Mutations

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Mutation Skills are divided into eleven paths. The paths are specific types of mutations a player can develop over time, with each path having multiple special abilities to learn. Mutation skills and non-mutation skills are comparably scaled to maintain game balance.

Advancing mutation abilities can be achieved in two ways.  The first, and most common way, requires the investment of APs in both the two attributes governing that mutation path and the mutation path itself. All mutation skills are 25% Willpower and 75% of an additional attribute.  Mutation paths are raised with APs, with each AP raising the mutation path 1 point, up to double the base value of the skill.

Mutation ability activation uses bio-energy. Intelligence and Willpower combined determines the amount of bio-energy a character has available. Mutations that have a duration drain bio-energy over time instead of a one time cost. Resting or using certain items produced by the Biogenics tradeskill restores bio-energy.

The current list of Mutation Paths is below:

 

Path Name Favored By: Description Primary Attribute (75%) Secondary Attribute (25%)
Alpha Mutation All Fairly low-power mutations possessed by all characters as part of the cloning process.  They provide some basic buffs, recovery abilities, and speed modifiers. Endurance Willpower
Empathic Enforcers, CHOTA, Lightbearers The character can alter the bodies of others, allowing a limited ability to heal or harm others.  Empathic is primarily a healing and buffing mutation. Intelligence Willpower
Enhancement Tech, Traveler The character can nudge the molecular structure and properties of some common items, exaggerating the already-present chemical properties of an item.  Enhancement is primarily a crowd-control and damage mutation path. Intelligence Willpower
Nano-manipulation Enforcer, Tech, Traveler The character can control some of the nanites left on their bodies from the regeneration process, allowing them to increase their own abilities.  Nano-Manipulation is primarily a self-buff mutation path with a few attack abilities. Intelligence Willpower
Patho-Transmission CHOTA The character is a walking plague carrier, and can use these infections to attack others.  PAtho-Transmission is primarily a debuff and Damage over Time (DoT) mutation path. Endurance Willpower
Primal CHOTA, Vista, Lightbearers The character has developed genetic traits that can be used to increase strength, speed, etc... Primal is primarily a self-buff mutation path. Strength Willpower
Sonic Manipulation Techs, Travelers, Vista, Lightbearers The character can control sound waves, reducing or increasing sound.  Sonic Manipulation has many facets including buffs, crowd control, and damage abilities, but it is not as focused as other mutation paths. Perception Willpower
Suppression Enforcers, Techs, CHOTA, Lightbearers Suppression allows a character to drain bio-energy from other mutations, remove mutation buffs, and increase his/her own resistance to mutations. Perception Willpower
Telekinesis Techs, Lightbearers The character can move objects with his mind.  Telekinesis is primarily a damage and crowd-control mutation path. Intelligence Willpower
Telepathy Techs, Travelers, Lightbearers The character can affect the minds of others, such as distracting opponents or making himself seem more likable.  Telepathy is primarily a crowd-control and self-buffing mutation path. Charisma Willpower
Thermal Manipulation Techs, CHOTA, Lightbearers The player can control the movement of molecules, increasing or decreasing heat in an area.  Thermal Manipulation is primarily a damage, Damage over Time (DoT), and self-buff mutation path. Perception Willpower

Most mutations operate under the same mechanics as combat.  This means the target of the ability must be under your reticle to use.  Most mutations are single-target effects, but there are a few radius-effect mutations (AoEs) where the radius effect spreads out from the target.  Mutations have the same hit resolution system as all other game weapons, so they are as player-skill dependant as other weapons.  Buffs, debuffs, and Damage over Time (DoT) effects have some manner of visual effect (i.e. a brief glow or symbol over the character's head) so players can tell whether or not these abilities have 'hit' successfully.

Mutation animations have three parts: charge, hold, and cast.  The charge animation is a brief hand gesture and requires the character's left hand to be empty.  The hold animation, usually looking like an upraised fist, represents the selected mutation as being "ready to fire" - this also requires the hand to be empty.  The casting, or firing, animation requires the use of the targeting reticle and mouse click.  Missing a target with a mutation ability expends the same amount of gamma as if the ability hit.  The largest number of mutation abilities are self-affecting and do not have the casting animation.

Mutations are designed to be mostly support abilities, rather than primary combat abilities.






Resources: 12, 14, 16, 20, 36, 44, 45, 46, 57, 104, 107, 110, 115, 121, 125



 

 

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