Fallen Earth dev journal: Character builds
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.
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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%Gallery-48606%