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Advancement

In Fallen Earth, characters may advance in rank and abilities regardless of their class or faction. For each rank gained, players earn 2 AP. A player earns 20 AP per level. Some APs can also be gained by completing missions. APs are spent however the player desires, allowing them to raise whatever skills and stats they think are most important. 

At each full level, a character also gains 1 point in each stat. Players will get enough APs to max out 4-5 stats and 4-5 skills or mutations. This prevents characters from specializing so much that it limits their playability to a single, narrow focus. 

While stats determine the base value for skills, they also calculate the maximum values for Skills, Tradeskills, and Mutation Paths. Raising a stat costs 5 AP.  

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 that 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 will help you advance in specialties such as Armorcraft, Ballistics, Cooking, Geology, Medicine, Mutagenics, Nature, Scavenging, Science, and Weaponry.

Mutation Paths give you special abilities, including Alpha Mutations, Enhancement, Nano-Manipulation, Patho-Transmission, Primal, Sonic Influence, Suppression, Telekinesis, Telepathy, and Thermal Manipulation.

All of your Skills fall under the following eight categories:

Charisma

Charisma affects Group Tactics Skills, Social Skills, the Telepathy Mutation Path, and which missions NPCs offer you. Raise Charisma for high Group Tactics or Social Skills, or simply take missions in which Charisma is non-essential.

  • Group Tactics: The Group Tactics Skill uses Charisma as its primary stat and Perception as its secondary stat. A character’s maximum Group Tactics Skill is equal to double this value.

  • Social: The Social Skill uses Charisma as its primary stat and perception as its secondary stat.

  • Telepathy:The Telepathy Mutation Path uses Charisma as its primary stat and Willpower as its secondary stat.

  • Missions: There are a significant number of missions that can only be done if the player has a high Charisma.

Coordination

Coordination affects a character’s Athletics, Dodge, and Melee Skills, as well as a character’s Reflexes Save. Raise Coordination to increase defensive abilities.

  • Armor Use: The Armor Use Skill uses the Endurance and Coordination stats equally.

  • Athletics: The Athletics Skill uses Coordination as its primary stat and Endurance as its secondary stat.

  • Dodge: The Dodge Skill uses Coordination as its primary stat and Perception as its secondary stat.

  • Reflexes: A character’s Reflexes Save uses Coordination and Dexterity equally.

  • Melee: The Melee Skill uses Strength as its primary stat and Coordination as its secondary stat.

Dexterity

Dexterity is used in determining Pistol and Rifle Skills and a character’s Reflexes Save. Raise Dexterity to increase long-range offensive abilities.            

  • Pistol: The Pistol Skill uses Dexterity as its primary stat and Perception as its secondary stat.

  • Reflexes: A character’s Reflexes Save uses Coordination and Dexterity equally.

  • Rifle: The Rifle Skill uses Dexterity as its primary stat and Perception as its secondary stat. A character’s maximum Rifle Skill is equal to double this value.

Endurance

Endurance is used to calculate Health, Stamina, and Body Save, and it partially determines a character’s Armor Use Skill, Athletics Skill, Empathic Mutation Path, and Patho-Transmission. Increase Endurance to increase overall survivability.

  • Armor Use: The Armor Use Skill uses the Endurance and Coordination stats equally.

  • Athletics: The Athletics Skill uses Coordination as its primary stat and Endurance as its secondary stat.

  • Empathic: The Empathic Mutation Path uses Endurance as its primary stat and Willpower as its secondary stat.

  • Patho-Transmission: The Patho-Transmission Mutation Path uses Endurance as its primary stat and Willpower as its secondary stat.

  • Body: A character’s Body uses Endurance and Strength equally.

  • Health: Health is determined using the Strength and Endurance stats.

  • Stamina: Stamina is determined using the Willpower and Endurance stats.

Intelligence

Intelligence is used in determining Gamma, the First Aid Skill, all Tradeskills, the Nano-Manipulation and Telekinesis Mutation Paths, and a character’s Mind Save. Increase Intelligence to max out First Aid, use Mutations, or apply Tradeskills.

  • First Aid: The First Aid Skill uses Intelligence as its primary stat and Perception as its secondary stat.

  • Nano-Manipulation: The Nano-Manipulation Mutation Path uses Intelligence as its primary stat and Willpower as its secondary stat.

  • Telekinesis: The Telekinesis Mutation Path uses Intelligence as its primary stat and Willpower as its secondary stat.

  • Gamma: Gamma is determined using the Intelligence and Willpower stats.

  • Mind: A character’s Mind Save uses the Intelligence and Willpower stats equally.

  • Tradeskills: Tradeskills increase only through use, but their maximum is affected by Intelligence as its primary stat and perception as its secondary stat.

Perception

Perception is used as a secondary component to the Sonic Influence, Suppression, and Thermal Control Mutation Paths, in addition to comprising part of many skills. Raising Perception is useful for all characters.

  • Dodge: The Dodge Skill uses Coordination as its primary stat and Perception as its secondary stat.

  • First Aid: The First Aid Skill uses Intelligence as its primary stat and Perception as its secondary stat.

  • Pistol: The Pistol Skill uses Dexterity as its primary stat and Perception as its secondary stat.

  • Rifle: The Rifle Skill uses Dexterity as its primary stat and Perception as its secondary stat.

  • Tradeskills: Tradeskills only increase through use, but their maximum is affected by Intelligence as its primary and Perception as its secondary stat.

  • Group Tactics: The Group Tactics Skill uses Charisma as its primary stat and Perception as its secondary stat.

  • Sonic Influence: The Sonic Influence Mutation Path uses Perception as its primary stat and Willpower as its secondary stat.

  • Suppression: The Suppression Mutation Path uses Perception as its primary stat and Willpower as its secondary stat.

  • Thermal Control: The Thermal Control Mutation Path uses Perception as its primary stat and Willpower as its secondary stat.

Strength

Strength determines a character’s Body Save, Encumbrance, Health, Melee Skills, and Primal Mutation Path. Raise Strength to play a melee character.

  • Body: A character’s Body uses Endurance and Strength equally.  

  • Encumbrance: The amount a player can carry is based on Strength.

  • Health: Health is determined using the Strength and Endurance stats.

  • Melee: The Melee Skill uses Strength as its primary stat and Coordination as its secondary stat.

  • Primal: The Primal Mutation Path uses Strength as its primary stat and Willpower as its secondary stat.

Willpower

Willpower primarily determines how much Stamina and Gamma a character has, the character’s Mind Save, and is a factor in all Mutations Paths. Raise Willpower to use mutations.

  • Stamina: Stamina is determined using the Willpower and Endurance stats.

  • Gamma: Gamma is determined using the Intelligence and Willpower stats.

  • Mind: A character’s Mind Save uses the Intelligence and Willpower stats equally.

  • Mutations: All mutations except Alpha Mutations use Willpower as the secondary stat.

  • Alpha Mutation: A character’s Alpha Mutation Path is equal to double the character’s Willpower.          

 It's up to you to determine what you want to spend your time and APs on in order to progress your character!