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  • Wasteland Diaries: Mutations 2.0

    by 
    Edward Marshall
    Edward Marshall
    08.19.2011

    We have a new skills and abilities system in Fallen Earth. I wrote a short guide about the new skills a couple of weeks ago, so this week I'd like to cover the new mutations. If you haven't played Fallen Earth in the past few months, you will log into a very empty hot-key bar and have a very messed-up build. You will have a lot more AP than you did, though. But that AP is useless if you don't know how to spend it. There are no more capstones to plan builds around; you'll have to build a clone that will suit your particular play-style. My skills post and this post will give you a pretty good idea of what each line does and what abilities or mutations they offer. All clones still have alpha mutations, but they are only low-level mutations and are intended to introduce new players to the mutation system. These mutations are based soley on Charisma now rather than Willpower. Every mutation line also has a primary stat attached to it, which determines 75% of the maximum attainable skill level. The other 25% is determined by Willpower. Total gamma (gamma is the mutation stamina pool that you deplete when you use mutations) is now determined by Charisma and Intelligence. Willpower is not nearly as important to mutation-heavy characters as it used to be. Those are the fundamental changes to mutations, and after the cut I'll describe what each line has in its arsenal.