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
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
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.
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, 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 Use - Give you passive bonus +15% to all resistances when maxed for your level. At 55-th lvl you need add 13 AP to gain each +1%. (196-1)/15=13. 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 - Negates 36% of bonus crits and armor penetrating when maxed for level. And it not mean what if you opponent has 10% armor penetrating, you negate all of this. No, only 36% from this 10%. 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 - Critical hits chance = +19.8% when maxed for your level or +1% for ~10 APs at 55th lvl. Dexterity (50%) Intelligence (50%)

Power - When Power maxed for your level it give you +6.07% armor penetrating. Strength (50%) Endurance (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 Coordination (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
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.

Crafters Guide (Russian language)

X
Pre-Defined Builds

All builds here really horrible looks - ton of wasting APs and many common mistakes. And no one of this builds corrects for patch 3.2. Sometime i add here my builds from site, but now - just don't use this builds. Andrew Leslie.

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
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
Web Statistics
Please enable cookies to use this site