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What is Fallen Earth™?

ReklawReklaw Member UncommonPosts: 6,495
What is Fallen Earth™?
Fallen Earth is a massively multiplayer online roleplaying game set on a post-apocalyptic Earth in the year 2154. Within the Grand Canyon Province, an isolated pocket of settlements around one of the world's most amazing landmarks, you'll face threats to mankind's continued survival, from irradiated zones to mutated beasts to raiders. Six factions struggle for dominance in the province. Over time, you'll have the chance to pick a side in the effort to hold sway over what remains of the post-Fall world. (enjoyed the little interview of mmorpg, but after seeing this i kinda starting to get hyped about this game, just check and listen to things like your mount or looted crafted items,overall it sounds very good)
Who is behind Fallen Earth?
The artists, programmers, and writers at Icarus Studios have built the world and crafted the stories that will unfold in Fallen Earth.
When will Fallen Earth be released?
It'll be done when it's done. Seriously. We've been developing the game for several years, and we're not interested in making the mistake of releasing a game that's not ready for players. However, you can rest assured that we're just as eager to see the game go live as you!
How much will Fallen Earth cost?
We haven't announced retail pricing for the game yet, but it will be competitive with other major MMOs.
What races will I get to play?
Just humans. This is the homeworld of humanity and you're trying to rebuild on the ruins.
What classes will be available?
We're not making our players choose a class. Instead, players will customize their characters with stats, skills, abilities, and mutations.
Will other players be able to gank me in the early stages of learning the game?
No. All players start in the Plateau, which doesn't allow for Player vs. Player combat. PvP is introduced later in the game.
How can I be a Beta tester?
Good question! Sign up for our periodic newsletter and we'll contact you when the Beta tests begin.
Do I need a broadband connection to play?
No, but it is recommended for an optimum gameplay experience.  no 56k?? 
Can I play with my friends all over the world?
That's the plan! The game itself should be accessible from all over the world. If you've got friends on the Internet, plan to see them on Fallen Earth. Wasn't expecting anything else actualy 
How many people can play simultaneously?
We won't have a maximum limit. The more, the merrier!
Will there be loading screens between zones?
Zones? What zones? Fallen Earth is a zoneless world, allowing players to move seamlessly from one area to another without loading screens.
What are the minimum requirements for my computer?  the answer of this is the only thing i'm not taking seriously 
Recommended specs are at least a 2.0 GHz Pentium IV or AMD Athlon processor, 1 GB RAM, GeForce 5 or greater supported Direct3D and Hardware Transform & Lighting capable video card, Direct X 8.1a, and a DSL or cable Internet connection.
ternet connection.

Yup lots of colours 

I be keeping a eye on this game, trust me next time less colours 


  • KehnKehn Member Posts: 180
    I’m getting excited about this one too. I’d like to add some of the “question of the week” posts that explained some of the things I was first interested in. I had enjoyed SWG’s rich crafting system so I was pleased to find Fallen Earth was going to have a pretty robust crafting system as well. I was very pleased to find that crafting in Fallen Earth wouldn’t gimp your combat capabilities. Tradeskill advancement won’t come at the expense of combat abilities, apart from spending a few extra advancement points on attributes that pertain tradeskills. In addition to crafting I’ve included posts that explain the resource gathering system, equipment, and character advancement in Fallen Earth. There are lots of other informative “question of the week” threads at if anyone wants to find out more. 


    Crafting in Fallen Earth

    How do Tradeskills work in Fallen Earth?

    That's a big question. Let's break it down some:

    The List of Tradeskills:

    First off, there are 11 core tradeskills in the game:

    Armorcraft: Making all manner of clothes and armor.

    Ballistics: Making rifles, pistols, crossbows, zip guns, bullets, and similar equipment used for killing at range.

    Cooking: Creating food that can help increase player performance primarily through the recovery of hit points and stamina faster (characters who don't have some food in their gut and a quenched thirst are going to be able to act fine, but will find their time spent recovering from injuries or exhaustion much longer).

    Genetics: Creating tools that increase the effectiveness of mutations.

    Geology: Recovering minerals from the earth.

    Medicine: Making first aid kits, anti-venoms, radiation treatments, etc.

    Nature: Making poisons, collecting materials from plants and animals, refining tradeskill components, etc.

    Scavenging: Allows for harvesting materials from the piles of junk that dot the
    Grand Canyon.

    Science: Making acids, sniper scopes, batteries, cars, refining tradeskill components, etc.

    Teaching: Creating books so you can teach others.

    Weaponry: Making clubs, knives, baseball bats, and other killing implements that are used up close and personal.

    A player can learn as many tradeskills as they want, but due to the time component required to raise them (see below) it will be hard to master more than a handful. All players start with basic levels in all tradeskills, so all players can learn a handful of recipes from each tradeskill and decide what they want to concentrate on.

    Getting Components:

    Basically players will collect components from scavenging, harvesting minerals, plants, or animals, breaking down 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!).

    Most creatures in the game will drop components as loot as opposed to finished items, encouraging players to make items instead of simply camping spawns until you get equipment you can use, though creatures will drop finished goods as well. A character who equips himself completely from drops is not going to have equipment as good as the character who gets his through tradeskills, either by making them himself or buying them from others. Some rare tradeskill items will require rare components that can only be acquired from certain rare spawns, but getting the finished item still requires the participation of a crafter. So really to get the best gear in the game a crafter is probably going to be involved at some point.

    We have an extensive list of components, everything from Tainted Meat to Scrap Copper to Strong Antibiotics to Ragged Kevlar. Components exist in different quality levels, such as Scrap Copper versus Salvaged Copper. Characters will be able to improve the quality of components (or create components from other components) through the use of Science and Nature.

    Also, players will be able to break down existing items to get some of their component parts.

    Getting Recipes:

    Characters do not learn individual recipes in Fallen Earth; instead they learn groups of recipes called a Knowledges (Knowledges are also used to teach things like combat abilities or mutation powers). 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.

    Trainers: Trainers 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 with the Teaching tradeskill can teach Knowledges they already know to other players by creating their own Knowledge books. Not all Knowledges will be able to be taught in this fashion, but most will.

    Using Tradeskills

    Okay, you've got components and a recipe, so now you can make an item. Basically you can select to make any recipe you know and have components for, and you will immediately begin making that item. Most items can be made while you are doing other things such as fighting or exploring, but some particularly large objects may require you to stand still or not have anything in your hands. Each item takes real time to make, varying from anywhere from a few minutes for a basic items like food or medkits, to a few hours for weapons or armor, to several weeks for cars. This time passes if you are logged in or not. You can queue up a number of items to complete while you are logged off. For each item you make, your tradeskill increases by a variable amount depending on the complexity of the item. Also, you gain experience for crafting items, allowing characters to level up completely by crafting if they wish (though this will take a long time and you have to go out into the world to find many of the recipes) but you only gain experience for crafting done while online.

    A character can decrease the time it takes to make an item by staying in a crafting facility, such as a workshop or a kitchen, appropriate to the tradeskill they are using. Really complex items may require the character to remain in the facility for the entire time the item is under construction.

    Improving Tradeskills

    Tradeskills improve each time you make an item that is still a challenge to you, in other words somewhat near your level. The gain varies on the time and resources spent on the item.

    Like all skills, tradeskills are governed by attributes that limit how high you can raise them. Tradeskills are limited by Perception and Intelligence, meaning if you want to be a master crafter you have to max out your Perception and Intelligence. Characters can get far in tradeskills without doing so, but will never be the best.


    Resource Gathering

    How important is the role of the Scavenging tradeskill? Will players find better loot scavenging with higher skill? Will they be able locate nodes more easily?

    Will scavenging nodes be generated dynamically, or set at static locations?

    Players have several ways to harvest resources in Fallen Earth. Scavenging is the most common and the the first method a player learns. Harvesting nodes spawn dynamically in the game, and these nodes spawn in appropriate areas. For example, you are more likely to find ore nodes in mines or mountain regions, while you are more likely to find Scavenging nodes in junkyards and around abandoned ruins. While players can use Scavenging without needing special tools or training, players can only harvest other types of nodes for which they have sufficient skills, tools, and knowledges. Harvesting the acid-producing Burning Cactus can be quite dangerous for the unprepared. Generally speaking, harvesting a single node takes a very short time.

    Harvesting nodes come in a wide variety of forms, everything from short cacti to junked dump trucks, so keep your eyes open. They can also be spotted on your tactical map, which is really helpful considering how dark it gets at night. Each time you successfully harvest a level-appropriate node, the harvesting skill used increases by 1 and you gain some experience points. This, combined with the experience point gain from crafting, means it is quite possible to level from harvesting and crafting alone. However, considering many harvesting nodes are in areas claimed by unfriendly inhabitants, many harvesters will have to smack a few heads around to get to nodes.

    Each of the harvesting methods works as follows:

    Scavenging: Scavenging involves examining piles of garbage, junkyards, freshly dug graves, old cars, junked pieces of technology, or unburied corpses looking for useful items. Scavenging can turn up a vast array of items since Scavenging something like a car can produce anything from Scrap Steel to Ragged Leather. Scavenging is also the only form of harvesting that will turn up finished goods in addition to raw components. Thus with Scavenging, you have only a vague idea of what you will get out of a node. If you are very skilled at Scavenging, you have a chance of getting a higher quality item from the node. Scavenging is the most important harvesting skill players have: there are more Scavenging nodes than other type of node; Scavenging has a better chance of producing high level components; and Scavenging is the only way to harvest finished goods. While players do not need to use Scavenging to survive, they will be missing out on a lot of free items and experience points by doing so.

    Harvesting Animals: You can harvest creatures you kill for useful components like meat, bone, or leather. Some creatures, like giant spiders or snakes, can produce more unusual components like silk or poison. Each animal has a fairly limited selection of available components. This means you have a reasonable chance of getting what you're looking for if you hunt an appropriate kind of creature. Mutant creatures can produce all manner of strange components. Harvesting animals requires the Nature tradeskill.

    Harvesting Ore: Coal and various ores can be mined in the more mineral rich areas of the Grand CanyonProvince. Mining nodes are specific to the type of ore they produce and occur in consistent areas, so you can go to specific mine to look for copper or iron, for example. Mining nodes occasionally turn up other components, such as geologic chemicals. Harvesting ore requires the Geology tradeskill.

    Harvesting Plants/Timber: Wood, vegetables, botanic chemicals, and other components can be harvested from the local flora. For example, you might harvest Blood Seeds from the vicious hydra weeds near Boneclaw. In addition to relatively normal trees and plants of the Grand CanyonProvince, there are a number of mutant plants that produce unusual components. Some areas also have unusually rich soil thought to be left over from a GlobalTech terraforming experiment. Plants such as grains and cotton, which are not native the region, flourish in these places. Each plant only produces a limited variety of components, so you have a pretty good idea of what you'll find when harvesting a plant. Harvesting plants and timber requires the Nature tradeskill.



    This week we hit a few questions about equipment.

    1. Will there be any kind of special or rare melee weapons? Craft maybe? Yeah, choppas, bats and knives are nice, but maybe more? I've read that Lightbearers will be able to learn some kind of martial arts, so maybe there will be some swords? Katanas, maybe? Or staffs? I don't want this game to be fantasy but the sword is the best melee weapon ever invented by humans.

    Initially in Fallen Earth characters are equipped with whatever they can find, such as pipes, sticks, and old tools. In the early stages of the game there are few “real” weapons. Instead people are armed with repurposed pick axes, homemade shivs, and whatever bits of scrap metal they can find. Real weapons will be a rarity.

    As players progress through Fallen Earth, this generally gives way to better scavenged or scratch-built weapons, such as golf clubs, barbells, pool cues, spiked baseball bats, and knives. Towards the later stages of the game players will be using a mixture of high-quality weapons that are actually supposed to be weapons, like swords and kukris, and salvaged weapons with undeniable power, like a barbell with fifty pounds of weights on one end.

    All the weapons of import are craftable by players. The more powerful weapons are obviously more difficult and expensive (it takes a lot more scrap iron to make a barbell and weights than it does to make a pipe).

    2. Will there be Faction-specific armor for top-level players, or just in-general pieces that can only be worn by a certain alignment?

    Each faction has numerous pieces of clothing and armor that are specific to their faction, from Lightbearer robes to CHOTA bone armor to Enforcer ballistic plate. Some of these outfits will simply function as armor, such as the aforementioned Enforcer ballistic plate, while others may have different functions. Each Faction has pieces for a variety slots, with each Faction having at least its own chest, foot, glove, belt, and head pieces. Most of these slots have 3-5 different pieces for each Faction, denoting different ranks or membership in subfactions. Faction-specific clothing and armor can only be worn by members of the appropriate faction, so if you're a Traveler trying to disguise yourself as a Vista, best not wear your Traveler-specific gear into a Vista town. Players can learn to make Faction-specific clothing and armor if they have the appropriate Armorcraft skill and a really high Faction rating.

    3. How about some info on equip? Like what will we see when we "examine" an item? Price, durability stats, DPS/damage range/actual range, that kind of thing. Do weapons do a set amount or a range that is then modified?

    Currently the following information is displayed when you click on an item. This is not a final list, and there are some notable things missing, such as range, but it gives some idea of what sort of information will be available.

    Slots: The primary slot taken up by the item, such as “head” for a hat or “hand” for a gun.

    Required Slots: Other slots the item occupies beyond the primary slot, such as a helmet taking up the ears slot or a two-handed weapon taking up two slots.

    Weight: Weight of the item, measured in grams.

    Resists: What sort of resistance to damage the item gives the wearer. Obviously this is primarily used for armor.

    Ammo Type: What type of ammunition a weapon uses, if any.

    Ammo: Number of shots a weapon may fire before reloading.

    Damage: The type and amount of damage the weapon does with each hit. The type is the damage category, such as Slashing, Piercing, Radiation, or Fire. The amount is the numerical base damage of the weapon before it is modified by skill, armor, etc.

    Attack Skills: What skill is used when attacking with the weapon. This skill determines any damage modifiers due to skill levels.

    Defensive Skills: What skill is used when defending against the weapon. This skill determines any damage modifiers due to skill levels.

    Requirements: Any requirements to use the item. This is almost always a skill requirement, but some items may have an attribute, tradeskill, mutation path, or Faction requirement. This is never a level requirement.

    Modifiers: Any modifiers to attributes, skills, mutation paths, tradeskills, or Faction ratings that equipping the item imposes on the user.

    Delay: The delay between attacks when using a weapon, measured in seconds.

    Reload: The time it takes to reload a ranged weapon such as a zip gun or a rifle, measured in seconds.

    Description: A text description of the item, such as what it is made of or where the item comes from.

    Effect: Any special effects the item creates if used, such as the healing effect of a first aid kit or the damage effect of a poison.


    Character Advancement

    Question 1:

    How will stats be handled, and what do they each do?

    For example: What advantages does having a high rifle stat have?

    This requires some discussion of how our stats work, and advancement in general.

    General Advancement

    Last week we talked about how advancing tradeskills works, and it brought up a whole crop of questions, so we thought it best to handle advancement in general so people have a clearer idea of the foundation on which tradeskills are built.

    There are two ways players advance in Fallen Earth: through the accumulation of experience points and the accumulation of advancement points (AP).

    Experience Points: These are gained through combat, crafting, exploration, and missions. Experience points raise your level and are the most basic form of advancement in the game. A character requires a certain amount of experience points to go up a level; each time a player earns 1/10th of the experience needed to go up a level, they earn 2 AP. Each time a player goes up a level, their attributes receive a small boost. The difference between levels is very small, with APs being much more important than level advancement. Players of drastically different levels can still be competitive depending on how their APs are spent.

    Advancement Points: Advancement points are spent to raise skills, mutation skills, and attributes. They may be spent in any way the player selects, though each skill and mutation skill has two attributes that limit how high it may be raised, such as Strength and Dexterity for Melee. Those attributes must be raised for the skill to reach its maximum for the character's level. One AP will raise a skill 1 point, and 5 AP will raise an attribute 1 point (both of which are further detailed below). Characters earn 2 AP each 1/10th of a level they progress, and APs can be earned through missions in addition to the normal AP grain through experience points. Players will earn enough APs over the course of the game to max out a good number of attributes and skills, so you can be combat-effective while also being a master crafter or someone who doesn't focus just on one thing. Most characters will be able to have 3-5 attributes and 3-5 skills at the maximum level for most of the game if they so choose.

    Attributes, Skills, and Other Measures

    Characters are defined by a number of different numeric values: Attributes, Skills, Mutation Skills, Tradeskills, Hit Points, Stamina, Gamma, Level, and Resistances. They do the following:

    Attributes: The basic abilities of the character. They all begin at 11 and increase 1 point per level, in addition to points gained through APs. APs can raise attributes up to 50% higher than its base value for a given level, so a 20th level character with a base Strength of 30 could have a strength of 45 if he spent 75 APs (30/2*5 APs) on raising his Strength. The attributes used in Fallen Earth are the following:

    Strength: Your character's muscle power. Affects Melee and Armor Use skills. Has a minor effect on hit points. Determines weight allowance and how much gear you can carry. Affects some mutation skills.

    Endurance: Your character's health and resistance to damage. Affects Athletics skill and Armor Use Skill. Greatly affects Hit Points and Stamina. Affects some mutation skills.

    Coordination: Your character's ability to control his body's movements. Affects Dodge, Evade, Athletics, and Stealth skills. Affects some mutation skills.

    Dexterity: Your character's control over his hand movements. Affects Rifle, Pistol, and Melee skills. Affects some mutation skills.

    Intelligence: Your character's learning and problem solving ability. Establishes limits on all trade skills, along with Perception. Slightly affects Gamma. Affects some mutation skills.

    Willpower: Your character's force of Will. Affects all mutation skills. Greatly affects Gamma and slightly affects Stamina.

    Perception: The acuity of your character's senses. Helps see through Stealth abilities. Affects nearly every skill in the game (Rifle, Pistol, Melee, Dodge, Evade, Group Tactics, First Aid), though usually to a minor extent. Establishes limits on Tradeskills.

    Charisma: Your character's interpersonal skills. Affects faction relations, prices when buying and selling from NPCs, managing NPCs and pets, etc. Affects the Group Tactics skill and some mutation skills.

    Skills: The character's learned abilities. Each skill is based on two attributes. Percentages of the full value of these attributes determine the basic level of the skill, and twice that value is the maximum level of the skill. So if Rifle is 75% Dexterity and 25% Perception, and you have a 20 in each, you have a base 20 Rifle skill and a maximum Rifle skill of 40. If your Dexterity was 30 and your Perception 20, you'd have a base 27 Rifle skill and a max of 54. Most skills are 75% of one attribute and 25% of another. The skills in Fallen Earth are as follows:

    Armor Use: Allows use of advanced armors and special abilities that increase damage resistance.

    Athletics: Allows use of self-affecting buffs to increase physical attributes, speed, etc.

    Dodge: Reduces damage taken from pistols and rifles.

    Evade: Reduces damage taken from melee weapons.

    First Aid: Allows use of medical items and healing abilities.

    Group Tactics: Allows use of special abilities that can increase your group's combat effectiveness.

    Melee: Boosts damage when using melee weapons.

    Pistol: Boosts damage when using pistols, which can be used equally well in ranged and close combat.

    Rifle: Boosts damage when using rifles. Rifles can be used in close combat, but your Evade ability decreases while doing so. So rifles in close combat = bad.

    Stealth: Allows characters to avoid detection and use special abilities like sneak attacks and masquerading as factions other than their own, but only for a limited time (and if you get caught, it goes real bad, real quick).

    Tradeskills: Used to collect resources and make items as detailed last week. The controlling attributes for Tradeskills are 75% of Intelligence and 25% of Perception.

    Mutation Skills: These go up in a similar fashion to skills, and all mutation skills are 75% of Willpower and 25% of some other attribute. As to what they all are, we'll leave that for folks to find in-game. For those who are concerned, we're not shooting for crazy fire throwing or flashy shape-shifting mutations. We're keeping mutations a bit more low-key. Think X-Files, not Justice League.

    Hit Points: How much damage you can take. It's based on your Endurance and Strength.

    Stamina: How much you can exert yourself. It's used to power non-mutation abilities like Sprint, Melee Smash, Gut Shot, Offensive Coordination, or Pistol Whip. It is based on Endurance and Willpower. Using weapons also drains stamina in various amounts, so a character can stab with a knife longer than they can swing a sledgehammer before needing a rest.

    Gamma: Your internal reserves for powering mutation abilities. Based on Willpower and Intelligence.

    Level: Overall measure of your character's power level, though not a hard and fast measurement, since characters can earn more APs than average for their level by doing certain missions.

    Resistances: How resistant you are to different forms of damage, from Slashing and Bludgeoning to Radiation and Psionic. Resistances are determined through a variety of factors, including armor, mutations, and special abilities.

    Question 2:

    Are there zombies?

    Yes. And if anyone tells you to go to Newton, stab them in the face and save yourself a zombie bite.

    And a quick bonus, some clarifications from last week's tradeskill post:

    1. Players can have multiple characters, and these characters can craft simultaneously. Sure, you could have a crafting alt, but he has to earn APs to get a high tradeskill maximum, since tradeskills are limited by his Intelligence and Perception, and he has to go out into the world to find recipes and knowledges. So unless you invest a bunch of time in leveling your crafting alt, it won't be that useful.

    2. When using tradeskills, your tradeskills go up and you 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. We expect people to be crafting while doing other things, and have worked it into our math regarding advancement. 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. We added the experience points from crafting mechanic to better empower players who aren't into combat.

    3. We'll deal with factions and what they teach in a future QotW. For now, we'll just say that each faction has skills and tradeskills they specialize in and teach knowledges for before other factions.

    4. The requirement for Perception and Intelligence to max out tradeskills is minuscule, in the grand scheme of things. For example a 50th level character can have a max Intelligence and Perception of 90, which costs 300 APs. By 50th level a character will have earned at least 1000 AP, but more likely 1250-1500, so 300 APs is by no means a huge investment (and maxing out Perception is a great investment of APs, since it affects so many skills).

    5. You can learn as many tradeskills as you want, but because of the time component spent developing each one, it's unlikely you'll get far in more than a handful.

  • Lunchbox76Lunchbox76 Member Posts: 294

    I wonder if this thread should be stickied theres alot of info here. Thanks Guys.

    Playing Fallen Earth.

  • suskesuske Member Posts: 714

    sticky pls. kthx

  • eRAZOR2007eRAZOR2007 Member Posts: 70

    We've got a Fallen Earth Wiki in Place for anyone seeking further information.

  • Deadlock678Deadlock678 Member Posts: 4

    you know, without webstites like this, Fallen Earth would never be heard.

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