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Tradeskill Icon

Tradeskill Attributes allow you to construct items or obtain components from Nodes

List of Tradeskills[]

Armorcraft IconArmorcraft
Ballistics IconBallistics
Construction IconConstruction
Cooking IconCooking
Geology IconGeology
Medicine IconMedicine
Mutagenics IconMutagenics
Nature IconNature
Scavenging IconScavenging
Science IconScience
Weaponry IconWeaponry

Overview[]

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.[1] 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.


The old saying goes, “Give a man a fish and you feed him for a day. Teach a man to fish, and you have fed him for a lifetime.” This same ethos of self-sufficiency is a hallmark of the post-apocalyptic world of Fallen Earth, a time in which those who survive are those who can build and repair essential equipment, machinery, weapons, and more.

Tradeskills represent a character’s aptitude for crafting and fixing everything from rifles to computers; they even include things like cooking stews and brewing up poisons. The better your Tradeskills, the better items you’ll be able to craft in that area.

Remember that Tradeskills only allow you to construct an item—they don’t determine whether you know how to use it or not. A master craftsman could very well build a great pistol, but he or she may not be able to use it if his or her Pistol Skill is too low. Likewise, medical items require proficiency in the First Aid Skill, armor items require the Armor Use Skill, and so on.


To improve a Tradeskill, use it. As long as an item is still challenging for you (i.e., near your Tradeskill level), you’ll improve as you craft it. Each item made by crafting boosts the skill (up to a certain limit that is determined by each item). The number of points earned from making an item varies based on the length of time required to make it, value of the components, etc.

Anyone may craft using any Tradeskill, and skills cap based on the character’s Intelligence and Perception stats, so players who spend AP on those will get further in crafting than those who spend AP on other things.

Note that because crafting consumes a fair amount of real time, it will be a challenge for any one player to max out every Tradeskill. Facilities reduce the time required to craft an item by as much as twenty-five percent. Such facilities can be found in many settlements and are denoted on your Tactical Map.[2]

Experience[]

Using Tradeskills (creating, etc.) 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.

Players can have multiple characters and they can craft simultaneously, so a crafting alt is possible, but they have to earn APs to get a high tradeskill maximum, since tradeskills are limited by Intelligence and Perception, and they have 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.[3]


Recipe Colors [4][]

The different colors signify the following:

  • 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.

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!).[5]

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 (via Salvage) 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 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.[6]

Knowledges can be gained from four different sources:[7][8]

  • 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 often times create a recipe book to give or sell to other players.

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.

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.

Customizing Items[]

On some items it will be possible for the crafter to select the color of the item. Generally, clothes can be made in a number of colors, but most armor cannot. For example, most shirts, pants, and shoes have multiple color options while Marauder Plate or Safari Shin Guards only come in one model.


Upgrading and Salvaging Items[]

Items can be upgraded or broken down to some of their base components. Say a crafter has Ballistics Knowledge for an M16. It includes in it recipes for the AR15 (the civilian version of the M16) and the M16 in addition to two upgraded versions of each gun using different scopes. The AR15 is the basic version of the weapon, and it can be upgraded using the scope upgrade recipes once the player finds or makes the appropriate type of scope. Eventually, the player will want to upgrade to the M16 due to its superior rate of fire, but the M16 is a whole other gun and must be built from the ground up. Once the player has the M16, he can add scopes to it, by using the recipe for a Scoped M16. It should be noted that weapon modifications, such as scopes, can only be applied to certain weapons via a recipe. Not many items can be upgraded in this way.

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 (25% of the character's skill cap) and Intelligence (75% of the character's skill cap) , 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.

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 many other skills).

To give you an idea of how long it might take to master a tradeskill, if you had maxed out Perception and Intelligence, unlimited resource and access to every knowledge, crafting non-stop (ie. your build queue is full every hour of the day and night) on that single skill it would probably take you 2 weeks. Several months is a more likely time frame for most characters.

Improving a given tradeskill will not improve the time it takes to craft items. Only workshops and certain special abiltiies allow you to decrease the time required for crafting a given item.

Tools and Factories[]

Each tradeskill has its own tool kits that are needed to make items. As of Patch 2.0, crafting kits no longer come in multiple levels; in previous patches, higher-level items required higher-level tradeskill kits. Crafting facilities decrease the time it takes to make an item. Fallen Earth hopes to have factories in some form, but that has yet to be worked out.


References[]

  1. Question of the Week: Feb 13, 2007 - How will stats be handled? + Bonus Question / Answers. Fallen Earth Developers. Retrieved on 2007-06-28.
  2. Fallen Earth Knowledge Base (Jan 06, 2012 11:36AM PST). Stats - Crafting - What are Tradeskills?.
  3. Question of the Week: Feb 13, 2007 - How will stats be handled? + Bonus Question / Answers. Fallen Earth Developers. Retrieved on 2007-06-28.
  4. Crafting - What do the different colors on recipe numbers signify?. Fallen Earth Developers (Jan 06, 2012 11:36AM PST).
  5. Question of the Week: Feb 7, 2007 - How do Tradeskills work in Fallen Earth?. Fallen Earth Developers. Retrieved on 2007-06-21.
  6. Question of the Week: Feb 7, 2007 - How do Tradeskills work in Fallen Earth?. Fallen Earth Developers. Retrieved on 2007-06-21.
  7. Question of the Week: Sept 12, 2007 - Characters, Clothes, Crafting and More. Fallen Earth Developers. Retrieved on 2008-01-30.
  8. Question of the Week: Jan 30, 2008 - Faction Contacts, Mutation Paths, Skills, Crafting, PvP Loot, SS's.... Fallen Earth Developers. Retrieved on 2008-01-30.

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