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Fallen Earth | Official Site
MMORPG | Genre:Sci-Fi | Status:Final  (rel 09/22/09)  | Pub:GamersFirst
PVP:Yes | Distribution:Download | Retail Price:$49.99 | Pay Type:Subscription
Desktop Client | System Req: PC | ESRB:M

Fallen Earth: Dev Journal Part Three - Travelers and Lightbearers

In the third part of our developer journal series from our friends over at Icarus Studios, the makers of the upcoming MMORPG Fallen Earth. In this journal, the team gives us a look at the Travelers and the Lightbearers.

Last week we posted images of the gear used by the nature-oriented Vistas and the science-obsessed Techs, and this week we move on to the Travelers and the Lightbearers.


The Travelers exist in the junction between traveling performers, underworld crime bosses, and used car salesmen. Their primary concern is money and trade, and they will go to great lengths to make a profit, even if some legs have to get broken in the process. The Travelers believe that trade in and of itself is a worthwhile goal, as it allows people to trade what they have for what they need, and the Travelers want some portion of that transaction. While most Traveler operations are concerned with trading, entertainment, or servicing the various vices that survived the apocalypse, they also have more than a few less pleasant activities. Assassination, extortion, and flat-out robbery are all part of Traveler operations. Travelers avoid standup fights where possible since they are rarely profitable, preferring a knife in the back or a silenced pistol to a fight where their enemies can see them coming. Through trade and their own handiwork, the Travelers are well equipped with a variety of new and salvaged equipment.


The Travelers are divided into eight families, each with its own particular trade and focus. The first Traveler on the left is an example of the Vegas family, which concentrates on alcohol and gambling; they were also the ones who brought the poker chip currency to the Grand Canyon Province. The second Traveler is an example of the Moros family, which once formed the criminal underground of Hoover Dam before it was ransacked in the CHOTA revolt. The third Traveler is an example of a high-ranking Traveler, probably of the Brenhauer family. The fourth Traveler is an Orphan, the Traveler family most closely tied with the CHOTA. The last Traveler is a member of the Black Hood Gang, which serves as the muscle for the Travelers when brute force is called for. The enigmatic Cleaners, the assassins of the Travelers, are not so careless as to be caught in a picture.


Opposing the Travelers are the Lightbearers, a monastic order of healers, mutants, and warriors. While the Lightbearers claim to be dedicated to helping all comers, there are rumors and whispers that they only actually help mutants and are working toward a future where all humanity has been replaced with mutantkind. The Lightbearers are skilled healers, knowing much of pre-Fall medical science and natural remedies. Lightbearers use these skills to help save as many people as they can, and also use their respectable close-combat skills to protect those who cannot protect themselves. While the Lightbearers do not use much in the way of advanced weaponry or armor, they make up for it with skill and the powerful mutations they have developed. The Lightbearers are the foremost experts on mutations in the Grand Canyon Province and can bring a number of different mutation talents to bear against their enemies. The Lightbearers often trade their medical goods to the Enforcers and Vistas for supplies and equipment, preferring natural materials in the same way the Vistas do.


The first and third Lightbearers are representative of low-ranking members of the order. The second Lightbearer is possibly a member of the Sun and Moon, the secretive order of Lightbearer assassins that some would call ninjas, but who don’t exactly wear their allegiance openly. The third is a Lightbearer Master prepared for battle, while the fifth is a Senior Lightbearer, such as you would often find in charge of a Lightbearer settlement.
 

For more information on Fallen Earth including live dev chats, contests and game updates, visit www.fallenearth.com.

 

Fallen Earth Screenshot

Travelers

Fallen Earth Screenshot

Lightbearers

More Fallen Earth Features:

Fallen Earth - Video Overview with Ripper X Media added on Wednesday December 07
Fallen Earth - Front-Runner for the Sandbox Crown Review added on Thursday December 01
Fallen Earth - The Free Apocalypse Interview Interview added on Monday October 10

More Dev Journals:

TERA - Vanguards Lead the Way Dev Journal added on Thursday February 02
Rise of Immortals - Ukkonen - An 'Electrifying' Personality Dev Journal added on Saturday January 21
The Secret World - The Illuminati Dev Journal added on Tuesday January 10

More Features:

Conquer Online - The Conquer Online iPad Review Review added on Wednesday February 08
Star Wars: The Old Republic - Jedi Guardian Player's Guide Guide added on Wednesday February 08
League of Legends - First Impressions with Ripper X Media added on Wednesday February 08
 
 
Mortemia writes:

 Damn that traveler on the center looks badass.

New Post Quote
11/05/08 9:56:11 AM
 
Mrbloodworth writes:

Looks fantastic, i look foward to this one. Outside the box is good.

New Post Quote
11/05/08 10:10:50 AM
 
Terranah writes:

Quit teasing us and release the game :)

 

Looks good guys, keep it up.

New Post Quote
11/05/08 10:22:28 AM
 
z80paranoia writes:

with all the factions revealed, i've decided on vista

New Post Quote
11/05/08 11:52:12 AM
 
Baio2k writes:

From Fallen Earth FAQ

"What classes will be available?
We're not making our players choose a class. Instead, players will customize their characters with stats, skills, abilities, and mutations."

 

Really?  Sounds like classes to me.

New Post Quote
11/05/08 12:28:00 PM
 
cukimunga writes:
Originally posted by Baio2k

From Fallen Earth FAQ

"What classes will be available?
We're not making our players choose a class. Instead, players will customize their characters with stats, skills, abilities, and mutations."

 

Really?  Sounds like classes to me.

 

Well there will always be your typical builds like somone who is a melee fighter or ranged or a healer. You can make a character proficient in one thing or a jack of all trades.  There is no point in character creation where you have to pick a class like, Solder, Sniper,Medic if you catch my drift.

New Post Quote
11/05/08 12:36:13 PM
 
SXRchosen1 writes:
Originally posted by Baio2k

From Fallen Earth FAQ

"What classes will be available?
We're not making our players choose a class. Instead, players will customize their characters with stats, skills, abilities, and mutations."

 

Really?  Sounds like classes to me.


 

They are most likely going to allow you the choice of a neutral character and choose a faction upon its relationship/reputation. Just a thought.

I am going Techs for sure

New Post Quote
11/05/08 12:37:52 PM
 
Hazmal writes:
Originally posted by Baio2k

From Fallen Earth FAQ

"What classes will be available?
We're not making our players choose a class. Instead, players will customize their characters with stats, skills, abilities, and mutations."

 

Really?  Sounds like classes to me.


 

Do you mean faction classes or character classes?  Either way, you are wrong.

Yeah, you end up having the option to go with a faction, you gain access to faction missions/gear; without a faction you can go anywhere, but pvp won't be an option.  Since reputation will be gained and lost depending on what you do.

As for classes, there are none in a traditional sense.  You place points in to attributes so that you can use certain items/skills/abilities.  There isn't a screen where you click on the guy holding a medkit and *poof* you are healbot!

New Post Quote
11/05/08 1:08:49 PM
 
Baio2k writes:
Originally posted by Hazmal
Originally posted by Baio2k

From Fallen Earth FAQ

"What classes will be available?
We're not making our players choose a class. Instead, players will customize their characters with stats, skills, abilities, and mutations."

 

Really?  Sounds like classes to me.


 

Do you mean faction classes or character classes?  Either way, you are wrong.

Yeah, you end up having the option to go with a faction, you gain access to faction missions/gear; without a faction you can go anywhere, but pvp won't be an option.  Since reputation will be gained and lost depending on what you do.

As for classes, there are none in a traditional sense.  You place points in to attributes so that you can use certain items/skills/abilities.  There isn't a screen where you click on the guy holding a medkit and *poof* you are healbot!

 

Except that your faction determines skill proficency, and the factions themselves are given class like descriptions: 

"Travelers avoid standup fights where possible since they are rarely profitable, preferring a knife in the back or a silenced pistol to a fight where their enemies can see them coming."

"The Lightbearers are skilled healers, knowing much of pre-Fall medical science and natural remedies. Lightbearers use these skills to help save as many people as they can, and also use their respectable close-combat skills to protect those who cannot protect themselves. While the Lightbearers do not use much in the way of advanced weaponry or armor, they make up for it with skill and the powerful mutations they have developed. "

So while you will be able to pick up and advance any skill you can find, your faction still determines the skills you excell at and therefore rely most on.  That is not how everyone plays, but if you tell people this factions strengths are melee and healing, that is what they are going to focus on.

Heres from the June 4 2008 topic entitled:  Things that have changed over time.

"Lightbearers:

* Primary Skills: Dodge, Empathic, First Aid, Mutagenics, Medicine, Melee, Stealth, Telekinesis, Telepathy
* Secondary Skills: Armorcraft, Athletics, Group Tactics, Nature, Primal, Science, Sonic Manipulation, Suppression, Thermal Manipulation, Weaponry "
 

"Travelers:

*Primary Skills: Cooking, Athletics, Dodge, Melee, Pistol, Science, Sonic Manipulation, Stealth, Telepathy
*Secondary Skills: Armor use, Armorcraft, Ballistics, Enhancement, Geology, First Aid, Nano-Manipulation, Nature, Rifle, Weaponry"

 

Forgive me for thinking these resemble classes even if not in the traditional sense.

New Post Quote
11/05/08 1:56:15 PM
 
Nithir writes:

Nobody tells you to go with that build though. That's just what the specific faction prefers. You could go all Melee if you want and still be an Enforcer.

New Post Quote
11/05/08 3:18:30 PM
 
Hazmal writes:
Originally posted by Baio2k

 

Except that your faction determines skill proficency, and the factions themselves are given class like descriptions: 

"Travelers avoid standup fights where possible since they are rarely profitable, preferring a knife in the back or a silenced pistol to a fight where their enemies can see them coming."

"The Lightbearers are skilled healers, knowing much of pre-Fall medical science and natural remedies. Lightbearers use these skills to help save as many people as they can, and also use their respectable close-combat skills to protect those who cannot protect themselves. While the Lightbearers do not use much in the way of advanced weaponry or armor, they make up for it with skill and the powerful mutations they have developed. "

So while you will be able to pick up and advance any skill you can find, your faction still determines the skills you excell at and therefore rely most on.  That is not how everyone plays, but if you tell people this factions strengths are melee and healing, that is what they are going to focus on.

Heres from the June 4 2008 topic entitled:  Things that have changed over time.

"Lightbearers:

* Primary Skills: Dodge, Empathic, First Aid, Mutagenics, Medicine, Melee, Stealth, Telekinesis, Telepathy
* Secondary Skills: Armorcraft, Athletics, Group Tactics, Nature, Primal, Science, Sonic Manipulation, Suppression, Thermal Manipulation, Weaponry "
 

"Travelers:

*Primary Skills: Cooking, Athletics, Dodge, Melee, Pistol, Science, Sonic Manipulation, Stealth, Telepathy
*Secondary Skills: Armor use, Armorcraft, Ballistics, Enhancement, Geology, First Aid, Nano-Manipulation, Nature, Rifle, Weaponry"

 

Forgive me for thinking these resemble classes even if not in the traditional sense.


 

Closer this time, however your faction does not determine skill proficiency in the sense you are talking about.  It determines at what level your character will be able to learn that particular skill.  Those who are not proficient in medicine will have to wait till level 20 or 30 to use the same skills that a Lightbearer would at lower levels because their faction is better with medicine. 

Being a lightbearer won't make your standard healing abilities any more effective than another faction with a comprable skill-level in medicine. 

Perhaps you can be forgiven in time.

New Post Quote
11/05/08 3:53:13 PM
 
bigbudder writes:

Lets face it, a skill points system in a sandbox world is friggin awsome.

Oh how i miss you original swg

 

New Post Quote
11/05/08 4:03:45 PM
 
zombie_nixon writes:
Originally posted by Baio2k
Originally posted by Hazmal
Originally posted by Baio2k

From Fallen Earth FAQ

"What classes will be available?
We're not making our players choose a class. Instead, players will customize their characters with stats, skills, abilities, and mutations."

 

Really?  Sounds like classes to me.


 

Do you mean faction classes or character classes?  Either way, you are wrong.

Yeah, you end up having the option to go with a faction, you gain access to faction missions/gear; without a faction you can go anywhere, but pvp won't be an option.  Since reputation will be gained and lost depending on what you do.

As for classes, there are none in a traditional sense.  You place points in to attributes so that you can use certain items/skills/abilities.  There isn't a screen where you click on the guy holding a medkit and *poof* you are healbot!

 

Except that your faction determines skill proficency, and the factions themselves are given class like descriptions: 

"Travelers avoid standup fights where possible since they are rarely profitable, preferring a knife in the back or a silenced pistol to a fight where their enemies can see them coming."

"The Lightbearers are skilled healers, knowing much of pre-Fall medical science and natural remedies. Lightbearers use these skills to help save as many people as they can, and also use their respectable close-combat skills to protect those who cannot protect themselves. While the Lightbearers do not use much in the way of advanced weaponry or armor, they make up for it with skill and the powerful mutations they have developed. "

So while you will be able to pick up and advance any skill you can find, your faction still determines the skills you excell at and therefore rely most on.  That is not how everyone plays, but if you tell people this factions strengths are melee and healing, that is what they are going to focus on.

Heres from the June 4 2008 topic entitled:  Things that have changed over time.

"Lightbearers:

* Primary Skills: Dodge, Empathic, First Aid, Mutagenics, Medicine, Melee, Stealth, Telekinesis, Telepathy
* Secondary Skills: Armorcraft, Athletics, Group Tactics, Nature, Primal, Science, Sonic Manipulation, Suppression, Thermal Manipulation, Weaponry "
 

"Travelers:

*Primary Skills: Cooking, Athletics, Dodge, Melee, Pistol, Science, Sonic Manipulation, Stealth, Telepathy
*Secondary Skills: Armor use, Armorcraft, Ballistics, Enhancement, Geology, First Aid, Nano-Manipulation, Nature, Rifle, Weaponry"

 

Forgive me for thinking these resemble classes even if not in the traditional sense.

 

it determines how soon you will be able to learn a skill. but not necesarily proficiency.

New Post Quote
11/05/08 4:44:44 PM
 
Seiren writes:

[quote]"While most Traveler operations are concerned with trading, entertainment, or servicing the various vices that survived the apocalypse, they also have more than a few less pleasant activities. Assassination, extortion, and flat-out robbery are all part of Traveler operations."[/quote]

From the moment I read about the factions the Travelers have stood out. I like their look as well. Seems I'll be joining the Travelers afterall.

 

New Post Quote
11/05/08 6:17:35 PM
 
Punk999 writes:

Wow Travelers look good!

New Post Quote
11/06/08 2:08:08 AM
 
Mahlo writes:

They've smoothed the graphics but I still think the design is a bit uninspired.

New Post Quote
11/06/08 5:54:47 AM
 
caemsg writes:

this game sounds great

pitty most games dont deliver now days lets hope this company has learned

but with that aside id have to go techs they sound like me

New Post Quote
11/06/08 6:01:32 AM
 
metalhead980 writes:

I'm looking forward to this game but to be honest I haven't read into it much (want to be suprised and not over hype it).

From the description it sounds like we will be given profession choices in the beggining Ala SWG and then through skill system we could basicially tweak them to hell, Is this correct?

To be honest every sandbox game lets you select a group of attributes and skills to start with If you guys are trying to say this game will have full blown classes you're wrong.

 

New Post Quote
11/06/08 6:09:02 AM
 
HiGHPLAiNS writes:
Originally posted by bigbudder

Lets face it, a skill points system in a sandbox world is friggin awsome.

Oh how i miss you original swg

 


 

Well put!

There isnt many out there and more companys should take that risk (easy for me to say), the rewards for discovering a new type of mmo style of playing would be a cash cow in this era of gaming.

New Post Quote
11/06/08 8:02:53 AM
 
Seiren writes:
Originally posted by metalhead980

I'm looking forward to this game but to be honest I haven't read into it much (want to be suprised and not over hype it).

From the description it sounds like we will be given profession choices in the beggining Ala SWG and then through skill system we could basicially tweak them to hell, Is this correct?

To be honest every sandbox game lets you select a group of attributes and skills to start with If you guys are trying to say this game will have full blown classes you're wrong.

 

From what I've read so far yes. Plus you can use consumables to balance or boost your skills. And all consumables are made by the players. There will be some faction items that can only be gain through the faction of your choice but that is expected and the purk for joining said faction.

New Post Quote
11/06/08 8:14:41 AM
 
SXRchosen1 writes:

The point system will be perfect for this game.

Neocron has it and it is working out great. Every character is different, no one is the same build.

Plus having a good amount of factions will make the pvp crazy!

New Post Quote
11/06/08 8:30:32 AM
 
Timacek writes:
Originally posted by bigbudder

Lets face it, a skill points system in a sandbox world is friggin awsome.

Oh how i miss you original swg

 

 

oh my ..

i cant wait, finaly the open, freedom sandbox game. Iam soooo eager. I am swg vet and was playing pre*nge swg, there was so freedom there and features like open world housing, player cities and colonies. most complex crafting ever, where nearly every single piece of goods you make it somehow unigue unless you mass product from the blue print etc etc. swg was.. sandbox until they ruined with nge WOW envy. I will see you in this post-apocaliptic game

Salut

New Post Quote
11/06/08 8:51:34 AM
 
Marcelino writes:

This is defo the next big MMO for me. Can't wait!!!

New Post Quote
11/06/08 2:13:47 PM
 
torious writes:

[Except that your faction determines skill proficency] ~Hazmal

"it determines how soon you will be able to learn a skill. but not necesarily proficiency. " ~Baio2k
 

so does that mean it works like a tag skill in fallout? where you get a jump start on learning those abilities - or perhaps something like instead of needing 3 points (were they called APs?) to move up a primary skill you only need 1 to level up your cooking, or 2 to bump up your rifles (using traveler as an example)

New Post Quote
11/06/08 2:20:20 PM
 
Hazmal writes:
Originally posted by torious

[Except that your faction determines skill proficency] ~Hazmal

"it determines how soon you will be able to learn a skill. but not necesarily proficiency. " ~Baio2k
 

so does that mean it works like a tag skill in fallout? where you get a jump start on learning those abilities - or perhaps something like instead of needing 3 points (were they called APs?) to move up a primary skill you only need 1 to level up your cooking, or 2 to bump up your rifles (using traveler as an example)


 

I have been misquoted!!!!  I think you switched them up or something, Baio said faction determines proficiency and I said the other.

You just get a jump start, if I understand correctly.  You'll be able to learn advanced medicine at level 10 if you are lightbearer and as a CHOTA I would have to wait until a later level.  Just an example of course.  As for your second part...honestly I don't know.  I have not seen anything where a faction gets a bonus to their AP when put in a certain category.  A good question for the Question of the Week.

New Post Quote
11/07/08 11:50:27 AM
 
Daedrick writes:
Originally posted by Mahlo

They've smoothed the graphics but I still think the design is a bit uninspired.


 

I totaly agree with that. Exactly my thougths. Really uninspired, it doesnt look professionnal to me. Just like matrix online. And we all know how turned matrix online. I hold absolutly no hope for that game.

New Post Quote
11/08/08 9:55:38 AM
 
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