Rending VibrationSonicOffensiveAimedD-o-TEnemy Cone+DoT (Sonic)72
Sonic LanceSonicOffensiveAimedDamageEnemy+Damage (Sonic)48
DenialSuppressionOffensiveActive SkillDebuffEnemy-Stamina -Gamma48
Sap StaminaSuppressionSupportActive SkillBuff/DebuffEnemy-Stamina(Enemy) +Stamina(Team)72
Siphon EnergySuppressionSupportActive SkillBuff/DebuffEnemy-Gamma(Enemy) +Gamma(Team)60
Always ArmedTelekinesisOffensiveAimedDamageEnemy+Damage (Ballistic/Piercing)48
Bend MetalTelekinesisOffensiveActive SkillDebuffEnemy-Armor72
PropelTelekinesisOffensiveAimedDamageEnemy+Damage (Crushing)60
Cold SnapThermal ControlOffensiveActive SkillDamageEnemy+Damage (Cold)45
HypothermiaThermal ControlOffensiveActive SkillD-o-TEnemy+DoT (Cold)48
Molotov CocktailThermal ControlOffensiveActive SkillDamageEnemy+Damage (Fire)72
NapalmThermal ControlOffensiveActive SkillD-o-TEnemy+DoT (Fire)57
Please enable cookies to use this site