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There is a very extensive
list of crafting components in Fallen Earth, most of which are set
up on a 4 tier system. The higher a character is above the level of
the node being harvested from, the better the chance of finding
higher tier components. Lower tier components can also be refined to
create higher tier components. Existing items can be broken down to
their component parts - by those with the appropriate skill - although a crafter will never get all the
components out of an item that went into its creation.
There are various ways players can collect crafting components such
as scavenging, harvesting (minerals, plants, and animals), breaking
down existing items, or mob drops. Harvesting minerals/plants and
scavenging is done by finding appropriate nodes located throughout
the gameworld. Each time a player successfully harvests a
level-appropriate node, the skill used to harvest it increases by
one point and experience points are earned. Nodes appear in two
forms - radius and area.
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Radius Nodes |
Tied to specific locations
with harvesting sites randomly scattered about.
Examples: junkyards, garbage piles, graveyards, ruins,
etc. |
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Area Generators |
Tied to specific regions.
Example: harvestable plants growing throughout a large
area. |
Mousing over a node gives
a pop-up showing what the node has and what is needed to harvest it.
For example, if a player runs across a Blood Cactus node, the pop-up
shows something like:
Blood
Cactus
Knowledge:
Harvest Plant
Skill:
Nature (+skill level requirement)
Tool:
Nature Tradeskill Kit |
Harvesting items from a
defeated creature requires the
Nature tradeskill and will yield
one of five things: meat, leather, bone, biologic chemical, or a
genetic sample – they will not drop chips or other components.
Harvesting plants also requires the Nature tradeskill and they will
provide such components as wood, vegetables, botanic chemical, etc.
Each type of plant produces a limited variety of components –mutated
plants may produce rather unusual ones. Some rare items will require
components rare enough that they are only available from certain
rare spawns
Each item in the database has a rarity attribute which governs its
drop rate from the appropriate treasure table. The rarity categories
are Common, Uncommon, Rare, Very Rare,
and Unique (extremely rare). On average, the drop frequency
is 100 common items for every rare item.
An item’s base value is governed by a formula relating the rarity of
the item to the level of the item. This base value is only the
starting point; supply and demand will determine an item’s value at
any given time.
Resources:
26, 36, 46, 49, 55, 81, 89, 94, 95, 97, 135
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