Anda di halaman 1dari 27

LLC

NOTICE TABLE OF CONTENTS


The use of this software product is subject to the terms of the enclosed End Installation & Setup..................... 2 Crafting & Combat Items........... 22
User License Agreement, which the player must accept before using the
product. Fallen Earth requires access to the Internet and acceptance of the System Specifications...................2 Inventory....................................22
Fallen Earth Terms of Use Agreement. Additional online fees may apply, and Installation....................................2 Weapons....................................23
the player is responsible for all applicable Internet fees. Launch Screen..............................2 Ammunition................................23
Internet Connection.....................3 Armor.........................................24
EPILEPSY WARNING
Please read before using this video game or allowing your children to use Increasing Game Performance.....3 Vehicles......................................25
it. Some people are susceptible to epileptic seizures or unconsciousness Troubleshooting...........................4 Crafting......................................26
when they’re exposed to certain flashing lights or light patterns in everyday
life. Such people may have a seizure while watching certain monitor images Technical Support Contacts.........4 Combat...................................... 27
or playing certain video games. This may happen even if the person has no Getting Started............................ 5 Combined Attacks.....................27
medical history of epilepsy or has never had any epileptic seizures. If you or Character Selection Screen..........5 Aim Mode..................................27
anyone in your family has ever had symptoms related to epilepsy (seizures
or loss of consciousness) when exposed to flashing lights, consult your Understanding Your User Targeting & the Reticle..............27
doctor prior to playing. We advise that parents should monitor the use of Interface.......................................6 Hit Calculation............................28
video games by their children. If you or your child experience any of the A Note About Status Bars.........7 Damage Calculation...................28
following symptoms: dizziness, blurred vision, eye or muscle twitches, loss Map..............................................8
of consciousness, disorientation, or any involuntary movement or convul- Weapons....................................28
sion while playing a video game, then IMMEDIATELY discontinue use and Menu Options..............................8 Special Abilities..........................29
consult your doctor. Controlling Your Character: Health & Healing........................29
Movement..................................10
PRECAUTIONS TO TAKE DURING USE Death..........................................29
• Do not sit too close to the screen. How to Interact with NPCs.........10
Appendix I: Mutations............... 30
• Avoid playing if you are tired or have not had much sleep. Merchants...................................10
Appendix II: Abilities................. 34
• Make sure that the room in which you are playing is well lit. Looting.......................................10
Appendix III: Game-Play Basics... 38
• Rest for at least ten to fifteen (10–15) minutes per hour while playing a Equipping Your Character..........11
Combat Basics............................40
video game. Missions......................................11
Community & Communications...41
Character Advancement............ 12
Miscellaneous Notes..................42
Stats............................................12
Fallen Earth Players Guide
Skills............................................14 Threads.......................................42
Special Abilities.......................15 Credits....................................... 43
Mutations...................................16 End User License Agreement..... 46
Tradeskills...................................18 Limited Warranty....................... 49
Faction Overview....................... 20 HotKeys....................... Back Cover
CD Key......................... Back Cover
2 Installation & Setup 3
Installation & Setup News Updates and Community Updates are on the front page. You can also
access the Options Menu from the launcher, review version notes, and switch
Follow these instructions to install and set up Fallen Earth. Additional sup-
port can be found at: www.fallenearth.com accounts to allow another player to log in. The Options Menu allows you to
change video, sound, and hardware configurations of the game.
System Specifications
Internet Connection
Software Fallen Earth is a Massively Multiplayer Online Role-Playing Game. It is played
OS XP SP3 / Vista SP1 entirely online and has no offline component; therefore, you must have ac-
Free hard-drive space 10 GB tive connection to the Internet to play. FALLEN EARTH, LLC. and ICARUS
DVD Drive STUDIOS, INC. are not responsible for any fees you may incur from your
DirectX 9.0c (XP) / DirectX10 (Vista) Internet service provider, which are in addition to your monthly Fallen Earth
Broadband Connection subscription fee.

Minimum Increasing Game Performance


CPU Intel Core 2 Duo 1.8 GHz or Athlon 64X2 2.4
If you want to increase the frame rate of the game, you may do any or all of
GHz
the following:
RAM 2 GB for XP, 3 GB for Vista
Video Card* nVidia GeForce 6600 / ATI Radeon X1300 When launching the game, left-click Options, then:
RAM (dedicated) 256 MB • Select Run in a Window • Deselect Anti-Alias
• Deselect Anisotropy • Under Texture Quality, select Low
Recommended Then left-click Save.
CPU Intel Core 2 Quad 2.40 GHz or equivalent When in the game, left-click the menu button in the lower left corner of the
RAM 3 GB for XP, 4 GB for Vista screen, left-click Options, then:
Video Card* nVidia GeForce 8800GTS / ATI Radeon 3870
RAM (dedicated) 512 MB • Deselect Shadows • Deselect Post FX
• Deselect Advanced Post FX • Deselect Disable Actors LOD
*Note: Integrated video cards such as Intel and SiS will NOT run this game. • Deselect Anisotropy • Set Actors Distance to 50%
• Set Objects Distance to 50% • Set Trees Distance to 30%
Installation • Set Scrub Distance to 30% • Set Server Objects to 50%
Insert the DVD into the DVD drive to launch the Installer. If it does not au- • Set Terrain Quality to Low
tomatically launch, go to My Computer, then double-click your DVD drive. Then left-click Save.
Double-click setup.exe to install.
Some users will need to temporarily disable virus protection software or up-
date video and audio drivers to successfully install or run the game. Please
consult the component manufacturer’s Website for driver download details.

Launch Screen
Before each play session, the Fallen Earth launcher will check for game up-
dates. Update size can vary, and you will be asked to agree to the End User
Licensing Agreement, Code of Conduct, and Terms of Service after each
update.
A valid Account and Password are required to log into Fallen Earth. If you
have not already created an Account and Password, you will be directed to
do so now. You must specify your method of payment at this time.
Enforcers
4 5
On your Desktop, follow this complete sequence: Getting Started
1. Right-click My Computer The first step in Fallen Earth is character creation. While your Abilities and
2. Left-click Properties Skills are chosen for game-play purposes, your character’s appearance is an
3. Left-click Advanced important step in your role-playing identity.
4. Under Performance, left-click Settings
5. Left-click Visual Effects Character Selection Screen
6. Select Adjust for Performance The Character Selection Screen allows you to create four player characters
7. Left-click Apply on your account. You’ll be able to select the character you want to play at
8. Left-click OK the start of each session. Upon your first login, you’ll need to make a charac-
ter. Thousands of options will help you personalize your avatar.
For nVidia card users, to improve your frame-rate in both windowed and full
screen modes: b Gender. Select a
male or female charac-
1. Right-click your Desktop ter. Gender doesn’t af-
2. Left-click the nVidia control panel B
fect stats; it is personal c g c
3. Left-click the Advanced Settings tab preference only. d
4. Under 3D Settings on the upper left, left-click Manage 3D Settings h
5. At the top, left-click the Global Settings tab c Randomize & De- e
6. Under Maximum Pre-rendered Frames, set it to 1 fault. To help you find a
7. Left-click the Apply button at the bottom style that fits your char- f
i
acter’s personality, the
Troubleshooting Randomize button lets j
If you experience any trouble running Fallen Earth, please read the most you randomize your ap-
recent text files and patch notes, which will detail any changes or fixes to pearance; the Default
bugs within the game. Your problem and options for its solution may already button returns you to
be listed within the text files. the default styles. If you don’t want the Randomize Option to change a de-
cision you’ve already made, you can left-click the Lock Button next to that
Technical Support Contacts choice to keep from altering it when you randomize your unlocked features.
The Fallen Earth Help Desk (www.fallenearth.com/support) has solutions to The left buttons control the Head options; the right buttons control the
common game questions and problems. Body options.
You may submit a help request to support@fallenearth.com. You will receive d Facial Options alter skin tone, age, shape, and eye color.
a reply within forty-eight (48) hours including a detailed solution to your
technical problem or billing issue. e Hair Options control facial hair, hair color, and hair styling.
No game-play hints will be given by the support staff. f Body Art, such as facial tattoos, piercings, and paint.
For concerns about the Forums, please email the Fallen Earth Community g Body changes body size, male body hair, and female body piercings.
Manager at: support@fallenearth.com
h Tattoos & Clothing. Tattoos, as well as whatever shirts and shoes you’d
For questions regarding your account, please email:
like to wear.
accounts@fallenearth.com
For media and Public Relations inquiries, use the contact information listed i Navigation Buttons let you view your character from all angles.
under the News category at www.fallenearth.com. j Name Selection Bar. Your name must be at least three characters and no
more than thirty-three characters. It cannot have numbers or symbols, but
it can have one space (i.e., two words). Please exercise good judgment and
respect when choosing your in-game handle.
6 Getting Started 7

Understanding Your User Interface A Note About Status Bars


The User Interface is the first thing you’ll see when you enter the world. You
There are three Status Bars that you need to keep an eye on in
can adjust your view by using your mouse wheel. To zoom into a first-person
order to be safe.
perspective, push your mouse button forward. To pull back for a bird’s-eye
view, roll your mouse wheel backward. Note that whenever you right-click Health Bar (red). A full bar indicates 100 percent Health. An empty
a window screen, you can change its opacity setting, making the screen be- bar means you’re dead.
hind it more or less visible. You can also change the interface color. Stamina Bar (blue). Using Abilities you acquire by using your Skills
Most windows will drain Stamina. You will only be able to use an Ability if you have
are resizable. c enough Stamina to do so.
Place your B f Gamma (green). This bar measures the amount of energy you
cursor over have to power your Mutations. Like Stamina, if you do not have
the right, bot- sufficient Gamma, the Mutation you are attempting to use will
tom, or bot- fail.
tom right of a
window to get
a resize cursor
that indicates
the window Attributes. Click for the Attributes Screen, where you can see tabs
can be resized. e with the values for your Attributes, Skills, Mutations, and Tradeskills.
When that cur- d Hover your mouse over an icon to see a short summary for that icon.
sor appears, You can also select the Attributes on which you wish to spend APs.
simply click the Gear Button displays the slots for your armor and weapons; use them
Left Mouse Button (L) and simultaneously drag to expand or contract the to equip and un-equip items. You can expand or collapse the menu on
window in the allowable directions. the right to see the statistical values for each of your buffs. Right-click
b Status Bars show your Vital Statistics. They measure your Health, Stam- the items in their slots to view their properties, such as weight.
ina, and Gamma. To their upper right is the Mail Button, which you can Pack Button displays your Pack, where all the items you pick up on
use to send or check mail when near a mailbox. The other button is lit your travels are stored. At the bottom of this window, you can see how
when you have voice chat (VoIP) enabled and you are connected. many chips you have. These are listed in the order of ones (white),
c Advancement Points (APs). This circle displays your available APs; the hundreds (blue), ten thousands (red), and millions (gold).
rings around it indicate your progress toward your next level. Help Tips. Click to bring up the side tab for your Help Tips.
d Action Bar. Drag and drop Abilities and Mutations that you wish to
quickly access; resize the window larger for up to 100 slots. System Options. Click to change the values for your Graphics, Audio,
e Chat Interface. Right-click the tab to view, edit, or delete Channels; User Interface, General Settings, and Key Map (click each tab).
click the small tab to make new Channels. Quick-Exit takes you back to the Character Selection Screen. To
rapidly exit the entire game, click the X at the top-right corner of your
f Map. This displays an Overhead Map, a Strategic Map, Radar Mode, screen. Whenever you leave Fallen Earth, your stats and location are
and Faction Control Indicator. See descriptions on next page.
automatically saved for re-entry.
Menu. Click to view a list of your options; highlight the icon and
Filter Menu Tab. Opens a menu to add or remove Menu options.
word of that option for its window to pop up.
Missions. Click to view your mission list of locations and goals while
Minimize Menu Tab. Click to minimize the Menu Tab. You may prefer
tracking your tasks and progress. This window has an adjustable bar you
to simply click the word “Menu” and view a list of all the options at
can slide up or down to change what information you wish to display.
your disposal, not simply the ones on the Menu Bar.
8 Getting Started 9
Team allows you to invite others to join you on a team
Map
Click the filter icon on your Overhead Map to display to complete a mission.
Merchants, Vaults, Auctioneers, and other types of infor- Knowledges lists all of the special information your
mation. character has learned.
The upper-right globe icon opens a window with a Stra- Chat opens your Chat window.
tegic Map, providing different views of the Grand Can-
yon Province and sectors. The lower-right icon zooms in Radar Mode Action Bar opens your bar, with up to 100 slots where
or out for three different views on your Mini-Map.
you can drag and drop Abilities and Mutations you
The lower-left icon controls your Radar Mode, which controls the direction may wish to quickly access in-world.
your map faces—true North or the direction in which you are walking. Factions displays the Faction Wheel for the major
The upper-left icon is the Faction Control Indicator. When you are in a con- groups within Fallen Earth. The second tab displays a
flict town it will display which faction controls the town. list of Non-Player Character factions, such as the Rid-
ers, Bankers, and so forth.
Recipes brings up a window with information about
items you can craft and the materials needed. From
here you can access the active recipes window which
contains the list of items currently being crafted.
Missions brings up your tasks and progress. It is the
same as the Menu Bar Missions button.
Actions. This brings up a list of all of the Abilities and Mutations you
have gathered. You may drag and drop these icons into slots on your
Action Bar.
Attributes list values for your Stats, Skills, Mutations, and Tradeskills.
It is the same as the Menu Bar Attributes button.
Gear brings up items you can equip. It is the same as the Menu Bar
Gear button.
Overhead Map Strategic Map Pack displays chips and items you found on your travels. It is the same
as the Menu Bar Pack button.
Menu Options Help Tips provide answers for better game-play. It is the same as the
Mounts brings up a list of your methods of transportation (you can Menu Bar Help Tips button.
own up to five) and indicates their status (at rest, in a stable, parked, Options changes your display settings. It is the same as the Menu Bar
etc.). Click the mount to see if it is in need of fuel or repair.
System Options button.
Map appears at the top right corner of your screen. You can use this
Exit Game allows you to quickly leave the world. It is the same as the
map to track nearby enemies and items to scavenge.
Menu Bar Quick-Exit button.
Waypoints opens a window that allows you to bookmark a location for
easy return to a favorite spot.
Social displays a limited number of your Friends, Clan, those whom
you wish to Ignore, and those who are nearby. You can use a filter on
these lists or right-click on a name to take an action on it.
10 Getting Started 11

Controlling Your Character: Movement Equipping Your Character G


W and S move forward and backward, A and D strafe left and right, and There are twenty slots for equipment, ranging from shoes, greaves, and
Q and E pivot left and right. To change direction, you can also press Mouse pants, to necklaces, eyewear, and hats. To view your Gear (equipment you’re
2 (right-click and hold), then move your mouse. Hold down Mouse 1 and wearing or using), press G.
Mouse 2 to move forward while changing direction. Press z to jump. Your Gear adds to your damage resistances but will eventually suffer the
You can alter your keyboard setup in the Options Menu (aO), under Hot- affects of your adventures. Luckily, any skilled armorcrafter should be able
Keys. to give you Tool Kits with the correct materials to fix up your Gear. Your
items will eventually become completely useless if they go below the mini-
How to Interact with mum functional condition. While in the Gear Window, you can also click the
Non-Player Characters (NPCs) : Weapons Tab to look at the stats on any weapons you have equipped on
Mouse over NPCs at close range to display their name and occupation. your person.
NPCs who give missions have icons above their heads, and labels identify
their status, faction affiliation, and so on. If you can interact with an NPC, a
chat bubble or icons with performable actions pop up. To address an NPC,
right-click him or her.

Armor Gear Weapon Gear

Missions J
Right-click an NPC to talk or trade. Press J to view your Journal and see any missions you may have. The Jour-
nal can hold twenty-five missions at once, tracking them according to their
Merchants : origin. Other buttons track your progress, share missions with team mem-
The Grand Canyon Province’s thriving economy is based on a poker chip bers, and abort missions entirely.
currency. Poker chip icons appear on your Mini-Map, marking the locations In the Journal, there is a button that tracks your progress for that mission, a
of nearby Merchant NPCs who will sell you anything—food, medicine, weap- second button that lets you share certain missions with your team members,
ons, or ammo. Some specialize in training people for chips, which is useful if and a third button that aborts the mission.
you’re looking for special survival tips.
Sharing missions is usually more efficient, as it reduces the required re-
Looting : sources and time for completion. Certain missions cannot be shared, such as
After killing an enemy, you can loot the body by right-clicking it at close those that require the use of a specific item given by an NPC, or those that
range. Frequently, a window appears with items that you can take from the are part of a mission chain.
corpse. Occasionally, you will be given the option to harvest, allowing you
to gather crafting materials from dead animals.
12 Character Advancement 13
Character Advancement
As you progress through Fallen Earth, you will learn and improve essential
Derived Attributes
Derived Attributes further describe a character’s traits, but unlike primary
Skills and Abilities, such as how to use a weapon, treat an injury, develop Abilities, they cannot be directly modified by spending APs. Instead, they
special powers, or dodge an attack. There are four Attributes categories: are determined by a combination of Basic Stats and are updated immedi-
Stats, Active Skills, Mutations, and Tradeskills. ately as those stats change.
Gamma powers your abilities. If you deplete your Gamma, you must wait for
Stats it to replenish before using another Mutation. (Intelligence & Willpower)
Stats represent basic Attributes and give an idea of an individual’s strength,
agility, and intelligence. They relate to physical endurance, mental dexterity, Body defines a person’s resistance to invasive Special Abilities, such as poi-
social magnetism, creative intelligence, technical ingenuity, and an aptitude sons and disease. (Endurance & Strength)
for using extra-sensory Abilities. Health represents the damage one can take before becoming incapacitated.
An Attribute’s stats determine the base values for Active Skills and Mutation (Strength & Endurance)
Paths, as well as limit the maximum possible values for Tradeskills. Special Mind is a defense against mental attacks, such as Telepathy. (Intelligence &
Abilities and equipment can raise or lower stats; for instance, wearing heavy Willpower)
armor temporarily reduces the Coordination Attribute.
Reflexes help you quickly sidestep Special Abilities (e.g., an Acid Spray).
Basic Stats (Coordination & Dexterity)
Abilities fall into eight categories:
Stamina defines the amount of energy you have before exhaustion sets in.
Charisma affects Group Tactics, Social Skills, and the Telepathy Stamina is a product of Endurance and Willpower. (Endurance & Willpower)
Mutation Path; many missions can only be undertaken by characters
with a high Charisma.
Coordination affects the Athletics, Armor Use, Dodge, and Melee
Skills, as well as Reflex Save. Raise your Coordination to increase
your Defensive Abilities.
Dexterity affects Pistol and Rifle Skills, along with the Reflexes
Save. Dexterity increases long-range Offensive Abilities.

Endurance affects Health, Stamina, and the Body Save; it factors


into Armor Use, Athletics Skills, and the Empathic and Patho-Trans-
mission Mutation Paths. Endurance increases your survivability.
Intelligence affects Gamma, First Aid, and Group Tactics Skills, all
Tradeskills, Nano-Manipulation, and Telekinesis Mutation Paths, as
well as Mind Save. Raise Intelligence to max out the First Aid Skill
or to use Mutation Paths and Tradeskills.
Perception is a secondary component in many Skills, including
Dodge, First Aid, and Pistol. It factors into Sonic Influence, Suppres-
sion, and Thermal Control Mutation Paths.
Strength determines Body Save, Encumbrance, Melee Skills, Primal
Mutation Path, and Health. Raise Strength if you wish to play a Lightbearers
melee character.
Willpower primarily determines Stamina and Gamma Attributes, as
well as Mind Save. (All Mutation Paths factor in Willpower, so raise
Willpower if you wish to use Mutations.)
14 Character Advancement 15

Skills Special Abilities


Active Skills include Special Abilities you use to gain temporary powers. Use Each Active Skill includes Special Abilities that you use to gain temporary
of a Special Ability might drain your Stamina slowly, while other Abilities powers. Using a Special Ability consumes energy, which is deducted from
might require significantly more. All Special Abilities require the player to at- your Stamina slowly or quickly, depending on activation of the Skill. All
tain a minimum level. As you level up and improve your Skills, you can learn Special Abilities have a minimum Skill level, so as you level and improve
new Special Abilities. your Skills, you can learn new Special Abilities. Special Abilities can also be
learned from books bought from trainers or gained as mission rewards.
Special Abilities are useful additive defenses in combat, but they won’t re-
place your primary combat style. For example, Lingering Wound is a Melee A Skill may have multiple Special Abilities, which are always directly related
Attack that causes damage over time. Other, less combat-specific items— to it. For example, all Armor Use Special Abilities involve armor in some way,
like the Athletics’ Dash (which gives a temporary speed boost) and First Aid’s whether that of the user or of an enemy in combat.
Stanch Wounds (which restores Health)—can round-out your Abilities. Most Special Abilities are useful in combat but won’t replace your primary
Characters can learn nine skills: combat style. For example, Weakness allows you to ignore some of your
target’s armor, making your victim more vulnerable to attack.
Armor Use allows you to equip progressively more powerful forms
of armor and to get more out of the armor you already wear. Some Special Abilities for specific Skills include:
Athletics Evade
Athletics gives you access to Special Abilities that change your Dash increases speed for a Feint reduces your target’s
physical capabilities, such as increasing land speed. short time. Melee Skill for a short time
after you fake them out.
Second Wind recovers
Dodge improves your defenses against ranged attacks. The differ- First Aid
Stamina by resting a few
ence between your Dodge and your opponent’s Rifle or Pistol Skill Stanch Wounds restores
seconds and lowering your
affects how much damage you take. Dodge also determines your Health to your target.
defenses.
Melee Defense.
Shake It Off removes debili-
First Aid gives you some Abilities that heal others. This Skill is re- Treat Poison removes poi-
tating physical effects.
quired to use items created with the Medicine and Mutagenics Skills. son effects from your target.

Group Tactics allows you to activate buffs on teammates during Dodge Resuscitation restores an
combat. Duck and Weave boosts incapacitated character.
your Dodge Skill and your
Melee allows you to inflict more damage and use more effective Reflexes Save.
Group Tactics
weapons in melee combat. The difference between your Melee and Rally helps your allies re-
an opponent’s Melee Defense affects how much damage you do. Rifle
Rifle Smash strikes your tar- cover more quickly in battle
Pistol allows you to inflict more damage and use more effective get with the butt of the rifle, by keeping their spirits up.
types of pistols. The difference between your Pistol and an oppo- stunning it for a short time. Offensive Coordination
nent’s Dodge affects how much damage you do and your chances boosts the Rifle, Pistol, and
of scoring a critical hit. Precise Aim is a Rifle Skill
buff that lowers your de- Melee Skills of your group.
Rifle is similar to Pistol and Melee in its affects on damage and fenses while in use.
weapon use. Like Pistol, the paired Ability is Dodge, and the differ-
ence between these two Skills helps calculate damage.
Social enables you to finagle better deals from Merchants and al-
lows you to conceal your faction allegiance.
16 Character Advancement 17

Mutations Suppression. Suppresses a mutant’s power by removing buffs and


Mutation Paths range from Telepathy to Empathy to Nano-Manipulation, debuffs or even by draining Gamma. (Enforcers)
and each one has its own unique Abilities. For example, the Sonic Manipula-
tion Path includes Equilibrium Shock, an attack that slows the target. Acti- Patho-Transmission. Unleashes disease, poison, and radiation on
vating Mutations costs Gamma, a representation of the character’s mental others while protecting the user from similar attacks. (CHOTA)
fatigue.
Everyone begins with the Alpha Mutation Path (the “GlobalTech Standard
Each Mutation Path falls into one of three fundamental types: Augmentation
Clone Upgrade Package”), which provides healing, regeneration, and basic
(mainly buffs), Restoration (healing, Health boosts), and Destruction (attacks,
attacks. The Alpha Mutation Path is equal to twice the player’s Willpower.
debuffs).
APs cannot be spent on it directly.
There are ten available Mutation Paths, broken down here by type and the
Players learn the faction-specific Mutation Paths later by training and running
factions that favor them:
missions. Each faction favors certain paths and offers Knowledges needed to
Augmentation develop them, but players can get them from neutral sources or make their
Enhancement. Use your chemistry to alter the composition of sub- own through use of the Mutagenics Skill.
stances for buff, debuff, and healing effects. (Techs, CHOTA) Each Mutation Path is associated with one stat, which, along with Willpower,
determines both the base and maximum Skill values for that path. For ex-
Telekinesis. Create kinetic energy with your mind and direct it at an ample, Empathic Mutations are determined by Endurance and Willpower.
enemy for damage and debuffs. (Lightbearers) Spending APs can’t raise a Mutation Skill above its max; to get the highest
Mutations, you’ll have to boost the associated Attributes.
Primal. Activate repressed animal genes to trigger personal stat buffs Remember, Mutations augment your primary combat style—they don’t re-
and to mimic Animal Abilities and pheromones. (Vistas, CHOTA) place it. Instead, you might use Patho-Transmission to weaken a creature
or rely on Telepathy to buff your allies before having to come up with other
attacks.
Restoration
Telepathy. Affects the minds of the targets, changing their percep-
tions, memories, and thought processes—sometimes crushing them.
(Lightbearers, Travelers)
Nano-Manipulation. Alters the bio-electric field so you can direct
the nanites left over from your cloning process to heal you, strength-
en your armor, and even resuscitate others. (Techs)
Empathy. You can take wounds and detrimental effects from others
onto yourself, sometimes to the point of resuscitating others. (Light-
bearers)

Destruction
Thermal. Controls the friction between molecules, causing tempera-
ture changes in a small area. This can result in fire and cold damage
to targets, along with other debuffs. (CHOTA, Techs)
Sonic. Controls sound waves and sonic vibrations to unleash sonic
attacks, buffs, and debuffs. (Travelers, Vistas)
Vista
18 Character Advancement 19

Tradeskills Tradeskills fall into ten categories:


The old saying goes, “Give a man a fish and you feed him for a day. Teach Armorcraft. Constructs Mutagenics. Builds items
a man to fish, and you have fed him for a lifetime.” This same ethos of self- clothes and armor. that affect mutations, like
sufficiency is a hallmark of the post-apocalyptic world of Fallen Earth, a time Gamma recovery drugs.
in which those who survive are those who can build and repair essential
Ballistics. Builds firearms, Nature. Harvests resources
equipment, machinery, weapons, and more.
ammunition, zip guns, and from plants and animals.
Tradeskills represent a character’s aptitude for crafting and fixing everything crossbows.
from rifles to computers; they even include things like cooking stews and
Cooking. Prepares food Scavenging. Gathers items
brewing up poisons. The better your Tradeskills, the better items you’ll be
that provides buffs and im- and materials from ruins and
able to craft in that area.
proves Health, Stamina, and rubbish heaps.
Remember that Tradeskills only allow you to construct an item—they don’t Gamma regeneration. Science. Builds advanced
determine whether you know how to use it or not. For example, a craftsman
Geology. Harvests minerals devices, such as batteries,
could build a pistol, but he or she may not be able to use it if his or her Pistol
such as iron or coal from the computers, and grenades.
Skill is too low.
earth. Weaponry. Constructs axes,
Tradeskills can be improved with use. As long as an item is still challenging
Medicine. Prepares medical clubs, knives, and other
for you (i.e., near your Tradeskill level), you’ll improve as you craft it. Each
supplies and devices, includ- melee tools.
item made by crafting boosts the Skill (up to a certain limit that is deter-
ing bandages, antitoxins,
mined by each item). The number of points earned from making an item
and crash carts.
varies based on difficulty.
Anyone may craft using any Tradeskill, and Skills cap based on the charac-
ter’s Intelligence and Perception stats.
Crafting consumes a fair amount of real time, creating 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 are denoted
on your Tactical Map by the Tradeskill symbol that the facility supports.

Trainers like Troie Button and Sergeant Whirlow can teach you tradeskills.
Tech
20 Faction Overview 21
Faction Overview CHOTA (Children of the Apocalypse)
There are six factions in Fallen Earth. Each faction has two allied factions, Core Views: Civilization destroyed humanity, so the Children will
one archenemy faction, and two enemy factions. For example, the Enforc- destroy Civilization.


ers are allied with the Techs and Lightbearers. Their archenemies are the CHOTA teach Melee, Armor Use, Athletics, Dodge, Mutagen-
CHOTA (a.k.a., the Children of the Apocalypse), and their enemies are the ics, Weaponry, Armorcraft, Patho-Transmission, Thermal Control,
Vistas and Travelers. Primal, and Enhancement.
New missions, ranks, NPCs, and restricted Knowledges become available as
you gain favor with a faction. You gain Faction Points with your faction and
Enforcers
Core Views: Law and order must be maintained at all costs.
its allies by completing missions for them, but that also loses you points with
your enemies and archenemy faction. Enforcers teach Rifle, Pistol, Group Tactics, Armor Use, Dodge,
Suppression, Ballistics, Armorcraft, and Science.

Lightbearers
Core Views: Spiritual development and mutations are the path to
enlightenment.

Lightbearers teach Melee, First Aid, Dodge, Athletics, Medicine,


Weaponry, Mutagenics, Empathic, Telekinesis, and Telepathy.

Techs
Core Views: Advancing science—by any means necessary.
Techs teach Pistol, Armor Use, First Aid, Science, Geology, Muta-
genics, Ballistics, Armorcraft, Nano-Manipulation, Enhancement,
and Thermal Control.

Travelers
Core Views: Commerce will keep humanity alive, especially if we
get the profit.

Travelers teach Pistol, Social, Dodge, Athletics, Science, Nature,


Medicine, Sonic Manipulation, and Telepathy.

Vistas
There is no way to gain favor with everyone equally. Alliances allow you to Core Views: We must preserve and protect our environment.
change your faction by working your way around the wheel. In the earlier
Vistas teach Rifle, Group Tactics, Dodge, Athletics, Nature, Bal-
stages of the game, switching factions is not hard, but the longer you are
listics, Cooking, Science, Primal, and Sonic Manipulation
part of a faction, the more difficult it becomes to change.
Each faction has different specialty Skills, Mutations, and Abilities. For ex- Choosing whether to play a faction or to remain neutral is a difficult decision.
ample, Enforcers are particularly good at combat, while Lightbearers are While players that remain neutral will have a wide-ranging game experience
gifted at using Mutations. Each group also has faction-specific equipment. due to neutrality with all factions, they lack the deeply immersive experience
You will also be able to pick up many techniques from allies, independents, of gaining rank and power within a faction. For more in-depth information
and various vendors. on factions, please visit: www.fallenearth.com
Some faction-specific Special Abilities are listed on the next page.
22 Crafting & Combat Items 23
Crafting & Combat Items Weapons
The apocalypse is a dangerous place. To survive such a harsh environment, There are three basic types of weapons: melee, pistols, and rifles (see
you’ll need the right kind of Inventory, Weapons, Ammunition, and Armor. Combat for full details). You are more likely to encounter makeshift items
(such as a pistol fashioned from a paintball gun) until you develop the Skills
Inventory I needed to scavenge or craft items. Players not interested in crafting will be
Pressing I opens the inventory system, which combines storage slots with able to purchase upgraded weapons through Merchants or other players.
an encumbrance system based on the weight of the objects carried. Every Weapons wear out over time and require regular maintenance by using
player has sixty-four slots and a maximum allowed weight that is determined Weaponry or Ballistics Repair Kits.
by Strength. You may be unable to carry an item due to unavailable slots or In general, melee weapons do massive amounts of damage at close range,
an insufficient weight allowance. Vehicles also provide additional Inventory while rifles are great for precise, long-range combat. Characters special-
slots. ized solely with one weapon type will have a tough time during certain en-
Inventory slots also determine the weapons you can quickly equip during counters: rifles penalize your defenses in close-quarters combat, and melee
combat. Every character has slots for six equipped weapons with associated weapons are worthless at range. Meanwhile, pistols are something of a bal-
HotKeys, so it takes about a second to switch between weapons. You can ance between the extremes. They’re versatile and can be used at short and
also cycle through your equipped weapons by pressing c and simultane- long ranges, but they don’t do nearly as much damage as the best weapons
ously using the mouse’s scroll wheel. Swapping armor requires opening the in the melee and rifle classes.
Inventory Window and dragging items into the character profile or double-
clicking the item. Ammunition
Additional items can be stored in vaults: Sector Vaults in any town, Barter Like a lot of manufactured resources in the Grand Canyon area, ammunition
Vaults in Barter towns, and Banker Vaults that are accessible only in special can be hard to come by. Note that each type of ranged weapon has its own
Banker towns. If you are a member of a Clan, sometimes you can have access type of ammo.
to a Clan Vault.

Melee Weapons
Ranged Weapons
Crossbow
Bat Cleaver
Barbell
Assault Rocket
CHOTA Axe Pistol Launcher
Billy Club Rifle
Club

Grenade
Crowbar
Zipgun
Taser
Tech Shotgun
Submachinegun
Hammer
Lawnmower Blade Rolling Pin
Tomahawk
24 Crafting & Combat Items 25

Armor Vehicles
Twenty different armor slots allow you to protect yourself from head to toe. Vehicles exist to provide players with transportation, extra storage, and ad-
Initially, the armor items in these categories reflect either the remnants of ditional combat options. You can acquire the resources to craft a vehicle that
old-world technology or things that survivors have cobbled together from you can then sell or use. The Nature and Science Tradeskills are used in craft-
the materials at hand. You’ll see items like motorcycle jackets and Kevlar ing vehicles. Nature provides access to horses, feed recipes, and Veterinary
right alongside scrap-metal plating and sandworm hides. Kits, while Science is used for all other vehicles. ATV recipes are acquired
As the game includes a dozen or so different types of damage, not every through missions and provide the foundation for making all the other types
type of armor can be effective against every type of damage. Characters of vehicles. Science allows you to craft various fuels (gasoline, biodiesel, bat-
may sometimes need to equip a gas mask or other specific item based on teries) and Repair Kits. Vehicles can be damaged through use and in attacks
the threats they face. Players are free to mix and match armors of different carried out by NPCs or PCs in PvP zones.
types and faction alliances to suit their needs, while also creating a unique The horse is the first type of mount you can access. It can go much further
look for their characters. Each armor item has its own style and stat modi- than an ATV or a motorcycle without having to refuel, but lacks the speed
fiers. of engine-driven vehicles. Horses refuel with feed, and Veterinary Kits repair
Crafters are an important part of the armor system because they make all them. If you let horses rest, they will recover energy on their own. You may
kinds of armor, whether based on the skins of mutant creatures or advanced store your mount by speaking to a Stable Manager. Some mounts come with
polymers and composite materials. Armor wears down as it takes damage, extra pack space. Riders may fire shots while mounted, but Melee Attacks
but can be repaired with an Armorcraft Repair Kit. are not possible while mounted on a horse.
Other vehicles—such as ATVs, Motorcycles, and Dune Buggies—have sever-
al different features. Some of them have built-in guns that can be fired while
driving; others allow you to discharge your personal firearm during the ride.
Armor There are electric-, biodiesel-, and gasoline-fueled vehicles. Improved ver-
Vest & sions of each type of vehicle are available, and many provide extra Inventory
Shoulders space. You can store up to five vehicles by speaking to a Garage Manager.
If your vehicle is damaged, you can pay a manager to tow it to the garage.
The cost will depend on the distance towed.

Interceptor
Vehicles
Ragged
T-shirt
Vest

Motorcycle

Boots

Gloves Horse Dune


Buggy
ATV
Warlord
Helm
26 27

Crafting Combat
Crafting is an integral part of survival in the Grand Canyon Province. Ev- Fallen Earth features many open PvP areas, so it’s essential to be prepared.
erything from the best medicines to the most dangerous weapons are con- The game uses the accuracy of First-Person Shooter (FPS) combat with the
structed out of raw materials. You may craft things from raw materials using damage tally and character advancement of a Role-Playing Game (RPG),
Tradeskills. Scavenging, Nature, and Geology—which are known as “gath- which means that it combines a shooter-style aiming reticle with attacker
ering” Tradeskills—have their own benefits and support the other crafting and defender statistics in order to determine the results of combat.
Tradeskills. Harvesting nodes are scattered throughout the world. They show
up on the Tactical Map as piles of junk, rocks, and plant symbols. Knowledges, Combined Attacks
Skills, or various items might be required in order to harvest from a node. Some Abilities can be used with attacks, such as a special Melee Attack go-
The crafting is real-time, but you may queue items to run while you perform ing off when you swing your axe. An example of this type of Ability-attack
more immediate tasks. Most items can be created in a few minutes, though combination is a melee move called Smash 1, which you can locate in your
the most impressive, difficult, and expensive creations can require days of toolbar.
effort, or longer! There is no chance of failure during the crafting process—if The combat system has three important elements: the reticle, hit calculation,
you have blueprints, materials, time, and the Skills, you can build it. Pressing and damage calculation.
L opens your Recipe Window, displaying a list of your Tradeskill Knowledg-
es. Clicking one of your Knowledges will display a list of each recipe you can Aim Mode
make with your current Inventory. Crafting continues to progress whether To swing a weapon, go into Aim Mode by clicking the middle mouse button
you are logged in or not. (or t). You exit Aim Mode the same way. You may interact with objects and
characters in the world while in Aim Mode by placing the reticle over them, at
which point the reticle will change into the appropriate type of cursor.
Once you are in Aim Mode, left-click to attack with a two-handed weapon
or a one-handed weapons that you hold in your right hand. If you have two
weapons, right-click to attack with the weapon in your left hand.

Targeting & The Reticle


To enter Aim Mode, press t or click the Middle Mouse Button. You’ll see
a set of crosshairs or a circle at the center of the screen. That’s your target-
ing reticle. It is used to aim every weapon in the game. Reticle size matters:
The smaller the reticle, the more accurate your attack will be, since a direct
target is a direct hit.

Throwbacks
Infected

Tradeskill Window Crafting Window

Judge Raider
Shiva’s White
Favored Crow
28 Combat 29

Hit Calculation Special Abilities


Once you have a target in your sights and you click your mouse, the system All characters have Special Abilities that augment the basic combat system.
picks a random point inside your reticle for the attack. Note that with ranged For example, a character with a high Pistol Skill can learn the Pistol Whip
weapons, how close the crosshairs are indicates your accuracy. Accuracy is Ability to knock down an enemy during a fight.
affected by your stance (upright, prone, and so forth), rate of movement, Special attacks increase damage, introduce status effects (like knockdown
and other factors. (The higher your proficiency with the weapon and the and stun), or even debuff an opponent’s Abilities. Defensive Special Abilities
more slowly you move, the tighter your crosshairs will be, making your at- (like Armor Maintenance and Second Wind) boost your armor rating tem-
tacks more accurate.) The system checks the selected point to see if there’s porarily or increase your Stamina. The use of some Special Abilities requires
a target there. If so, you score a hit. items, such as bandages for Stanch Wounds.

Damage Calculation Health & Healing


If you hit something, the system compares your Skill to the target’s corre- Your Health Bar measures the amount of damage you can sustain before
sponding Skill: Dodge for a Pistol or Rifle Attack; Melee Defense for a Melee becoming incapacitated. You gain five Health Points each time you level, but
Attack. The target’s proficiency can modify the amount of damage done, plus this can be improved by as much as 50% more if you max out your Strength
provide the chance for a critical hit. The target’s armor, special Abilities, Muta- and Endurance Attributes. You can also use medical items created by craft-
tions, and usable items are also considered. Damage is also affected by where ers to boost Health.
you hit the target—a head shot does more damage than a leg hit.
Access to First Aid Skills will speed your recovery, and remaining well-fed
and hydrated with food and drink items lowers your necessary downtime
Weapons during exploration. The tradeoff to such readiness is having less room in
There are three basic weapon classes: melee, pistols, and rifles. Melee weap-
your pack for other items.
ons can be anything from a rough club to an exquisitely balanced sword. Pis-
tols range between improvised and elite, including things like homegrown Healing Mutations also repair wounds and damaging effects, though using
zip guns, revolvers, and submachine guns. Rifles range from simple cross- Mutations costs the healer Gamma (and sometimes Health) for the effort.
bows to rare and powerful sniper rifles. Healing effects are stackable, so healers are free to combine any of these
methods in order to keep a teammate (or themselves) alive.
Melee weapons do massive amounts of damage at close range, while rifles are
great for precise, long-range combat. Characters specialized in one weapon
type will have a tough time in other encounters: rifles penalize your defenses Death
in close-quarters combat, and melee weapons are useless at range. Pistols are When your character’s Health is reduced to zero, you are incapacitated for
versatile and can be used at short and long ranges, but they don’t do as much up to five minutes. During this time, a teammate may resuscitate you by
damage as the best weapons in either the melee or rifle class. using a Mutation Ability or medical item; otherwise, you automatically res-
urrect in the nearest LifeNet pod. A trip to the LifeNet pod is available for
anyone who doesn’t want to wait out the full five minutes.
Prairie
Chicken When you resurrect, you suffer penalties to your XP or stats. The more often
you die within a short span of time, the greater these penalties become. In
no case does a dead character leave a lootable corpse behind, so there’s no
stealing a player’s gear, mount, or vehicle.

Blight
Wolf Giant
Ant

Cockroach Stag
Sandworm Beetle
Coyote Giant Bee
30 Appendix I: Mutations 31
Appendix I: Mutations Nano-Manipulation
Cannibalize. Uses nanites to drain a target’s Health and Stamina to restore
Alpha Mutation the user’s Gamma.
Bolster. Increases adrenalin production, improving your Strength and Coor-
Filtration. Cleans and monitors the user’s blood, lungs, and lymphatic
dination for a decent period.
system, removing disease, poison, bleeding, chemical, fire, and cold
Disrupt. Causes the target’s nerve synapses to fire randomly, temporarily conditions.
lowering Dexterity and Coordination.
Reconstruction. Revives nearby team members that are dead or dying, by
Gird. Focuses nerves on fine motor control instead of pain recognition, rebuilding the minimum components of their bodies and jump-starting the
improving Endurance and Coordination for an extended period. nervous system.
Patch. Activates repair colonies of nanites beneath the skin, restoring some Self-Repair. Swiftly seals wounds, restoring some Health to the user.
Health instantly.
Vital Osmosis. Expends some energy to restore Health to an injured ally.
Quicken. Focuses concentration, increasing Dexterity, Coordination, and
Perception. Telepathy
Accelerated Recovery. Combines positive visualization and reconstructive
Empathic nanites to gift a nearby target with rapid Health recovery for a short time.
Empower. Causes nearby team members to feel refreshed, restoring both
Ignore Pain. Dulls the target’s sensation of pain, while boosting the target’s
Health and Stamina.
Health above normal limits.
Benevolence. Floods a nearby target’s body with healing nanites, restoring
Mind Over Matter. Reinforces the link between body and mind, generat-
a great deal of Health.
ing an aura that heals nearby allies.
Preservation. Directs nanites to improve specific body processes, removing
One Mind, No Affliction. Removes disease, poison, bleeding, chemical,
disease, poison, bleeding, chemical, fire, and cold effects.
fire, and cold effects from nearby team members.
Priority. Allows the user to rapidly heal wounds.
Psionic Shock. Overloads the target’s mind with psionic “white noise,”
Restoration. Restores a dead or dying teammate to life. causing excruciating pain and stunning them for a moment.
Sympathy Pains. A Shielding Mutation that causes an attacking opponent Renew Consciousness. Restores consciousness to an incapacitated target,
to suffer psychic damage while attacking. improving Health and Stamina.

Enhancement Patho-Transmission
Ablate. Stabilizes the effects of energy on the user’s body, enhancing their Antibody. Produces chemical compounds within the body to make the
armor against fire, cold, electricity, and radiation damage. user resistant to infections and toxins, increasing armor against diseases,
Calibration. Projects a protective force field around nearby teammates, poisons, chemicals, and radiation.
increasing armor against crushing, piercing, slashing, and ballistic attacks. Debilitating Weakness. Induces a fever in the target that weakens
Dissolve. Converts air particles around the target into an acid, inflicting Strength and Endurance temporarily.
chemical damage on the target over time. Patient Zero. Tailors a virulent contagion to the immune system, causing
Regenerate. Improves the recovery rate of Health and Stamina for an disease damage to all targets nearby.
extended period of time. Sapping Sickness. Similar to the fever unleashed by Debilitating Weakness,
Reinforce. Induces temporary physiological alterations, such as thicken- this version drains Stamina and leaves the target with temporarily reduced
ing skin and denser bones, which greatly increases armor against piercing, Endurance.
slashing, crushing, and ballistic attacks. Shaking Plague. Robs a target’s motor control, slowing them and tempo-
Resilience. Increases resistances to all manner of negative effects for a rarily lowering Dexterity and Coordination.
short duration. Wracking Pains. Inflicts a parasite on the target, damaging it temporarily.
32 Appendix I: Mutations 33
Thermal Sonic Influence
Cold Snap. Lowers target’s body temperature, reducing their Coordination. Catastrophic Dissonance. Shockwave of sound that causes damage to
Hypothermia. Slowly freezes the air in the lungs of a single target, doing nearby targets, vibrating their organs and stunning them temporarily.
temporary damage. Devastating Shockwave. Weakens the structural integrity of defensive
Lighter Fluid. Excites air molecules around a target, increasing suscepti- items, reducing the slashing, piercing, crushing, and ballistic armor of
bility to fire damage. nearby targets.

Molotov Mutation. Buffets a single enemy with waves of intense heat for a Equilibrium Shock. Plays on the weaknesses of the inner ear, reducing
short time. Perception and Coordination of a single nearby target.

Regenerative Fever. Rapidly burns away toxins and impurities in an ally’s Insulation. Absorbs incoming kinetic force, temporarily increasing the
bloodstream, removing disease, poison, bleeding, chemical, fire, and cold crushing, piercing, slashing, and ballistic armor of the user.
effects and restoring some Health. Rending Vibration. Sets up a resonant vibration in the target, dealing
Scorching Rebuke. Sheathes the user in super-heated particles, injuring continual damage for a period of time.
anyone that strikes them in melee combat. Sonic Lance. Fires a spike of sound into a nearby target, doing significant
damage.
Telekinesis
Alacrity. Gently pushes an ally along, increasing speed for a few moments. Primal
Ambient Absorption. Sucks in Gamma energy from the user’s surround- Beast Might. Taps into animalistic impulses of the brain, increasing
ings, increasing Gamma regeneration temporarily. Strength and Endurance.

Forced Restraint. Uses telekinetic power to immobilize a target and reduce Feral Grip. Floods the body with adrenaline, increasing Strength and
their Dexterity. Coordination.

Kinetic Curtain. Protects teammates within ten yards from crushing, slash- Hawkeye. Focuses the user’s eyesight and concentration, improving Dex-
ing, piercing, and ballistic attacks for a few minutes. terity and Perception.

Kinetic Shield. Similar to Kinetic Curtain, this power increases only the Longstride. Reduces the buildup of lactic acid in the legs, granting the
user’s armor against crushing, slashing, piercing, and ballistic attacks. user a burst of speed.

Repel. Knocks all nearby foes away from the user, injuring them with the Missing Link.
shock wave. Similar to
Hawkeye,
Suppression this improves
Convert Energy. Converts energies of the user’s Mutations directly into Perception and
Health and Stamina. grants increased
Coordination.
Denial. Suppresses the effects of other Mutations on the user, removing
afflictions of all sorts. Wild Heart. Im-
proves the flow
Energy Blitz. Directly and uncontrollably pours Gamma into nearby enemy of oxygen in the
targets, damaging Health and Stamina. blood, increasing
Equalizer. Inhibits the target’s actions, reducing their Attributes temporarily. Stamina regen-
Sap Stamina. Drains a surge of Stamina from the target, granting it to the eration.
user of the power.
Siphon Energy. Drains a surge of Gamma from the target, which the user
then gains.
CHOTA
34 Appendix II: Abilities 35
Appendix II: Abilities Dodge
Autumn Leaves. Lightbearer-granted Ability that increases ranged defenses
Armor Use and speed.
Buckle Down. Enhances the user’s armor temporarily.
Duck and Weave. Lowers defenses in hand-to-hand situations but raises
Dreadnaught. A toggle power that increases the Defense and Armor Use ranged defenses.
Skills while it remains active.
Escape. Increases the user’s speed and ranged defenses for a short time.
Efficiency and Equilibrium. Tech-specific Ability that increases the user’s
armor and speed at the cost of damage output. Low Profile. Lessens hostility from others while temporarily raising a user’s
ranged defenses.
Evasive Maneuvers. Enforcer Ability that increases defenses of the user
whenever it is activated. Smoke Screen. Enforcer Ability that raises ranged defenses a great deal
and melee defenses slightly.
Knockdown. Knocks the user’s opponent off their feet.
Pain Sponge. CHOTA-specific Ability that increases the user’s armor, de- First Aid
fenses, and damage. Extended Care. Increases Hit Point regeneration for an extended period
of time.
Pinpoint Vulnerability. Reduces armor of the target, increasing the dam-
age output of the user. Fortify. Improves Endurance, Dexterity, and Stamina regeneration.
Soak Elements. Improves the user’s armor against elemental damage ef- Pressure Points. Stunning attack that reduces the target’s Coordination
fects. and Strength.
Unstoppable. The pinnacle of the Armor Use Skills, this increases the pow- Refresh. Causes a short burst of Stamina regeneration.
er of the user’s armor and improves speed and effectiveness of damage. Resuscitation. Brings a fallen ally back to consciousness.

Athletics Sand and Stone. Lightbearer power that heals an ally while increasing their
Body Toughening. Increases the user’s Endurance for its duration. armor against poison, disease, radiation, and crushing damage.

Dash. Grants a burst of speed temporarily at the price of lowering Skills Stanch Wound. Increases Health regeneration and removes bleed effects.
useful for attacks. Suck It Up. Cleanses the user or a nearby ally of bleed, crush, and pierce
Fitness. A CHOTA-specific Ability that boosts Strength, Coordination, effects.
Endurance, and Dexterity. Treat Disease. Cleanses the user or a nearby ally of disease effects.
Marathon. A toggle land-travel Ability that increases the user’s speed, at a Treat Poison.
cost to Defense and Attack Skills. Cleanses a
Reflexes. The user is given a moderate boost to Dexterity. nearby ally of
poison effects.
Roll with the Punches. Grants a small boost to the user’s saving throws.
Second Wind. Vastly lowers the user’s defenses and speed, but boosts
Stamina regeneration temporarily.
Shake It Off. Removes bleed, crush, pierce, poison, and disease effects.
Vigor. Grants a temporary boost to the user’s Strength.

Traveler
36 Appendix II: Abilities 37
Group Tactics Reckless Attack. Toggle Ability that increases damage and reduces the
Defensive Coordination. This toggle increases the defenses of the user user’s capability to absorb injuries.
and allies. Smash. This basic Melee Attack deals crushing damage.
Encouragement. Heals a nearby ally.
Give ’em Hell. Buffs the damage output of nearby allies.
Pistol
Desperado. A high-damage pistol attack that sacrifices Defense Skill.
Hold the Line. Group buff that increases armor, saves, and defenses, im-
Gun to a Knife Fight. Traveler toggle Ability that enhances survivability
proving the survivability of all nearby allies.
and damage when fighting with pistols in the middle of melee combat.
Inspiration. Enforcer-specific Ability that increases damage output and
Gunfighter. Toggle that increases the user’s ranged defenses.
saves of the user and allies.
Perforate. Tech Ability that delivers piercing damage, temporarily sucking
Lead the Charge. Enforcer Ability that increases speed and defenses of an
away Stamina from the target.
ally while focusing the attention of the opposition on the user.
Pistol Whip. Smacks your opponent in the face with the butt of your pistol.
Offensive Coordination. This toggled version of Give ’em Hell increases
damage output. Smoking Sabot Round. Tech-specific Ability that uses phosphorous-laden
rounds to burn your enemy and obscure your opponent’s vision with smoke.
Organize. This toggle increases the speed and saves of nearby allies.
Staggering Shot. A quick shot to the gut, designed to slow an enemy down.
Overwhelm. Lowers the saves and defenses of nearby opposition, increas-
ing the effectiveness of the user and allies.
Rifle
Rally. Increases Health and Stamina temporarily, reducing downtime be- Precise Aim. Toggle reduces speed and defenses, but it increases the
tween firefights. amount of damage dealt.
Suppressive Attack. Reduces potential damage an enemy can inflict, at the Puncture. Opens a vein, causing continual Health loss.
cost of lessening the damage a user inflicts.
Rifle Smash. Useful for close encounters, this Melee Attack is good for
warding off foes.
Melee
Brutalize. CHOTA-specific Ability that injures a target, knocks them down, Unbreakable Focus. Increases the damage the user deals at the cost of the
and temporarily reduces their resistance to damage. user’s defenses.
Cripple. Reduces speed of opponents, keeping them from fleeing or pur-
Social
suing effectively.
Boisterous Boast. Increases Melee, Pistol, and Rifle Skills for nearby team
Defensive Fighting. Toggle that increases the user’s Melee Defense and members for one minute.
speed, at the cost of reduced ranged defenses.
Flag of Truce. Lets the user enter an enemy faction’s territory unharmed.
Feint. Temporarily lowers defenses and armor of a foe, allowing the user
Inconspicuous. Reduces the threat enemy creatures feel from the user,
and allies to increase the damage they inflict.
while increasing the user’s Dodge and Melee Defense.
Knife Hand Strike. Lightbearer-specific Ability that stuns the opponent,
Infuriate. Taunts a single target, increasing the user’s threat and reducing
opening their defenses to further attack.
target’s speed for up to fifteen seconds.
Lingering Wound. Cuts and bleeds Health from an opponent.
Laughable Offense. Reduces the target’s Melee, Pistol, and Rifle skills for
Payback. A crushing attack that also lowers the defenses of the target. up to thirty seconds.
Pierce Armor. Tears through the armor of the target, temporarily reducing Mockery of Impotence. Reduces the target’s regeneration rates for Health,
effectiveness of the enemy’s armor. Stamina, and Gamma.
Provoke. Helps convince an enemy to attack you while lowering its defenses. Pathetic Defense. Reduces the target’s Dodge and Melee Defense for up
to thirty seconds.
38 Game-Play Basics 39
Appendix III: Object Interaction. To interact with objects in the world, such as doors,
control panels, or scavenging nodes, : them.

Game-Play Basics Searching Corpses. Bodies that you can search for items have a swarm of
flies around them. : them or press Y to search them. This will open a Loot
Moving. W and S move forward and backward, A and D strafe left and Window where you can L-and-drag items to your Inventory (or use the Loot
right, and Q and E pivot left and right. To use a control panel or switch, use All button).
: (Right Mouse Button) to click it. You can also use your mouse to move by Inventory. You can view equipment you are carrying in your Inventory Win-
simultaneously clicking and holding both L (Left Mouse Button) and : to dow and the equipment you are using in your Gear Window. Press I to
move forward. While holding down both buttons, move your mouse right open your Inventory Window and G to open your Gear Window. The same
to go right, and left to go left. Arrow keys (W, Z, A, S) may also be used keys close those windows.
for movement.
Using Items. To use an item, such as a Crude Disease Treatment, L the crea-
Crouching. When sneaking past opponents, it is a good idea to crouch by ture you intend to treat. Then open your Inventory, : the Crude Disease Treat-
pressing C. While crouching, NPCs will not detect you if you remain behind ment, and select Use from the pop-up menu. Alternatively, you can L-and-
them. Press C again to exit this mode. drag the Crude Disease Treatment to your Action Bar Window (this is the
Jumping. To jump, press z. Jumping can get you into areas that you window at the bottom of your screen with a series of empty button slots) and
cannot reach otherwise. L it after selecting the target. To use it on yourself, do not select a target.
Prone. To go prone, press P. Movement while prone is very slow, but NPCs Equipping Items. Double-L an item in your Inventory to equip that item.
who are not facing you will not detect you, and it allows you to get to areas Alternatively, you can L-and-drag from the Inventory Window to the Gear
that you could not otherwise reach. Press P again to exit this mode. Window, use the pop-up menu (: an item to display its menu) on the Inven-
tory Window, or double-L the weapon on your character.
Ladders. To climb a ladder, move next to it. Climb up with W and down S.
Skills. Attributes determine the base Abilities of your character, such as Hit
Looking Around. To look around when you are not in Aim Mode, hold down
Points, Stamina, and resistance to Special Attacks. Skills determine how well
: and move the mouse in the direction you want to look.
you use items, such as weapons and armor, and what Special Abilities you
Flashlight. You can turn on a flashlight by pressing F. can access. Mutation Paths allow you to access Special Abilities and must
Missions Window. Press J to access this window. In the middle left of be gained in the game before you can spend APs (Advancement Points) on
the screen is the Mission Window, which lists all the missions you currently them. Tradeskills allow you to craft items. Attributes, Skills, and Mutation
have. Selecting a mission from the list will give you a short summary of the Paths are raised with APs. Tradeskills are raised through use.
mission and each individual goal for completing it. Missions in red text are Conversing. To talk to a Non-Player Character, : the character.
above your level, missions in yellow text are roughly equal to your level,
Getting on Mounts. : a vehicle or mount to get on it. These allow you to
and missions in green text are below your level. Missions are grouped by
move faster, but limit your usable weapons while on them. They also con-
their location.
sume fuel or food as they move. Vehicles and mounts may be attacked and
Waypoints. Waypoints show you where to go to complete a mission. They destroyed or killed, though they may be repaired or healed.
appear as a RED X on the Tactical Map located in the upper right corner of
Driving Vehicles. : a vehicle to get in the vehicle. Once in, use W to accel-
the screen. If the waypoint is on the edge of the map, it is more than fifty
erate, S to brake, and A and D to turn left and right. You may use pistols
(50) meters away.
while on ATVs or motorcycles and rifles while on horses, but you may not use
Symbols. A green symbol above a converser’s (NPC’s) head means you weapons while driving other vehicles.
have completed a mission for them. A red symbol above a converser’s head
Repairing Vehicles/Mounts. Stand close to your vehicle so the Vehicle Win-
means you have not yet completed their mission. A yellow symbol above
dow opens in the upper right part of the screen. A button to repair your
a converser’s head means they have a mission to offer you. A gray symbol
vehicle is available in the bottom half of that window. Click that button to
above the converser’s head means they have a mission for which you are not
repair your vehicle if you have an appropriate Repair Kit (or Veterinary Kit in
yet qualified.
the case of mounts).
40 Game-Play Basics 41

Combat Basics Community & Communication


Aim Mode. To swing a weapon, you first need to go into Aim Mode by Chat Channels. The Chat Channels in Fallen Earth are highly customizable.
clicking > (Middle Mouse Wheel) or t. Note that on some computers > You can have as many Chat Tabs above your Chat Window as you like, and
is mapped for other applications and so is not available to the game. You each tab can be set to have any combination of these various channels:
exit Aim Mode by either using t or >. You may interact with objects and Combat. Shows damage dealt and taken, plus status modifiers.
characters while in Aim Mode by placing the reticle (crosshairs) over them, at
which point the reticle will change into the appropriate type of cursor. Local. Communicates with people within a few hundred feet of you.
Attacking. Once you are in Aim Mode, L to attack using two-handed weap- Region. Communicates with everyone in your current section of the Plateau.
ons or one-handed weapons in your right hand. If you have two weapons, : Team. Lets you discuss strategy with just your team.
to attack using the weapon in your left hand.
Clan. Enables easy socialization with your entire group.
Reloading Your Weapon. Press R to reload your weapons. If you are using
Officer. A channel just for ranking clan members.
two weapons, it will reload both of them simultaneously.
Auction. For the buying and selling of valuables.
Scope Mode. Some rifles come equipped with scopes. To use the scope,
hold down B while in Aim Mode. You can rename each Chat Tab, or toggle the Display-Only Option for a tab
(which keeps you from accidentally speaking while on that Chat Tab).
Weapons Cycling. To cycle through your weapons, press and hold c and
turn >, or use c and a number key. Emotes & Slash Commands. Emotes change your character’s visual expres-
sion of their emotions. Slash commands are another way of selecting actions
c0 = Put Weapons Away
you wish your character to perform. Most emotes and slash commands can
c1 = Right Back
be located by clicking the plus sign ( + ) at the beginning of the Chat Line.
c2 = Left Back
c3 = Right Hip You can also type /ignore add name and then someone’s name (e.g., /ig-
c4 = Left Hip nore add name AnnoyingPlayer), if you wish to forbid a character from com-
c5 = Right Thigh municating with you anymore, or /unstuck if you manage to get trapped
c6 = Left Thigh during the course of your adventures. (Note that the /unstuck command
actually kills you, which allows LifeNet to reconstitute your body at the
Attack Abilities. Some Abilities are used along with attacks. Once these
nearest available cloning facility.)
Abilities are used, they will go off the next time you make an attack with
an appropriate weapon, such as a special Melee Attack going off when you Grouping. Form teams by inviting other nearby players or using the Social
swing your axe. These attacks hit whatever is in your reticle and is in range. Interface (: a name on the Online Players List). The team leader determines
An example of this type of Ability (a Melee Attack called Smash 1) is in your the loot rules that will be used by the team. If you want to form a cluster of
Action Bar. groups for major activities, you can convert the team into a raid.
Special Abilities. If you have learned a Special Ability called Stanch Wounds Trading & Selling. You can trade chips or barter goods with nearby players
and want to use it, L your intended target and either L the icon in your Ac- by using the various options in the Interface Window. You can also travel to
tion Bar or press the number key associated with that Action Bar Window barter towns to put goods up for sale at the auction house. Each auction
slot. Special Abilities are learned through missions or Knowledge books and costs a surcharge on the goods sold, based on the value of the goods and
consume Stamina, Gamma, or items when used. All your available Abilities how long the auction is.
are displayed on the Ability Window, which is opened with N. Mail. Messages, items, and chips can be delivered to other players using the
Stances. Some Abilities called Stances give your character Attribute modi- Mail System. Mailboxes, represented by white envelopes on the Mini Map, are
fications for as long as the stance is active. Characters can only have one found in most settlements throughout the Grand Canyon Province. Click your
stance active at a time. mailbox to access mail, remove items, or send messages to your friends.
42 43

Miscellaneous Notes Credits


APs (Advancement Points). You spend APs by selecting the tab of the At- Executive Producers . . . . . . . . . . . . . . James Hettinger & Anthony Castoro
tributes Window you wish to spend points in and then clicking the individual Producer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Phil Hall
Stat, Skill, or Mutation Path. You can then click the Up Arrow at the bottom
of the Attributes Window to select the number of points you wish to add to Project Manager. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Colin Dwan
the Ability. You may do this with multiple abilities on a single page. Clicking Associate Project Manager. . . . . . . . . . . . . . . . . . . . . . . . . . Dave Haydysch
Apply will activate all these changes and spend your APs. Product Manager. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Jessica Orr
Using APs. Statistics cost five APs per point to raise. Skills and Mutation Lead Game Frontend Programmer. . . . . . . . . . . . . . . . . . . . George Pavlou
Paths cost one AP per point to increase. Stats have a base value of your level
+10 and a maximum of 150 percent of their base. Each Skill and Mutation Frontend Programmers. . . Paul Ash, Terry Byron, Luke Gravitt, David Oldis,
has a base equal to a ratio between two stats. For example, Rifle is based Harald Schmidl, Joshua Cole, Kevin Nelson
on seventy-five percent Dexterity and twenty-five percent Perception. The Lead 3D Engine Programmer. . . . . . . . . . . . . . . . . . . . . . . . . Chris Babcock
maximum value for a Skill is twice its base. 3D Engine Programming. . . . . . . . . Kevin Coyle, Jason Booth, Chris Cotrell
Crafting. To make an item, press L to open your Recipe Window. If you Physics Integration. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Terry Byron
have all of the required components for a particular item under that recipe,
then click on the create button to begin the crafting process. Game Engine Architect. . . . . . . . . . . . . . . . . . . . . . . . . . . . Brad Lineberger
Knowledges. Press aK to display your list of Knowledges that you can use Lead Server Programmer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Chris Wall
to scavenge, harvest, craft, and give you access to Special Abilities. Server Programmers . . . . . . . . Tracy “Akbar” Beck, Chad Hall, Matt Hogan,
Inventory Management. L-and-drag an item to move it around your Inven- Chris Hoppert, Allan Mason, Jeffrey Mason, Daniel Razza,
tory and Gear Windows to a new position. : an item to bring up a menu with Brandon Reynolds, David E. Brooks, Jr., Colin Dwan, Bart Bressler,
options available for that item. Angela Chavis, Enrique Dunn, James Howard
Merchants. To buy from a Merchant, double-L or : the goods listed in the Updater Programmers. . . . . . . . . . . . . . . . . Brandon Reynolds, Chris Pavlou
Merchant Window. To sell to a Merchant, double-L or : items in your pack. Tools Programmers . . . . . . . . . . Chris Babcock, Terry Byron, Janina DeMasi,
Using Resource Nodes. Harvest Nodes are scattered throughout the world. Luke Gravitt, Chad Hall, David Oldis, Brandon Reynolds, Joshua Cole,
They allow you to gather resources and items by interacting with them. Chris Cotrell, Steven Craig, Dan Hammer, Kevin Nelson, Chris Pavlou
These show up on the Tactical Map Window as piles of junk or plant symbols. Network Architect. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Chris Pavlou
Nodes can require Skills, Knowledges, or items in order to harvest them. :
IT Engineering and Network Designers. . . Alex Oktyabrsky, Jason Walton,
the node to collect the item.
David E. Brooks, Jr., Chris Pavlou
Action Bar. The Action Bar Window is at the bottom center of your screen
Database Engineer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Ed Macauley
and can be used to activate Special Abilities and items. To fill the Action Bar
Window, L items from the Abilities Window or Inventory Window and drag Art Directors. . . . . . . . . . . . . . . . . . . . . . . . . . . . Chris Deavellar, Steve Coyle
them onto that bar. L an item on the Action Bar Window to activate it, or Additional Art Direction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Fred Rugar
use 1 – =. L-and-drag the lower right corner of the window to resize the
Lead Artist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Kevin Coyle
Action Bar Window.
The Art Team . . . . . . . . . . . . . . . Chris Allen, Eddie Arriola, Dale Broadbent,
For more details on more complex game mechanics, please open the follow-
Clay Cook, Errick Dadisman, Cory Farris, Dan Heyward, Mike Inscho,
ing link in a Web browser (Note: You must have a Forum Account.)
Justin Johnson, Larson Kilstrom, Billy Thompson, Sal Tinervia
Fallen Earth Players Guide Threads Additional Art by. . . John Ballard, Anthony Dyer, Mike Franke, Jamie Juett,
http://forums.fallenearth.com/fallenearth/forumdisplay.php?f=48 Adam Lau, Mark Lemmons, Jason Martin, Jason Powell, Ty Spurlock,
Robert Simpson, Natalie Wechsler, Jermaine Bryant, Felix Monarca
Flash Scripters . . . . . . . . . . . . . . . . . . . . . . . Jason DuPertuis, Nicholas Allen
44 Credits 45
Lead Animators . . . . . . . . . . . . . . . . . . . . . . . Judah Graham, Gabriel Smith Voice Actors. . . . . . . . Mariette Booth, Dorothy Brown, Donovan Corneetz,
Animators. . . . . . . . . . . . . . . . . . Jenny Chau, Sean McSheehan, Tu Nguyen Nicole Farmer, John Feltch, Tamara Ferias Krauss, Solomon Gibson,
Rowell Gormon, Grace Hagood, Leanne Heintz, David Henderson,
Rigging. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Jason Gill, Richard Shuping Katja Hill, Greg Hohn, Barbette Hunter, Ian Kleinfeld, Sarah Kocz,
Audio Director. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Michael Franke Danielle Koppel, Stephen LeTrent, Elisabeth Lewis-Corley, Dana Marks,
Allan Maule, Mark Miller, Jay O’Berski, Andrea Powell, Lucius Robinson,
Sound Designers . . . . . . . . . . Michael Franke, Enrique Varela, Allan Maule,
Steve Roten, Beckett Royce, Jay Shapiro, Kevin Silva, Kara Stambach,
Donovan Corneetz, Bobby Sirkin, dSonic
Marjorie Strauss, Jeff West, Laurie Wolf, Wendy Zier
Music. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Enrique Varela, Michael Franke
Financial Manager. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Stephen Gentzler
Voice Director. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Allan Maule
Office Manager . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Stacey Mesman
Dialogue Editors . . . . . . . Donovan Corneetz, Michael Franke, Allan Maule
Morale Manager. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Captain Pouches
Post-Tutorial Cinematic. . . . . . . . . . . . . . . . . . . . Joe Wilson, Felix Monarca
Billing and Account Services. . . . . . . . . . . . . . . . . . . . . . . . . . . . . Lori Meeks
Lead Game Designer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Lee Hammock
Customer Support. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Mig Square
Game Designers. . . . . . . . . James Hettinger, Brad Lineberger, Randy Ogle,
Legal Counsel. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Randy Whitmeyer
Frederick Rugar, Charles Tyson, Jared Beaulieu, Jake Crane, Marie Croall,
Grace Hagood, Dan Jolley, Ian Lemke, James Lowe, Josh Peery, Wes Platt, Packaging Artwork . . . . . . . . . . . . . . . . . . . . . . . . Ayzenberg Design Group
Michael Rollins, Greg Roth, Brandes Stoddard, Charles Teng, Hosting Partners . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Hosted Solutions
Laurie Zolkosky, Douglas Goodall, Ed Macauley, Allan Maule
System Operators . . . . . . . . . . Robert Lee, Lucas Randles, Michael Pallante,
Additional contributions by. . . . . . Meredith Funderburk, Stephen Cheney, Larry Laurinatis
Jason Cisarano, Kara Stambach, Andrew Kemp, Robert Hodgson,
John Downs, Christopher Mifsud Special Thanks. . . . Friends, family members, Henry’s Gelato, and all our fans!

Manual Design and Layout. . . . . . . Incan Monkey God Studios (IMGS, Inc.)
Manual Development and Editing . . . . . . . . Lee Hammock, Rob Hodgson,
Michael Rollins, Kara Stambach
Lead Game Scripter. . . . . . . . . . . . . . . . . . . . . . . . . . . . Michael Broadwater
Game Scripters. . . . . . Michael Bacigalupo, Douglas Goodall, Sam Kushner,
W. Alex Ronke, Paul Ash, Tracy “Akbar” Beck, Jason DuPertuis, Matt Hogan,
Chris Hoppert, Ed Macauley, Daniel Razza, Brandon Reynolds,
Nicholas Allen, Bart Bressler, Atticus Evil, James Howard, Brian Marco
Quality Assurance Manager . . . . . . . . . . . . . . . . . . . . . . . . . . . David Green
Lead Tester. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Jeremiah McCoy
Testers. . . . . . . . . Ramir Alcantara, Chris Ashton, Aaron Hall, Jessica Harper,
Kevin Herndon, Rachel Marshall, Buddy Patton, Cat Pinson,
Rabbit Seagraves, Sarah Shikenjanski, Eric Stowers, Ashley Warren,
Mandy Wiswell, Jeffrey Mason, Justin Baker, Leslie Nivison, Jerry Campbell
Web Team. . . . . . John Herr, David Brooks, Jr., Robert Howe, Jason Walton,
Alex Oktyabrsky
Community Management . . . . . . . . . . . . . . . . . . . Diane “Tiggs” Migliaccio
46 EULA 47
End User License the event that any of your Account Information changes in the future, you agree to promptly update
such information. We never ask you for your password by telephone or email, and you should not
Agreement disclose it this way if someone asks you to do so. There may be an additional charge to reissue lost
passwords. Although we may offer a feature that allows you to “save” or “remember” your password
THIS USER AGREEMENT AND LICENSE (this “Agreement”) DESCRIBES THE TERMS BY WHICH on your hard drive, please note that third parties may be able to access your computer and thus your
Fallen Earth LLC. (“FALLEN EARTH”) OFFERS YOU ACCESS TO AN ACCOUNT (THE “ACCOUNT”) TO Account and you are responsible for their actions.
PLAY THE FALLEN EARTH™ ONLINE POST APOCALYPTIC ROLE PLAYING COMPUTER GAME (THE 5. We describe our fees and billing procedures at http://www.fallenearth.com/pricing, which are
“GAME”). BY PRESSING THE “I AGREE” BUTTON OR OTHERWISE INSTALLING OR PLAYING THE incorporated herein by reference. All fees are prepaid and non-refundable, and are stated and must
GAME, YOU AGREE TO THE TERMS AND CONDITIONS OF THIS AGREEMENT. BY PRESSING THE “I be made in U.S. Dollars. Upon your acceptance of these terms, we will automatically charge your
DECLINE” BUTTON, YOU DECLINE OUR OFFER, IN WHICH CASE YOU MAY RETURN THE GAME TO credit card the Account fee plus any applicable taxes we are required to collect, and you authorize us
YOUR RETAILER FOR A REFUND CONSISTENT WITH YOUR RETAILER’S RETURN POLICY. If you have to do so. Thereafter, on the applicable anniversary, we will charge your credit card the then-current
any questions regarding these terms and conditions, please contact customer service at support@ renewal rate plus any applicable taxes we are required to collect, and you authorize us to do so. If
fallenearth.com. we are unable to process your credit card at a renewal period, your Account may be immediately
A COPY OF THIS AGREEMENT CAN BE FOUND ON THIS DISK UNDER THE DOCUMENT NAME terminated.
“Fallen Earth EULA.html”. 6. This Agreement (including your Software license and your Account) will terminate immediately and
1. Accounts are available only to adults or, in their discretion, their minor children seventeen (17) without notice if you breach this Agreement or infringe any third party intellectual property rights, or
years or younger. If you are a minor, your parent(s) or guardian(s) must complete the registration if we are unable to verify or authenticate any information you provide to us, or upon gameplay, chat
process, in which case they will take full responsibility for all obligations under this Agreement. By or any player activity whatsoever which is, in our sole discretion, inappropriate and/or in violation of
clicking the “I Agree” button and providing us with a credit card number, you represent that you are the Fallen Earth™ Code of Conduct, which are posted at http://www.fallenearth.com/codeofconduct
an adult and are either accepting this Agreement on behalf of yourself or your child. Except as pro- and are incorporated herein by reference. If this Agreement is terminated under these circumstances,
vided herein, you may not transfer or share your Account with anyone, except that if you are a parent you will lose access to your Account for the balance of any prepaid period without any refund. We
or guardian, you may permit one child seventeen (17) years or younger to use the Account instead of may terminate this Agreement if we decide, in our sole discretion, to discontinue offering the Game,
you (in which case you may not use that Account). You are liable for all activities conducted through in which case we may provide you with a prorated refund of any prepaid amounts.
the Account, and parents or guardians are liable for the activities of their child. Corporations and 7. Subject to the terms of this Agreement, we hereby grant to you a personal, non-transferable, non-
other legal entities are not eligible to obtain Accounts. exclusive license to use the Software solely in connection with playing the Game via an authorized
2. To play the Game, you must (a) purchase the Fallen Earth game DVD-ROM (the “DVD-ROM”), and fully-paid Account. You may not copy (except to make one necessary back-up copy that contains
which includes software required for the Game (the “Software”), (b) have a fully paid Account, and all Fallen Earth copyright and proprietary notices), distribute, rent, lease, loan, modify or create de-
(c) have an Internet connection (which we do not provide) to access your Account. In addition to any rivative works, adapt, translate, perform, display, sublicense or transfer the Software. You may not
fees described herein, you are responsible for paying all applicable taxes (including those we are not copy any of the written materials accompanying the DVD-ROM. You may not reverse engineer, disas-
required to collect) and for all hardware, software, service and other costs you incur to access your semble or decompile the Software except to the extent that, this restriction is expressly prohibited
Account. Neither this Agreement nor your Account entitles you to any subsequent releases or new by applicable law. The Software may contain license management software that restricts your use of
versions of the Software, nor to any expansion packs or similar ancillary products. You understand the Software. Fallen Earth reserves all rights not expressly granted to you.
that we may update or otherwise enhance the Software at any time and in doing so incur no obliga- 8. We and our suppliers shall retain ownership of all intellectual property rights, including all copy-
tion to furnish such updates to you pursuant to this Agreement. rights, relating to or residing in the DVD-ROM, the Software and the Game. The Software is a “com-
3. We may amend this Agreement at any time in our sole discretion. Amendments shall be commu- mercial item”.
nicated to you at the time you log into your Account. If you do not agree to be bound by any future 9. You agree not to use any third party software to modify the Software to change Game play. You
changes, you agree to discontinue use of the Game and terminate your account. If you use the Game also agree not to use our intellectual property rights contained in the Game or the Software to create
after we have posted a change to this Agreement, you agree to be bound by all of the changes. or provide any other means through which, the Game may be played by others, as through server
4. You represent and warrant that you have completed, or that you will promptly complete, all in- emulators. You may not take any action, which imposes an unreasonable or disproportionately large
formation in the new Account registration form provided by us (“Account Creation”) correctly and load on our infrastructure. You may not sell or auction any Fallen Earth characters, items, coin or
completely. You must select a Username and Password during the registration process. You are copyrighted material.
solely responsible in all respects for: (a) all use of the Game made using your Username and Pass- 10. Former members whose Accounts have been terminated by Fallen Earth may not use the Soft-
word; and (b) maintaining the confidentiality of your Username and Password. Only one individual ware, access an Account and play the Game in any manner or for any reason without the written
may access the Game at the same time using the same Username and Password. You agree to notify consent of Fallen Earth. Active members may not knowingly allow former members whose Accounts
us immediately of any unauthorized use of your email address, Username or Password or any other have been terminated to use the active Members’ Accounts or login name or player name.
breach of security regarding the Game of which you are aware. Fallen Earth may refuse to grant you
a character name that impersonates someone else, is protected by trademark or other proprietary
right law, is vulgar or otherwise offensive, or for other reasons as determined by Fallen Earth. In
48 EULA & Limited Warranty 49
11. As part of your Account, you can upload content, including but not limited to graphics, to our servers 17. This Agreement is governed in all respects by the laws of the State of North Carolina as such laws
in various forms, such as in the selections you make for the Game and in chat rooms and similar user- are applied to agreements entered into and to be performed entirely within North Carolina between
to-user areas (collectively, your “Content”). You are solely responsible for all Content that you supply in North Carolina residents, without regard to any North Carolina conflicts of laws rules. The UN Conven-
accordance with the Game. Without limiting the foregoing, you represent and warrant that your Content tion on Contracts for the International Sale of Goods is expressly disclaimed. Both parties submit to
shall not: (a) infringe any third party copyright, trademark, or other intellectual property right, or other personal jurisdiction in North Carolina and further agree that any cause of action relating to this Agree-
contract, proprietary or publicity/privacy rights; (b) violate any law or regulation; (c) be defamatory, ment shall be brought in a court in Wake County, North Carolina. If any provision of this Agreement is
obscene, child pornographic or harmful to minors; or (d) contain any viruses, Trojan horses, worms, time held to be invalid or unenforceable, such provision shall be struck and the remaining provisions shall be
bombs, cancelbots or other computer programming routines that are intended to damage, detrimentally enforced. Our failure to act with respect to a breach by you or others does not waive our right to act with
interfere with, surreptitiously intercept or expropriate any system, data or personal information. We respect to subsequent or similar breaches. You may not assign or transfer this Agreement or your rights
may take any action with respect to your Content if we believe that such may create liability for us hereunder, and any attempt to do so is void. This Agreement sets forth the entire understanding and
or may cause us to lose (in whole or in part) the services of our Internet Service Providers (“ISPs”) or agreement between us and you with respect to the subject matter hereof. Except as provided above,
other suppliers. You hereby grant to us a fully-paid, worldwide, perpetual, irrevocable, royalty-free, this Agreement may not be amended except in a writing signed by both parties.
sublicenseable (through multiple tiers) and transferable right to publish, transmit, post, display, perform, 18. All services hereunder are offered by Fallen Earth LLC., located at 260 James Jackson Ave,
sell, copy, modify, and distribute the Content in any and all formats, media, and technology platforms, Cary, North Carolina 27513. Current rates for using the Game may be obtained from http://www.
whether currently existing or developed in the future. You acknowledge, however, that Fallen Earth does fallenearth.com/pricing, and such rates are subject to change at any time. If you are a California
not pre-screen Content or communication over your Account and play of the Game. resident, you may have this same information emailed to you by sending a letter to the foregoing
12. We have adopted and maintain a Privacy Policy which is posted at http://www.fallenearth.com/ address with your email address and a request for this information.
privacypolicy with respect to users of the Game, which is incorporated herein by reference. Parental control protections (such as computer hardware, software, or filtering services) are commer-
13. WE PROVIDE THE DVD-ROM, THE SOFTWARE, THE ACCOUNT, THE GAME AND ALL OTHER cially available that may assist you in limiting access to material that is harmful to minors. If you are
SERVICES “AS IS.” WE, AND OUR SUPPLIERS EXPRESSLY DISCLAIM ALL WARRANTIES OR CONDI- interested in learning about these protections, information is available at http://www.worldvillage.
TIONS OF ANY KIND, EXPRESS, IMPLIED OR STATUTORY, INCLUDING WITHOUT LIMITATION THE com/wv/school/html/control.htm or other similar sites providing information on such protections.
IMPLIED WARRANTIES OF TITLE, NONINFRINGEMENT, MERCHANTABILITY AND FITNESS FOR A
PARTICULAR PURPOSE. Without limiting the foregoing, we do not ensure continuous, error-free,
secure or virus-free operation of the DVD-ROM, the Software, the Game or your Account. Some
jurisdictions do not allow the disclaimer of implied warranties, so the foregoing disclaimer may not
apply to you. This warranty gives you specific legal rights and you may also have other legal rights,
Limited Warranty
which vary from jurisdiction to jurisdiction. Limited Warranty. Licensor expressly disclaims any warranty for the Game, including the Game Cli-
ent and Manual(s). THE GAME, GAME CLIENT AND MANUAL(S) ARE PROVIDED “AS IS” WITHOUT
We are not liable for any delay or failure to perform resulting from any causes beyond our reason- WARRANTY OF ANY KIND, EITHER EXPRESS OR IMPLIED, INCLUDING, WITHOUT LIMITATION, ANY
able control. Further, we cannot and do not promise or ensure that you will be able to access your IMPLIED WARRANTIES OR CONDITION, DEFECTS, USE, MERCHANDIZING, FITNESS FOR A PARTICU-
Account whenever you want, and there may be extended periods of time when you cannot access LAR PURPOSE OR USE, OR NON-INFRINGEMENT. The entire risk arising out of use or performance of
your Account. the Game, Fame Client and Manual(s) remains with the user. Notwithstanding the forgoing, Licensor
We may in our discretion modify the feature availability, operation, and/or look and feel of the Game warrants up to and including 90 days from the date of your purchase of the Game that the media
from time to time without notice to you containing the Game Client shall be free from the defects in material and workmanship. In the event
14. IN NO EVENT SHALL WE, OUR AFFILIATES OR OUR SUPPLIERS BE LIABLE TO YOU OR TO ANY that such media proves to be defective during that time period, and upon presentation to Licensor of
THIRD PARTY FOR ANY LOST PROFITS OR SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES proof of purchase of the defective media, Licensor will at its option 1) correct any defect, 2) provide you
(HOWEVER ARISING, INCLUDING NEGLIGENCE) ARISING OUT OF OR IN CONNECTION WITH YOUR with a product of equal or lesser value, or 3) refund your money. THE FORGOING IS YOUR SOLE AND
ACCOUNT, THE GAME, THE DVD-ROM OR THIS AGREEMENT. OUR LIABILITY TO YOU OR ANY THIRD EXCLUSIVE REMEDY FOR THE EXPRESS WARRANTY SET FORTH IN THIS SECTION. SOME STATES DO
PARTIES IS LIMITED TO $100.00 (One Hundred U.S. Dollars). Some jurisdictions do not allow the NOT ALLOW THE EXCLUSION OR LIMITATION OF IMPLIED WARRANTIES OR LIABILITY FOR INCIDEN-
foregoing limitations of liability, so they may not apply to you. TAL DAMAGES, SO THE ABOVE LIMITATIONS MAY NOT APPLY TO YOU.
15. You shall comply with all applicable local, state, national and international laws and regulations © 2009 FALLEN EARTH, LLC.: All Rights Reserved. Fallen Earth™ is a registered trademark of ICARUS
regarding your use of the Software, your access to your Account and your playing of the Game. With- STUDIOS, LLC. in the U.S. and/or other countries. Windows™ is a registered trademark of Microsoft
out limiting the foregoing, you may not download, use or otherwise export or re-export the Software Corporation. All other trademarks are the property of their respective owners.
except in full compliance with all applicable laws and regulations.
16. Your use of the Software, your access to your Account and your playing the Game constitutes
your agreement to defend, indemnify and hold harmless Fallen Earth and its affiliated companies,
employees, contractors, officers and directors from any claim or demand, including reasonable at-
torneys’ fees arising of your use or misuse of the Software, your access to your Account and your
playing the Game, including a third party’s use or misuse of your Account or password.
HotKeys
Controls Options General
W. . . . . . . . . . Forward aO. . . . . . . . Options Y. . . . . . . . . . . Activate
S. . . . . . . . . Backward I. . . . . . . . . . . . . Pack 1 . . . . . . . Target Self
Q. . . . . . . . . Pivot Left G. . . . . . . . . . . . . Gear F. . . . . . . . . Flashlight
E. . . . . . . . Pivot Right V. . . . . . . . . Attributes 9 . . . . Camera Mode
A. . . . . . . . . Strafe Left N. . . . . . . . . . . Actions WheelUp. . . . Zoom In
D. . . . . . . . Strafe Right aB. . . . . . Action Bar WheelDown. . Zoom Out
z. . . . . . . . Jump aC. . . . . . . . . . Chat cX. . . . . . . . . . . Exit
h. . . . Look Center aF. . . . . . . Factions cQ. . . . . Screenshot
U . . . . . Look Up J. . . . . . . . . . Missions
Stances
Y. . Look Down R. . . . . . . . . . . Recipes U. . . . . . . . . . . Upright
n . . . . . Autorun T. . . . . . . . . . . . . Team C. . . . . . . . . Crouched
O. . . . . . . . . . . . Social P. . . . . . . . . . . . Prone
M. . . . . . . . . . . . . Map
Action Bar
aM. . . . . . . . . Radar 1 – =. . . Actions 1–12
aE. . . . . . . . . Effects
aK. . . . . Knowledge
a0. . . All Windows

Combat
t. . . . . . . . . . . . . . . . . . Aim Mode c3. . . . . . . . . . Wield Waist Right
L. . . . . . . . . . . . . . . . Primary Attack c4. . . . . . . . . . . Wield Waist Left
:. . . . . . . . . . . . . . Secondary Attack c5. . . . . . . . . . . . Wield Leg Right
R. . . . . . . . . . . . . . . . . . . . . . Reload c6. . . . . . . . . . . . . Wield Leg Left
B. . . . . . . . . . . . . . . . . . . . . . . Scope c+WheelDown . . . . . Wield Next
c1. . . . . . . . . . . Wield Back Right c+WheelUp. . . . . . Wield Previous
c2. . . . . . . . . . . . Wield Back Left cO. . . . . . . . . . . Holster Weapons

Anda mungkin juga menyukai