Mutations
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[edit] General Information
Mutations are organized into one of ten mutation paths. These are specific types of mutations players can develop over time that each have a unifying idea. Each path grants activatable powers that are gained by using mutation injectors containing specific genetic information and chemicals. Each faction favors certain mutation paths and offers the means to develop them, but players can also make their own through the Mutagenics skill, or get them from neutral sources.[1]
Players must invest APs in each mutation path to get more advanced abilities. Each path is governed by two attributes that limit how high the player can advance in that skill, so the player must raise those two attributes to advance a mutation path to its highest levels. All mutation paths have Willpower as one of their two attributes.
Activating a mutation ability requires bio-energy (previously called gamma), and the amount you have is determined by your Willpower and Intelligence. If a mutation has a duration, such as temporarily boosting your healing rate, it will normally drain bio-energy over time, rather than having a one-time cost. Bio-energy can be restored through rest or using certain items produced by the Mutagenics tradeskills.
[edit] Mutation Paths
- Alpha mutation: Fairly low-power mutations possessed by all characters as part of the cloning process. They provide some basic buffs, recovery abilities, and speed modifiers.
- Empathic: The character can alter the bodies of others, allowing a limited ability to heal or harm others. Empathic is primarily a healing and buffing mutation.
- Enhancement: The character can nudge the molecular structure and properties of some common items, exaggerating the already present chemical properties of an item. Enhancement is primarily a crowd-control and damage mutation.
- Nano-manipulation: The character can control some of the nanites left on their bodies from the regeneration process, allowing them to increase their own abilities. Nano-manipulation is primarily a self-buff mutation with a few attack abilities. Favoured by the Techs.
- Patho-transmission: The character is a walking plague carrier, and can use these infections to attack others. Patho-Transmission is primarily a debuff and damage-over-time mutation. Favoured by the CHOTA.
- Primal: The character has developed genetic traits he can use to increase his strength, speed, etc. Primal is primarily a self-buff mutation path.
- Sonic influence: The character can control sound waves, reducing or increasing sound. Sonic Manipulation has many facets including buffs, crowd control, and damage abilities, but is not as focused as other mutation paths.
- Suppression: Suppression allows a character to drain gamma energy from other mutations, remove mutation buffs, and increase his own resistance to mutations. Favoured by the Enforcers.
- Telekinesis: The character can move objects with his mind. Telekinesis is primarily a damage and crowd-control mutation.
- Telepathy: The character can affect the minds of others, such as distracting opponents or making himself seem more likable. Telepathy is primarily a crowd-control and self-buffing mutation. Favoured by the Lightbearers.
- Thermal control: The player can control the movement of molecules, increasing or decreasing heat in an area. Thermal Manipulation is primarily a damage, damage-over-time, and self-buff mutation.
[edit] Other Mutation Information
Mutations are not designed to be a primary combat style. Players won't be able to just wander around the wasteland and fight all their battles purely through mutations. Instead, they are support abilities. For example, you may use Patho-Transmission to weaken a creature, or use Telepathy to distract someone, but you will be doing so to make your other attacks easier, as opposed to killing the creature with mutations alone.
Other facets of mutations are still being developed.
[edit] Development Update
The form that Mutations will take has changed over time so they won't be as blatant as some of the earlier conversations about the game. You won't be getting grasshopper legs, for example. They will be more low-key and toned down as opposed to huge and obvious.[2] In light of this, you should take most of the above with a pinch of salt.
[edit] References
- ↑ Question of the Week: May 09, 2007 - Mutations. Fallen Earth Developers. Retrieved on 2007-07-18.
- ↑ Fallen Earth Developers. Question of the Week: August 29, 2007 - FE QotW Omnibus. Retrieved on 2007-12-30.
[edit] Other Sources
- Question of the Week June 4, 2008 - Things that have changed over time.... Fallen Earth.com. Retrieved on 2008-06-06.
