Syndesia

Syndesia, the cradle of human civilization, is a medium sizedplanet, boasting the largest environmental **variety** of the whole Elysium Ring. While the lack of Elysium’s primal energy makes its vegetation not as lush as that of Arboreus, it is still a fertile and **resource-rich** world, providing favorable conditions for the development of the human race and its ambitions.

On Syndesia, humans are always busy harvesting **wood** and **stone** to build their homes and castles, and mining different **metals** to craft their mighty weapons and armors. **Coal** and **oil** are also common, and much cherished by humans as fuel for their **industries** and their **technological** devices – a kind of knowledge rejected by Wildfolk and Demons alike. On top of that, **cultivations** and **pastures** are widespread, leading to a level of environmental exploitation which sadly knows no match as well.

As always in the universe of Fractured, such an abundance of resources is not **equally spread** throughout the planet. Some regions are overall richer, others poorer, and even in the ones most sought-after some resources are hard to come by, which stimulates inter-planetary commerce to a great deal.

After the Fracture, two of the Six Gods decided to watch over Syndesia: **Iridia**, goddess of fortune and mother of all humans, and **Galvanos**, god of knowledge and keeper of the nine paths of magic, who always showed a great appreciation for the human persistence and fascination with progress.

Syndesia is designed for those looking for a balance between PvE and PvP, strict rules to prevent senseless griefing, and a competitive environment ruled by opposing guilds and alliances.

The Human homeland is a world deprived of the primal energy that still exists on Arboreus, and can therefore be accessed by Good, Neutral and Evil players alike, without them receiving any buff or debuff. Moreover, it’s the easiest planet to travel to from other worlds – a feature that has turned it into the economic center of the Elysium System.

The degree of protection enjoyed by players on Syndesia is location-dependent, and varies according to the laws established by the guild in possession of each town and its surrounding territory. No hostile actions are permitted in Good-aligned towns besides during sieges, while protection outside of city walls depends on the efforts of the sovereign guild or alliance. This includes hiring NPC squads who hunt down and dispossess any player marked by a criminal flag such as Thief or Assassin. Starting towns can’t be conquered, are always Good-aligned, and their territories strictly patrolled.

Wildfolk on Syndesia lose the powers they are granted on Arboreus. Other than that, they can stay on the Human planet as long as they like, finding shelter at any town that allows them in.

While the planet itself doesn’t force them out, Demons have a much harder time walking the lands of Syndesia. Away from the reach of Babilis, they not only lose their Demonic powers, but start leaking vital energy after a couple hours, which forces them to get back to their homeland. Eclipses are a notable exception, since Demons lose neither their powers nor their energy as long as Tartaros is casting its evil influence on the Human world.

## Traveling to Syndesia

Demons are penalized when entering Syndesia unless that is during an Eclipse.

Other races can travel to Syndesia freely.

## Locations

* **Syndesia**
+ Aerhen →
	- Booming Hills
	- Coppery Range
	- Dawn Island
	- Jotunn Mountains
	- Mount Ember
	- Raider’s Den
	- Red Reef
	- Storm Islands
	- Whistling Peak
+ Myr →
	- Climbing Woods
	- Creeping Woods
	- Crown Mountains
	- Dancing Meadows
	- Dusk Valley
	- Goblin Hills
	- Golden Tooth
	- Great Myr Shield
	- Heartwood
	- Marching Hills
	- Myr Grasslands
	- Northguard Mountains
	- Oakwood Forest
	- Pastures of Elysium
	- Shores of Arlow
	- Silent Plains
	- Sleeping Forest
	- Slithering Moors
	- Southern Hills
	- Southguard Mountains
	- Spine of Tyros
	- Starleaf Dale
	- Sunset Peaks
	- Vale of Shadows
	- Whispering Woods
	- White Plains
+ Syn\_C3 →
	- No zones

## Creatures [Show/hide]

* Beasts
	+ Arctic Wolf
	+ Armored Bear
	+ Black Bear
	+ Black Widow
	+ Black Widow Hatchling
	+ Brown Bear
	+ Deer Doe
	+ Deer Stag
	+ Direwolf
	+ Fox
	+ Giant Spider
	+ Horse
	+ Mammoth Bull
	+ Mammoth Cow
	+ Moose Bull
	+ Moose Cow
	+ Rabbit
	+ Spiderling
	+ Vampiric Spider
	+ Warg
	+ Wolf
	+ Wolf Spider
	+ Young Wolf
* Giants
	+ Jotunn Berserker
	+ Jotunn Cleric
	+ Jotunn Stormborn
	+ Jotunn Warrior
	+ Ogre Lord
	+ Ogre Mage
	+ Ogre Master
	+ Ogre Shieldbearer
	+ Ogre Warrior
* Humanoid
	+ Goblin Archer
	+ Goblin Cutthroat
	+ Goblin Death Shaman
	+ Goblin Enforcer
	+ Goblin Fire Shaman
	+ Goblin Frost Shaman
	+ Goblin Medic
	+ Goblin Shadowdancer
	+ Goblin Storm Shaman
	+ Goblin Trapper
	+ Goblin Warchief
* Humans
	+ Bandit Agitator
	+ Bandit Archmage Outcast
	+ Bandit Crazy Aeromancer
	+ Bandit Crazy Cryomancer
	+ Bandit Crazy Pyromancer
	+ Bandit Leader
	+ Bandit Marauder
	+ Bandit Marksman
	+ Bandit Ruffian
	+ Bandit Spellsword
	+ Bandit Thug
* Legends
	+ Legendary Arctic Wolf Fenris
	+ Legendary Colossal Crystalline Construct
	+ Legendary Colossal Fire Construct
	+ Legendary Colossal Ice Construct
	+ Legendary Colossal Storm Construct
	+ Legendary Earth Elemental Groove
	+ Legendary Ghoul Malakar
	+ Legendary Giant Spider Xeretrixx
	+ Legendary Goblin Death Shaman Utabogg
	+ Legendary Grizzly Bear Crimson Claw
	+ Legendary Jotunn Argadr
	+ Legendary Mammoth Syr
	+ Legendary Spider Lich Axfitmithiss
	+ Legendary Treant Eoronn
	+ Legendary Woodland Wisp Zephyr
* Primordials
	+ Crystal Elemental
	+ Crystal Primeling
	+ Earth Elemental
	+ Elder Forest Troll
	+ Elder Mountain Troll
	+ Elder Sea Troll
	+ Fire Elemental
	+ Fire Primeling
	+ Forest Troll
	+ Greater Crystal Elemental
	+ Greater Earth Elemental
	+ Greater Fire Elemental
	+ Greater Ice Elemental
	+ Greater Storm Elemental
	+ Greater Woodland Wisp
	+ Ice Elemental
	+ Ice Primeling
	+ Mountain Troll
	+ Sea Troll
	+ Sproutling
	+ Storm Elemental
	+ Storm Primeling
	+ Treant
	+ Woodland Wisp
* Undead
	+ Crawling Horror
	+ Felghoul
	+ Ghoul
	+ Skeletal Archer
	+ Skeletal Dragon
	+ Skeletal Knight
	+ Skeletal Mage
	+ Skeletal Priest
	+ Skeletal Warrior
	+ Skeleton
	+ Spider Lich
	+ Zombie

## Creature Abilities [Show/hide]

* Abjuration
	+ Absorb Elements
	+ Dispel Magic
	+ Globe of Spell Protection
	+ Mage Armor
	+ Protection from Acid
	+ Protection from Cold
	+ Protection from Electricity
	+ Protection from Fire
	+ Protection from Poison
	+ Shatter Wards
* Aeromancy
	+ Chain Lightning
	+ Forked Lightning
	+ Lightning Rush
	+ Lightning Strike
	+ Magnetize
	+ Shocking Lash
	+ Shocking Touch
	+ Static Discharge
	+ Static Pull
	+ Thunderbolt
	+ Thunderclap
	+ Thunderstorm
	+ Totem of Thunders
* Archery
	+ Barrage
	+ Double Shot
	+ Merciless Strike
	+ Pin Down
	+ Powershot
	+ Ricochet
* Assassination
	+ Blinding Dust
	+ Death Mark
	+ Glitter Dust
	+ Nimbleness
	+ Shadow Step
	+ Shadow Walk
* AxeFighting
	+ Cleave Armor
	+ Decimate
	+ Execute
	+ Flurry of Blows
	+ Lacerate
	+ Sharp Strike
* Cryomancy
	+ Chilling Touch
	+ Deep Freeze
	+ Frost Blast
	+ Frost Nova
	+ Hailstorm
	+ Ice Spikes
	+ Icebound Blast
	+ Permafrost
	+ Shivers
	+ Totem of Winter
	+ Winter Grasp
* Druidcraft
	+ Barbed Skin
	+ Cobweb
	+ Entangling Roots
	+ Entangling Web
	+ Verdant Regrowth
* Fencing
	+ DoubleStrike
	+ Heart Piercing Strike
	+ Pierce Through
* Geomancy
	+ Crystal Shackles
	+ Crystalline Skin
	+ Crystalline Touch
	+ Earthquake
	+ Eruption
	+ Primal Storm
	+ Slow
	+ Tectonic Outburst
* Hunting
	+ Net Trap
* Illusionism
	+ Fear
	+ Mind Strike
	+ Shimmering Sphere
	+ Word of Power: Heal
	+ Word of Power: Stun
* KnifeFighting
	+ Bleeding Strike
	+ Crippling Strike
	+ Debilitating Strike
	+ Disrupting Strike
	+ Lethal Strike
	+ Rend Armor
	+ Strike Wounds
* Leadership
	+ Call to Tenacity
	+ Charge
	+ Crushing Shout
	+ Inspire
	+ Intimidate
	+ Shields Up
* MaceFighting
	+ Concussive Strike
	+ Crushing Assault
	+ Heavy Blow
	+ Resonating Blow
	+ Spine Breaker Blow
	+ Split Earth
* Necromancy
	+ Bone Barrage
	+ Death Bargain
	+ Death Circle
	+ Life Drain
	+ Mana Drain
	+ Skeletal Dragon Breath
	+ Unholy Strength
* Pyromancy
	+ Burning Arrows
	+ Burning Pillar
	+ Burning Touch
	+ Explosion
	+ Fireball
	+ Firebolt
	+ Firestorm
	+ Ignite
	+ Incinerate
	+ Pyroblast
	+ Totem of Wildfire
* Restoration
	+ Cure Poison
	+ Cure Wounds
	+ Healing Burst
	+ Healing Wave
	+ Mass Cure Wounds
	+ Minor Healing
	+ Physical Recovery
* Swordsmanship
	+ Counter Strike
	+ Eviscerate
	+ Slashing Wave
	+ Swipe
	+ Whirlwind
* Venomancy
	+ Blinding Venom
	+ Infectious Burst
	+ Poison
	+ Totem of Decay
* Vitriomancy
	+ Acid Arrows
	+ Acid Breath
	+ Acid Rain
	+ Acid Shell
	+ Acid Sphere
* Warfare
	+ Battle Jump
	+ Bloodlust
	+ Enrage
	+ Frenzy
	+ Overpower
	+ Ram Through
	+ Resolve
	+ Second Wind
	+ Shield Slam
	+ Shockwave
	+ Vicious Attacks
* Witchcraft
	+ Empower
	+ Energy Blast
	+ Expose Vulnerabilities
	+ Magic Missiles
	+ Relocate
	+ Weaken