Components

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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.
 

Radius Nodes Tied to specific locations with harvesting sites randomly scattered about. Examples: junkyards, garbage piles, graveyards, ruins, etc.
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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