recursal/Fanatic-Fandom huggingface dataset:
Crystal Elemental

These floating mistress beings roam the Dawn Island to feed on the crystals there and fight off invaders.

## Stats

This creature doesn't get affected by

Warm Debuff
Burning Debuff
Chilled Debuff
Frozen Debuff
Shocked Debuff
Shocked Paralysis Debuff
[[Status Effects#{{{debuff7}}}|{{{debuff7}}} Debuff]]
[[Status Effects#{{{debuff8}}}|{{{debuff8}}} Debuff]]

## Locations

* Syndesia
	+ Aerhen
Chipped Amethyst

A broken shard of amethyst with no power or use other than fusing it using Gem Imbuing.

## Aquired from

* Ore and Stone Mines
* Bandit Agitator
* Bandit Crazy Aeromancer
* Bandit Crazy Cryomancer
* Bandit Crazy Pyromancer
* Bandit Marauder
* Bandit Marksman
* Bandit Ruffian
* Bandit Spellsword
* Bandit Thug
* Bandit Archmage Outcast
* Bandit Leader
* Spider Lich
* Skeletal Archer
* Skeletal Knight
* Skeletal Mage
* Skeletal Priest
* Skeletal Warrior
* Ghoul
* Felghoul
* Forest Troll
* Elder Forest Troll
* Skeletal Dragon
* Termidian Drone
* Termidian Spitter
* Termidian Witch
* Termidian Warrior
* Termidian Matron
* Grokoton Warrior
* Grokoton Stalker
* Grokoton Hunter
* Grokoton Chieftain
* Grokoton Shaman
* Grokoton Sage
* Lava Lizard
* Legendary Swarm Queen Tremora
* Legendary Plague Bringer Gurgle
* Legendary Ghoul Malakar
* Legendary Spider Lich Axfitmithiss
* Legendary Treant Eoronn
* Goblin Death Shaman
* Legendary Goblin Death Shaman Utabogg
Arrival of the blessed guardians

These are the patch notes for **Arrival of the blessed guardians** released by Dynamight Studios.

This version is part of Early Access.

2. Minor Changes
3. Bugfixes
4. References

## Major Change

### **Stargates**

Stargates added, now you can travel between Arboreus and Syndesia.

To make that possible, a new World Event with the new unique resource Energy Crystal was added into the game.

To give player from Sydnesia also a possibility to use the stargate, energy crystal was added to the lootpool from Legendary Colossal Crystalline Construct.

### **New Race**

A new Race was added to the Wildfolk: Iridra, humans with the blessing from Arboreus.

The Iridra feature new faces, haircut and colors, clearly distinct from those of the humans of Syndesia.
As for base stats, they enjoy the following bonuses:

* +1 Strength
* +2 Dexterity
* +2 Intelligence
* +1 Constitution
* +2 Perception
* +2 Charisma
* +50 Luck
* +5 Mana Regeneration
* +5 Health Regeneration

### **Terra Legends**

The following Legends was added to Terra:

* Swarm Queen Tremora – Medium
* Wild Predator Rex – Medium
* Plague Bringer Gurgle – Medium
* Jungle Runner Po Co – Easy

## Minor Changes

* Totems can no longer be cast next to each other (disregarding the “party” of the caster). They also have slightly lower resistances.
* Equipment durability loss on death (10%) has been removed.
* A profanity filter toggle has been added to the Settings menus (default: on). It will censor any profanities in your currently selected client language.

## Bugfixes

* Friends of personal land parcels can now access items with access level “Friends”. Public access level now also works properly.
* Totems can now be attacked by melee characters and the number of stacks they apply (e.g. Warm) is now reduced by the victim’s Fortitude (as with all other spells).
* It’s no longer possible to become Agressive inside protected areas (e.g. harbors, siege tents during sieges, etc).
* One of the doors of the city stone gates didn’t block movement when closed. It now does.
* Sieges now take place on EU time if the defending city has selected EU time. Before the fix it would always use US time, unless the EU selection was done after the city was claimed.
* Soft and Tough Reptile Leathers now assign the correct properties to items instead of becoming Tough Animal Leather.
* Moving a character when mounting a horse right when the progress bar is completed no longer causes the horse to move around with the idle animation.
* (Unmentioned by the patchnotes) A issue was fixed, where Hunter Armor gave a bonus from 150% instead of 50% on damage.

## References

1. ↑ https://fracturedonline.com/the-arrival-of-the-blessed-guardians/
Background

A background grants players a set of abilities learned to level 1, plus some known crafting recipes and starting equipment. Character backgrounds are **pre-defined** – you can’t choose the exact abilities, recipes, or equipment you already know or own. This choice has been taken to have new heroes always start with a set of abilities and equipment that synergize properly with each other, allowing new players to have a more effective early game experience. Once a character learns new abilities and gains talent points, its background will no longer be significant.

## Gladiator

Enslaved after the defeat of your barbarian tribe, you've earned the respect of the people of Syndesia as a champion of the Arena. For you, being chosen to assess a new, savage world is just another challenge to be overcome by your strength and resilience.

Difficulty: Easy

### Starting Abilities

* Heavy Blow
* Net Trap
* Second Wind

### Starting Items

* Primitive Spear
* Hide Armor
* Hide Boots
* Simple Bandages (25)

## Commander

The second child of a duke of Syndesia, you've been groomed since childhood to become a high-ranking army officer. As you were getting ready for your appointment, all has been taken away from you. Will you be capable of leading now?

Difficulty: Medium

### Starting Abilities

* Warcry
* Inspire
* Word of Power: Heal

### Starting Items

* Primitive Mace
* Hide Armor
* Hide Boots
* Simple Bandages (25)

## Arcanist

As the apprentice of a mediocre wizard in a Syndesian country town, you've always felt you deserved to be in a place more suitable for your fine intellect. You don't understand the magic that brought you to a new world, but you feel ready to figure it out and harness its power.

Difficulty: Medium

### Starting Abilities

* Firebolt
* Magic Missiles
* Mage Armor

### Starting Items

* Ragged Clothes
* Ragged Cloth Hood
* Simple Bandages (25)

## Street Rat

Abandoned in front of a temple as an infant and raised in a run-down orphanage, you're done everything you needed to survive, including working as a hired blade. Given the hardship of your past, waking up in a new world is almost a relief for you.

Difficulty: Hard

### Starting Abilities

* Poisoning Strike
* Death Mark
* Assassinate

### Starting Items

* Primitive Dagger
* Ragged Clothes
* Ragged Cloth Hood
* Simple Bandages (25)
Danduft

**Danduft** is a Grass and Fairy Pokemon.

It evolves into Dandrifta starting at Level 22.

## Base stats

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.

## Moves

### By tutoring

 * **NOTE:** Only 4 tutor moves are available: Mega Kick, Knock Off, Draco Meteor and Heat Wave.
* **Bold** indicates a move that gets STAB when used by Danduft
* *Italic* indicates a move that gets STAB only when used by an evolution of Danduft
Crops

Crops is a general term for anything that can be planted on a farm plot.

The crops are divided into respective categories, which each remove from their own or add nutrition from the other to the soil when farmed.

## Cereals

### Wheat

Grain, also known as wheat, belongs to the category of cereals.
Unlike others, Wheat extracts the most nutrition from the soil and has the longest growing time, but also the highest yield.

### Rice

Rice is the second crop that belongs to the cereals category.
It is the fastest growing crop who have yield, but needs more attention as it is much more sensitive to lack of water.

## Flowering Plants

### Cotton

The only one available in the flowering plants category at the moment.
In contrast to the other plants (except clover), cotton is not required for the maintenance of a city but can only be used for the production of clothing.

## Legumes

### Beans

Beans belong to the legume category as one of the two crops.
Beans are mid-table, requiring less time and attention than wheat, but also yielding less.

### Clover

Clover is the second crop that falls under the Legumes category.
Clover does not yield, however it is the best way to replenish nutrition in fields as it provides lots of nutrition, requires little attention and grows quickly.

## Leafy Green

Leafy Greens are current not in the game.

## Tables with Stats

Grow
(3 Days)

(1 Day)

(2 Days)

(1 Day)

(1 1/2 Days)
 Required Irrigation (before damage taken)
Ptera

**Ptera** is a Rock and Dark Pokemon.

It evolves into Pterajal starting at Level 44.

## Base stats

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.

## Moves

### By tutoring

 * **NOTE:** Only 4 tutor moves are available: Mega Kick, Knock Off, Draco Meteor and Heat Wave.
* **Bold** indicates a move that gets STAB when used by Ptera
* *Italic* indicates a move that gets STAB only when used by an evolution of Ptera
Common Clothes Set

The Common Clothes set is a Tier 1 light armor set.

It is one of the easiest sets to obtain, and is usually worn by light armor users until they can afford one of the tier 2 sets.
It is composed of cloth materials and offers a very good insulation toward heat (15), and a small insulation toward cold (5). Users of this set may have troubles when traveling in very cold areas, like the North of the Aerhen continent.

It offers a minimal physical (80) and  magical (100) protection. The protection given isn't specific toward any form of damage.

Like all Tier 1 sets it provides no special bonuses for wearing all four pieces of the set.

It is composed by Commoner Clothes, Commoner Boots, Commoner Hood and Commoner Bracers. In total it has an Armor Encumbrance of 10.

The components of this set have a base durability of 200.
Bug Fix Galore

These are the official patch notes for **Bug Fix Galore** released by Dynamight Studios.

This version is part of Closed Beta.

### **Bugfixes**

* The defender’s main banner (in front of the Town Hall) now disappears after a raid is over.
* Player can no longer dash, jump and relocate through closed city gates.
* Fixed a bug that would fail to assign banners in the city to the defenders. This made it so that the UI would always show 0/0 banners and the main banner could be damaged even if the secondary banners were stills standing.
* City gates now open after a raid is over.
* Stone and wooden walls had the same amount of HP. Wooden walls are now slightly weaker, while stone walls are now twice as strong as wooden walls (so much stronger than before!).
* City gates now close automatically when the battle starts.
* Walls now reset to the maximum HP value when the siege is over.
* Catapult HP and resistances have been increased considerably. They’re now (roughly) half as resistant as a secondary siege banner.
* The maximum number of siege participants has been decreased from 30v30 to 20v20.
* Mouseover on Tin Deposit doesn’t say “Stone Deposit” anymore.

## References

1. ↑ https://fracturedonline.com/bug-fix-galore-patch-notes/
Biome

*This article is a stub. You can help Fractured Online Wiki by expanding it.*

The **building blocks** of the world of Fractured are biomes – environments with coherent morphological features, containing resource nodes and creatures that are often unique to it. The **6 core biomes** are:

* Grassland
* Dry Plain
* Hill
* Mountain
* Coast
* Marsh

The **uniqueness of resources** in different biomes is an important drive for exploration, and is expected to generate **heavy trading** between towns located in different areas of the world.
Abomination

Abominations are Wildfolk whose karma lowered to the point their home planet and race rejected them. They will get new looks, stats and racial skills. Both your look and your attribute bonuses/maluses as an Abomination will depend on the family (sub-race) of your character. Other unique abilities of the original sub-race (e.g. night bonuses for a Shadow Demon) might persist after the transformation too. It's not possible to transform back to Wildfolk.

Babilis loves Abomination and they can live permanently on the Tartaros.

After completing transformation ritual you will be disconnected and in character selection menu you find your character with changed race. You will be able to finalize appearance of your character but not stats. Your stats will same except for gains and loses caused by transformation.

## References

1. ↑ https://forum.fracturedmmo.com/post/23071
Dandrifta

**Dandrifta** is a Grass and Fairy Pokemon.

It evolves into Dandylion starting at Level 44.

## Base stats

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.

## Moves

### By tutoring

 * **NOTE:** Only 4 tutor moves are available: Mega Kick, Knock Off, Draco Meteor and Heat Wave.
* **Bold** indicates a move that gets STAB when used by Dandrifta
* *Italic* indicates a move that gets STAB only when used by an evolution of Dandrifta
Direwolf

Direwolves are large aggressive wolves typically found in cold regions. They are evil by nature, and known to attack most creatures at sight. Direwolfs packs are a rare occurrence due to their dominant nature, which makes it more likely to find them hunting alone or leading pack of wolves.

## Locations

* Syndesia
	+ Myr
Bandit Marksman

Bandits are gangs of humans who live outside the law and find delight in violence. They form nomadic groups that ambush travelers and merchant caravans in remote locations to rob them of all their belongings. Bandit Marksmen are skilled in handling bows. When it's time for an ambush, they keep at a distance and hit their targets with an exceptionally accurate aim.

## Locations

* Syndesia
	+ Myr
	+ Aerhen
* Arboreus
	+ Terra
Dundatate

**Dundatate** is a Rock and Psychic Pokemon.

## Base stats

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.

## Moves

### By tutoring

 * **NOTE:** Only 4 tutor moves are available: Mega Kick, Knock Off, Draco Meteor and Heat Wave.
* **Bold** indicates a move that gets STAB when used by Dundatate
* *Italic* indicates a move that gets STAB only when used by an evolution of Dundatate
Alamtic

**Alamtic** is a Steel and Ghost Pokemon.

It evolves into Graditoc starting at Level 48.

## Base stats

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.

## Moves

### By tutoring

 * **NOTE:** Only 4 tutor moves are available: Mega Kick, Knock Off, Draco Meteor and Heat Wave.
* **Bold** indicates a move that gets STAB when used by Alamtic
* *Italic* indicates a move that gets STAB only when used by an evolution of Alamtic
Ember Dragon

File:Ember Dragon.png
A giant dragon with the destructive power of fire and flame and is due his hard skin resilient against many attacks.

## Resistances

Snare
[[Status Effects#{{{debuff2}}}|{{{debuff2}}}]]
[[Status Effects#{{{debuff3}}}|{{{debuff3}}}]]
[[Status Effects#{{{debuff4}}}|{{{debuff4}}}]]
[[Status Effects#{{{debuff5}}}|{{{debuff5}}}]]
[[Status Effects#{{{debuff6}}}|{{{debuff6}}}]]
[[Status Effects#{{{debuff7}}}|{{{debuff7}}}]]
[[Status Effects#{{{debuff8}}}|{{{debuff8}}}]]
[[Status Effects#{{{debuff9}}}|{{{debuff9}}}]]
[[Status Effects#{{{debuff10}}}|{{{debuff10}}}]]
[[Status Effects#{{{debuff11}}}|{{{debuff11}}}]]
[[Status Effects#{{{debuff12}}}|{{{debuff12}}}]]
[[Status Effects#{{{debuff13}}}|{{{debuff13}}}]]
[[Status Effects#{{{debuff14}}}|{{{debuff14}}}]]
[[Status Effects#{{{debuff15}}}|{{{debuff15}}}]]
[[Status Effects#{{{debuff16}}}|{{{debuff16}}}]]
[[Status Effects#{{{debuff17}}}|{{{debuff17}}}]]
[[Status Effects#{{{debuff18}}}|{{{debuff18}}}]]
[[Status Effects#{{{debuff19}}}|{{{debuff19}}}]]
[[Status Effects#{{{debuff20}}}|{{{debuff20}}}]]
## Locations

* Arboreus
	+ Terra

## Gallery

* Ember Dragon 2.png
* Ember Dragon 3.png
* Ember Dragon 4.png
* Ember Dragon 5.png
Pymaval

**Pymaval** is a Fire and Steel Pokemon.

## Base stats

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.

## Moves

### By tutoring

 * **NOTE:** Only 4 tutor moves are available: Mega Kick, Knock Off, Draco Meteor and Heat Wave.
* **Bold** indicates a move that gets STAB when used by Pymaval
* *Italic* indicates a move that gets STAB only when used by an evolution of Pymaval
Aggressive/de

*This article is a stub. You can help Fractured Online Wiki by expanding it.*

Die Gesinnung "Aggressiv" wird in vielerlei Hinsicht als Böse behandelt. Zum Beispiel ist es guten und neutralen Spielern gestattet, Spieler mit einer aggressiven Gesinnung ohne Konsequenzen zu verletzen.

Dieser Zustand bleibt nur für einige Minuten erhalten, aber einige verabscheuungswürdige Taten wie Stehlen oder das Hinrichten anderer Spieler, kann den Charakter als Dieb und/oder Mörder markieren - Diese halten um einiges länger an.
Critical Chance

Critical Chance determines the odds for a creature to score critical hits while performing base melee or ranged attacks. This also applies to some spells and combat abilities. It is determined by the creature’s Perception.

## Critical Chance formula

Critical Chance
(
%
# )
(
B
a
s
e
)
(
P
E
R
∗
1
%
)

\color[RGB]{180,160,140} \text{Critical Chance }(\%) = (Base) + (PER \* 1\%)

## Base Critical Chance

Base **Critical Chance** vary on creature type. The result cannot go below 0%.
Blacksmithing

**Smelting Ore, Metal Alloying, Forging Weapons & Armor** is done at the Blacksmith Shop.

The Blacksmith shop can be equipped with a Forge for crafting Alloys Armors and weapons, or a Smeltery or Advance Smeltery for smelting ore.

## Fuel

To start the processing of Smeltingyou'll need fuel. Each fuel produces different amounts of heat, so it's wise to mix fuels to produce the amount of heat you'll need for your task.
You can use a maximum of 4 fuel in a Smeltery.

* Charcoal comes from Charcoal Pile
* Coal comes from coal nodes around the world

 Coal | +600°C

## Smeltery

A Smelter can be filled with 4 fuel and 5 ore.
Depending on what fuel you use will change the temperature outcome; Higher Temperatures are needed to smelt Different ores.
It takes 4 hours for the ores to become a single ingot.

## Advance Smeltery

An Advance Smeltery can create 2 Ingots on the same fuel use as normal smelteries.
Depending on what fuel you use will change the temperature outcome; Higher Temperatures are needed to smelt Different ores.
An Advance Smeltery can be filled with 4 fuel and 10 ore.
It takes 4 hours for the ore to become two ingots. Earlier Alloys could be produced here, they are now produced in the forge.

## Metal Alloy

Alloy can be crafted in the forge. You need a specific combination of basic metal ingots, the result are 5 ingots of the following:

 Moon Steel | 2 Iron + 2 Silver +2 Platinum
Bandit Thug

Bandits are gangs of humans who live outside the law and find delight in violence. They form nomadic groups that ambush travelers and merchant caravans in remote locations to rob them of all their belongings. Thugs are well-armored bandits who get into combat headfirst and can reduce the ability of their opponents to move.

## Locations

* Syndesia
	+ Myr
	+ Aerhen
* Arboreus
	+ Terra
Widooman

**Widooman** is a Ghost and Dark Pokemon.

## Base stats

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.

## Moves

### By tutoring

 * **NOTE:** Only 4 tutor moves are available: Mega Kick, Knock Off, Draco Meteor and Heat Wave.
* **Bold** indicates a move that gets STAB when used by Widooman
* *Italic* indicates a move that gets STAB only when used by an evolution of Widooman
Charisma/de

Charisma misst die Haltung einer Kreatur gegenüber anderen, ihre Neigung zur Führung und ihr allgemeines Glück aufgrund ihrer festen positiven Einstellung. Kreaturen mit hohem Charisma neigen dazu, einen Großteil ihrer Zeit in Gruppen und Parteien zu verbringen, und ihre Anwesenheit verschafft all ihren Verbündeten verschiedene Vorteile. Außerdem können Spieler mit dieser Eigenschaft viel besser mit Tieren und anderen Kreaturen umgehen und die gefährlichsten Haustiere zähmen.

Manche sagen, Glück sei blind, aber sich selbst zu kennen und an seine Fähigkeiten zu glauben, hilft oft sehr! Charisma wird von Anführern und Königen eingesetzt, um das Volk zu begeistern, von Minnesängern, um Emotionen auf die Seelen ihrer Zuhörer zu übertragen, von Trickbetrügern, um ihre Opfer mit Illusionen zu täuschen, und von Trainern, um sich den Respekt ihrer Haustiere zu verdienen.

Wenn die Chance auf Leben und Tod von einem Würfelwurf abhängt, macht Charisma den Unterschied aus und verschiebt die Waage in Richtung des besten Ergebnisses.

Charisma trägt auch zum gesamten Manapool des Charakters bei.

Die folgenden Schulen werden durch das Charisma des Benutzers beeinflusst, um die Auswirkungen der Fertigkeiten zu bestimmen:

 Musikalität
 Verzaubern
 Illusionismus
 Beschwören (Beschwörungen)
 Nekromantie (Beschwörungen)

## Spiel Mechaniken

Betroffene Modifikatoren
 Mana | +50

# Luck
[
B
a
s
e
(
C
H
A
∗
25
)
]

\color[RGB]{180,160,140} \text{Luck} = [Base + (CHA \* 25)]

*Base = -250* for Human players, but can vary depending on creature type.

Assuming a random roll with a certain *Chance* to succeed (e.g. 25%, represented as 0.25), *Biased Chance* is the actual success chance altered by the player's Luck.

# △
C
h
a
n
c
e
−
C
h
a
n
c

e

(
1

L
u
c
k

1000

)

\color[RGB]{180,160,140} \triangle = Chance - Chance^{(1 + \tfrac{Luck}{1000})}

# Biased Chance
C
h
a
n
c
e
△

\color[RGB]{180,160,140} \text{Biased Chance} = Chance + \triangle

# Mana
B
a
s
e
(
I
N
T
∗
75
)
(
C
H
A
∗
50
)

\color[RGB]{180,160,140} \text{Mana} = Base + (INT \* 75) + (CHA\*50)

*Base = 0* for Human players, but can vary depending on creature type.
Armor Encumbrance

The **Armor Encumbrance** is a value tied to armor and shield items and indicates how heavy it is and how much it impairs the movement of the user.
The **Armor Encumbrance** goes from a value of 0 for a naked character, to a value of 100 for a character in full plate armor with heavy shield. The higher it is, the more limitations it imposes on the wearer.
The effect of **Armor Encumbrance** is a reduction to the user Move Speed and Attack Speed, according to the following formula.

Attack Speed and Move Penalty
(
%
# )

A
r
m
o
r
E
n
c
u
m
b
r
a
n
c
e

5

\color[RGB]{180,160,140} \text{Attack Speed and Move Penalty }(\%) = \frac{Armor Encumbrance}{5}

In addition, the **Armor Encumbrance** inflicts a penalty to the cooldown of the skills of the user. This penalty increases the cooldown of all skills by:

Cooldown Increase Penalty
(
%
# )

A
r
m
o
r
E
n
c
u
m
b
r
a
n
c
e

2

\color[RGB]{180,160,140} \text{Cooldown Increase Penalty }(\%) = \frac{Armor Encumbrance}{2}

Combined, these penalties mean that a player is slower and less effective, the heavier the armor he wears.
Biome/Coast

The strip between the sea and the inland is described as a coastal biome.

This biome consists of the beach and a narrow strip of land behind it.

Shipwrecks and chests are regularly found in these biomes areas where larger groups of enemies are located.

### Sea Troll

###### Read more about the Sea Trolls

Stubborn and persistent fellows who jump at you and attack with energetic fists.
### Elder Sea Troll

###### Read more about the Elder Sea Trolls

Stubborn and persistent fellows who try to drive you out of their territory with the help of thunderstorms.

## Resources

A dangerous spoiler beast lays ahead.

 Pine
 Birch
 Flax Plant
Chadra

**Chadra** are a tiger-like family of the Wildfolk race in *Fractured* and native to Arboreus.

Also known as **Tiger-Kin**, the **Chadra**, whose body is larger than an average human, are the wildfolk most endowed with quick reflexes and **agility**. Real jacks-of-all-trades, they excel in most fighting styles thanks to the **accuracy** of their attacks, and can resort to magic to further increase their combat prowess.

When transformed into their primal form, the tiger, the **Chadra** enjoy an even higher movement **speed** and attack precision. Plus, they gain access to unique abilities aimed at catching up with fleeing targets and hitting their vital spots, causing severe wounds that lead victims to quickly bleed to their deaths.

## Primal Form

 During their transformation, the Tiger-kin transform into bulky and ferocious killers, ready to smash their targets with devastating claw attacks.

They receive the following stats and bonuses:

* +25% Critical Chance
* +500 Health
* +5% Movement Speed
* +400 Accuracy

Chadras use their claws while transformed, which boast the following stats:

* Damage: 6.8 x STR/DEX
* Damage Type: Slash/Pierce/Crush
* Speed: Medium
* Range: 2m in a 90° cone
* Special: 25% Armor Penetration
* Weight Class: Light/Medium/Heavy (No casting restrictions).

Chadras resistances are also set during the transformation to:

 Armor (Pierce)
 Armor (Crush)
Eridantis

**Eridantis** is a Bug and Psychic Pokemon.

## Base stats

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.

## Moves

### By tutoring

 * **NOTE:** Only 4 tutor moves are available: Mega Kick, Knock Off, Draco Meteor and Heat Wave.
* **Bold** indicates a move that gets STAB when used by Eridantis
* *Italic* indicates a move that gets STAB only when used by an evolution of Eridantis
Alteration

Alteration spells focus on **manipulating** the basic components of inanimate objects and living creatures.

This school includes several polymorphing and **transmutation** abilities, providing the caster with multiple ways to physically or structurally enhance items and beings. Some Alteration spells can also defy the basic laws of physics – for instance by manipulating **gravity** and interfering with the space-time continuum. Moreover, practitioners of alchemy can apply the powers of Alteration to crafting whenever they attempt to generate rare materials and components from common resources.

The power of most abilities belonging to this school depends on the Intelligence of the caster.

## Abilities

Back

	+ Myr: Goblin Medic, Ogre Lord
* Arboreus

	+ Myr: Legendary Treant Eoronn, Treant
* Arboreus

	+ Myr: Earth Elemental
* Arboreus

	+ Myr: Bandit Crazy Pyromancer
	+ Aerhen: Greater Fire Elemental
* Arboreus

	+ Myr: Legendary Treant Eoronn, Ogre Mage
* Arboreus

	+ Myr: Bandit Crazy Cryomancer
* Arboreus

* Arboreus

	+ Myr: Sea Troll

	+ Myr: Bandit Crazy Aeromancer, Elder Sea Troll
* Arboreus

	+ Myr: Spider Lich

	+ Myr: Earth Elemental, Legendary Ghoul Malakar
* Arboreus

	+ Myr: Elder Sea Troll

	+ Myr: Legendary Treant Eoronn, Sproutling, Treant
* Arboreus

	+ Myr: Legendary Giant Spider Xeretrixx
* Arboreus
Bandit Spellsword

Bandits are gangs of humans who live outside the law and find delight in violence. They form nomadic groups that ambush travelers and merchant caravans in remote locations to rob them of all their belongings. Spellswords are bandits who support allies in combat by lowering the protections of the opponents. They can use their swords as ranged weapon.

## Locations

* Syndesia
	+ Myr
	+ Aerhen
* Arboreus
	+ Terra
Bandit Agitator

Bandits are gangs of humans who live outside the law and find delight in violence. They form nomadic groups that ambush travelers and merchant caravans in remote locations to rob them of all their belongings. Agitators are skilled in ranged attacks and are capable of shooting powerful projectiles that pass through multiple opponents.

## Locations

* Syndesia
	+ Myr
	+ Aerhen
* Arboreus
	+ Terra
Constitution

Constitution measures a creature's overall health and well-being. Given the impact of Constitution on the resilience of your character, it’s recommended you don’t lower it too much, unless you’re planning to be able to defend yourself otherwise through magical means. The effect of many consumables is also dependent on the Constitution of the user.

The following schools are affected by the Constitution of the user to determine the effects of the skills:

## Game Mechanics

Affected modifiers
 Rest Loss

# Fortitude
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\color[RGB]{180,160,140} \text{Fortitude} = [Base + (CON \* 25)]

*Base = -150* for Human players, but can vary depending on creature type.

The chance to avoid an effect through Fortitude is:

# Chance

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\color[RGB]{180,160,140} \text{Chance} = \frac{Target Fortitude}{Attacker Accuracy + 1250}

### Health

Health base value is 750. Each point of Constitution increases this amount by 75.
Attribute

Every character in the game has 6 attributes that determine their statistics and performance in various tasks. These attributes are: Strength, Dexterity, Intelligence, Constitution, Perception and Charisma. You can find the effects that these have on a character on their individual pages ***or click here to see the information about all the attributes at once***.

You’re given a pool of **Creation Points** that can be distributed among the six attributes – 80 if your new hero is a Wildfolk or a Demon, 100 if Human. Creation Points can be spent to increase your attributes from their minimum value of 6 up to their soft cap, which is normally 18 but can change according to the character’s race and family (as shown in the table below, which lists cap variations by race). If the value of an attribute is below 10, you’ll suffer maluses to all the statistics related to it – that’s why it’s convenient to raise each up to 10, particularly for inexperienced players.

To exemplify, let’s say you’ve selected a Wildfolk character of the Nheedra family – a strong breed, but quite slow in reflexes and not the most apt to charm others (it’s a bear, after all…). You’re then able to raise your Strength and Constitution up to 20, but your Dexterity and Charisma only up to 16.

There is an important catch here though: the relation between Creation Points and attributes is not 1:1! On the contrary, the higher you want to increase an attribute, the more Creation Points you have to spend. Moreover, each race and family (besides Humans) has an **affinity** with a specific attribute (highlighted in blue in the table above), which makes that attribute easier to increase.

While affinity and caps might look relevant to nerds only, they’re not. Most bonuses given by an attribute grow **exponentially** with the score of the attribute – that is, points allocated from 20 to 25 are far more effective than points allocated from, say, 10 to 15, thus making cap variations determined by race selection quite significant. Furthermore, reaching a **Natural Score** of 20 with each attribute grants an additional unique bonus to the character.

What’s the Natural Score of an attribute? It’s the sum of your basic score, defined at character creation, plus points coming from **talents**. Indeed, each branch of the Talent Tree contains talents that grant a total of +2 to a specific attribute. So there you go – even a poor Human who enjoys no cap modifiers can score a 20!

**Attributes are hard capped at 25 (natural score + talents + equipment bonuses + temporal modifiers).**

## Respec

The current plan is to give every account 1 free stat respec. After that, it will be possible to buy them from the store, but their use will be severely limited (e.g. if you respec a character, you have to wait 1 month to respec the same character again).
**During the Beta a respec is free and unlimited, however it can only be done once a week.**
Angel

**Angels** are a planned playable race in *Fractured*. Angels cannot be chosen at character creation; they are the result of Demons changing from their innate Evil alignment to Good and pledging themselves to Tyros.

As a separate race, becoming an Angel changes the character's appearance, stat bonuses and maluses, and racial perks. The character will be disconnected after transformation and may customize their new angelic appearance upon next logging in. The player will *not* be permitted to redistribute stat points.

Angels are banned from their former homeland of Tartaros, but unlike Demons, are able to persist on Syndesia indefinitely. It is not certain whether Angels will be allowed on Arboreus.

Each subtype of Demon becomes a different subtype of Angel, but it is not yet known what those Angel subtypes are beyond fan speculation.

There are no plans to allow Angels to transform back into Demons.

## References

1. ↑ https://forum.fracturedmmo.com/post/23071
Dexterity

Dexterity measures a creature quickness, reflex, hand-eye coordination and overall grace in movements. High dexterity allows a creature to move around stealthily, and to evade direct melee damage and large AoE explosions.

Dexterity is the main attribute of nimble fighters and furtive characters that wear light equipment to prevent armor from interfering with their combat abilities and hold (or double-wield) small, fast weapons.

The following schools are affected by Dexterity to determine the effects of the skills:

 Martial Arts
 Hunting

## Game Mechanics

Affected modifiers
 Lockpicking | +25

# Evasion
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\color[RGB]{180,160,140} \text{Evasion} = [Base + (DEX \* 25)]

*Base = -150* for Human players, but can vary depending on creature type.

The chance to evade an attack or avoid an effect through Evasion is:

# Chance

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\color[RGB]{180,160,140} \text{Chance} = \frac{Target Evasion}{Attacker Accuracy + 1250}

### Attack Speed

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\color[RGB]{180,160,140} \text{Attack Speed}(\%) = Base + (DEX \* 2%)-(Armor Encumbrance/5)

*Base = -10%* for Human players, but can vary depending on creature type.

# Stealth
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\color[RGB]{180,160,140} \text{Stealth} = [Base + (DEX \* 25)]

*Base = -150* for Human players, but can vary depending on creature type.

# Move Speed Modifier
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\color[RGB]{180,160,140} \text{Move Speed Modifier} = Base - (Armor Encumbrance/5)

*Base = 100%* for Human players, but can vary depending on creature type.
Bandit Crazy Pyromancer

Bandits are gangs of humans who live outside the law and find delight in violence. They form nomadic groups that ambush travelers and merchant caravans in remote locations to rob them of all their belongings. Crazy Aeromancers are mages specialized in fire spells and abilities that provide them resistance to fire.

## Locations

* Syndesia
	+ Myr
	+ Aerhen
* Arboreus
	+ Terra
Divine quest

*This article is a stub. You can help Fractured Online Wiki by expanding it.*

Divine Quests are missions obtained at shrines and temples that must be completed by anyone who wishes to become the Champion of a God. Fulfilling them triggers changes to your Karma, pushing it towards the Alignment of the God in question.

### Divine Blessings

By becoming the Champion of a God, you are granted a unique blessing in the form of a permanent status effect, plus the chance to use one or more Divine Abilities that don’t have to be memorized. The number and power of divine abilities depend on the deity’s favor towards you and how well your current Karma matches the God’s.
Chain Mail Armor Set

The Chain Mail Armor set is a Tier 1 medium armor set.

It is probably the hardest non-heavy armor to craft, since it requires the use of ingots. It offers a good protection for a medium armor, so it sees a lot of use among melee specialists which prefer to stay in medium armor for the increased choice on skills compared to an heavy armor. The price for this is an increased Armor Encumbrance compared to other non-heavy armors and bad insulations.

It offers no insulation toward heat (0), and an average insulation toward cold (10). Users of this set may experience issues during the day in most locations and during the night in the colder locations.

It offers an average physical (260) and a minor  magical (200) protection. The protection increases to 460 against Slashing Damage and to 360 against Piercing Damage.

Like all Tier 1 sets it provides no special bonuses for wearing all four pieces of the set.

It is composed by Chain Mail Armor, Chain Mail Boots, Chain Mail Gauntlets and Chain Mail Helmet. In total it has an Armor Encumbrance of 40.

The components of this set have a base durability of 350.
Black Widow Hatchling

Black Widows are magical creatures found in temperate plains and woods. These large spiders were born from magic and were endowed with exceptional intelligence, which makes them natural spellcasters. They are sought by enchanters looking for rare magical reagents. Hatchling Black Widows are weaker and easier to defeat.

## Locations

* Syndesia
	+ Myr
	+ Aerhen
Deer Stag

Deer are undoubtedly one of the favorite preys amongst hunters. They run away at the slightest potential threat, which often makes it quite challenging for anyone to score a kill. Their delicious meat is the main reason they are hunted, but stag heads also make for exceptional trophies.

Deer do not turn hostile even when provoked, and will return back to the herd after being spooked or attacked.

## Locations

* Syndesia
	+ Myr
Bandit Archmage Outcast

Bandits are gangs of humans who live outside the law and find delight in violence. They form nomadic groups that ambush travelers and merchant caravans in remote locations to rob them of all their belongings. Archmage Outcasts are powerful spellcasters who have been banished from civilization because of their evil alignement. They are capable of raising barriers that protect other bantits from targeted spells.

## Locations

* Syndesia
	+ Myr
	+ Aerhen
* Arboreus
	+ Terra
Alpha 2 Monster skill/ Item drops

Hey every one my name is Broheim007 or you may know me by BigBad. I started playing Fractured this recent alpha phase and was streaming it on Twitch. While we were playing and exploring this vast world, our lovely mod EletricFROOT made a wonderful monsters skill and item drop table. Unfortunately he is unable to play BUT he sat through 20+ hours of stream footage and stayed up with me over 24 hours to make this for you guys. Not everything is 100%, but we took the effort to make sure it was as correct as possible. I want to make sure i give a huge shoutout to LittleMissCross and Maze we found a spread sheet that calculates the reagents for enchanting and that inspired us to make this for you all.
I plan on following up on this post with a map of the monsters that were on the list so you know were to find them!
Cleric Armor Set

The Cleric Armor set is a Tier 2 medium armor set.

It is clearly aimed at support builds, due to its bonus set increasing the resilience of the user when healing other players. Note though that the heals will count only if they come from the Restoration school. Other kind of heals like the  Word of Power Heal will not count for this bonus.

It is composed of metallic materials and offers a minor insulation toward heat (5), and a good insulation toward cold (15). Users of this set may experience issues during the day in hot locations and during the night in the colder locations.

It offers an average physical (330) and an average  magical (260) protection. The protection increases to 530 against Slashing Damage and to 430 against Piercing Damage.

Once you wear all the 4 parts of this set, you unlock the Invigorating Magic set bonus:

"Whenever you restore Health to one of your allies with a Restoration spell, your max Health increases by 40% of that amount for 10 seconds, up to 2,000 Health. Whenever your max Health increases, you are also healed for the same amount."

It is composed by Cleric Armor, Cleric Boots, Cleric Gauntlets and Cleric Helmet. In total it has an Armor Encumbrance of 40.

The components of this set have a base durability of 400.
Elysium System

After the Fracture, the One Planet, Elysium, was split into the three worlds you should be already familiar with: Arboreus, Syndesia and Tartaros. Put into motion by the same magic that created them, they started revolving around the sun, giving birth to a proper solar system that was to be known as the Elysium System.

As one might expect, the amount of magical energy required to perform the Fracture was beyond imagination and impossible to harness faultlessly, not even by sorcerers endowed with quasi-divine powers. As Elysium was torn apart, countless fragments of its own mass were scattered around the universe – some as small as a little hill, others as large as a whole region of the planets to be. Over time, pulled by the gravity of the sun, they started aggregating in the space between the orbit of Arboreus and that of Syndesia and Tartaros – and so the Elysium Ring was formed.

## Time Cycles

The choice to have a proper solar system was not random, of course, as it gives us not only a perfect environment to develop three different gaming experiences, but it also opens up a myriad of possibilities to introduce challenging game mechanics such as seasonal cycles and **events** related to the position of planets and the exploration of asteroids.

When it comes to the time cycles of the three planets, their behavior is quite similar – 1 **day** (a full rotation of the planet around its axis) lasts roughly as long on Arboreus as it does on Syndesia and Tartaros, and so does 1 **year** (a full rotation of the planet around the sun). Below you can find a table showing the duration of different time cycles in Fractured compared to real world times.

 2 days
 1 week
 1 month

**Day/night** cycles behave realistically on each world, with half of the surface of a planet being in day time and the other in night time, sunrise and sunset moving smoothly along the surface. Seasons act in a similar way, being opposite in the two hemispheres, but less noticeable at the equator, where temperatures are more or less constant.
Divine Blessing

*This article is a stub. You can help Fractured Online Wiki by expanding it.*

By becoming the Champion of a God, you are granted a unique blessing in the form of a permanent status effect, plus the chance to use one or more Divine Abilities that don’t have to be memorized. The number and power of divine abilities depend on the deity’s favor towards you and how well your current Karma matches the God’s.
Babilis

Babilis is one of the Gods from the Fractured universe.

Out of the six gods, Babilis is the only one that causes Karma loss when pledged to.

Babilis is Evil which means you can only choose from Lawful Evil, Neutral Evil or Chaotic Evil alignments after choosing Babilis as your God.

## Notes & Trivia

It is said that after the Fracture, Tartaros became the prison of the dread Babilis, left to be the only god watching over the planet and its demonic progeny.

Babilis, having desire for human blood, gifted Demons the ability to travel to other worlds more easily to bring terror to the other races.

The Evil God enjoys stacking curses on Wildfolk traveling to Tartaros, who could end up dying just because of them – if they don’t get slayed by Demons, that is.

Unlike Wildfolk, Humans are generally tolerated by Babilis, who sees a potential for corruption in them. While on Tartaros, they aren’t directly penalized like Wildfolk, but slowly lose Karma over time, unless they enjoy the protection of another God. Tyros, for instance, grants total immunity from the influence of Babilis – but of course, that comes at a price too. While the dark God is not able to reach their souls, it is more than willing to let its children do the dirty job!
Arcanist

As the apprentice of a mediocre wizard in a Syndesian country town, you've always felt you deserve to be in a place more suitable for your fine intellect.

You don't understand the magic that brought you to a new world, but you feel ready to figure it out and harness it's power.

**Difficulty**: Medium

**Starting Abilities**:

* Firebolt
* Ice Spikes
* Poison
* Minor Healing

**Starting Items**:

* Ragged Clothes
* Ragged Cloth Hood

**Recommended Attributes**:

* Strength: 10
* Dexterity: 15
* Intelligence: 18
* Constitution: 10
* Perception: 10
* Charisma: 15
Direwolf Hide

A piece of Direwolf hide that has undergone a skinning and drying process to get rid of the animal's meat.

## Crafting Direwolf Hide

Direwolf Hide is crafted via Fleshing Beam.

## Direwolf Hide as an ingredient

Direwolf Hide is used in the following recipes:

* Direwolf Leather
* Hide Armor
* Hide Boots
* Hide Gloves
* Hunter Armor
* Hunter Boots
* Hunter Gloves
* Hunter Helmet
* Warlock Armor
* Warlock Boots
* Warlock Gloves
* Warlock Helmet
Addition and Fixes

These are the patch notes for **Addition and Fixes** released by Dynamight Studios.

This version is part of Early Access.

## Major Change

* World events was added to Aerhen and Terra (Due a bug they was already appearing since the last patch).

## Minor Change

* The duration of Death Bargain has been reduced from 20 to 15 seconds.

## Bugfixes

* Fixed a long-standing issue that caused spells and attacks to sometimes fail when cast while moving.
* Players who die during sieges no longer respawn in place.
* It’s no longer possible to speed up the logout time by closing the client by “killing” the process (ALT+F4).
* Fixed a bug that would make players end up above or below the floor of the Town Hall when teleporting to it (usually because of death).
* Removed rocks that prevented access to some bridges on Terra.
* The Termidian Matron no longer spawns dead.

## References

1. ↑ https://fracturedonline.com/october-12-2022-additions-and-fixes/
Demon

Banished to the hostile and resource-deprived planet created for them after the Fracture, Tartaros, demons are by nature a bloodthirsty race with a naturally **evil** alignment. The structure of their bodies may resemble that of humans, but they’re usually taller, physically stronger, and fitted with a huge pair of horns coming in a million different shapes – although, it must be said, their appearance may change a lot depending on their family.

The **demon** society arisen over the years on Tartaros is a brutal and lawless one, in which **criminal** actions and murders are committed aplenty daily basis. Besides the unconditional love for their twisted and dark god, and the lust for strength and power, **demons** hold no values close to their hearts – assuming they have one, that is.

Forced to grow up in a culture of hatred and violence, the only way to earn the respect of their own kind **demons** know is fighting – an evergreen activity they all get involved in soon after birth. As a result, **demons** are not only the terror of all the other races, but also of each other, with clans being always at war, busy slaughtering each other’s warriors and pillaging each other’s cities. Yes, cities, as the belligerent nature of demons doesn’t stop them from building lavish settlements filled with monumental buildings and shrines erected to show off the clan’s wealth and power.

Since the Fracture, **demons** have developed an ever-growing contempt towards wildfolk and humans alike, and so did their god. Maddened by revenge, Babilis gave its progeny the ability to travel to other planets way more easily than humans and wildfolk can do, allowing them to spread death and chaos to Syndesia and Arboreus. These travels of horrors can’t be permanent, however, as the **demon** body gets debilitated over time, eventually forcing them to return home.

## Attributes

Legend: Decrease soft cap, Increase soft cap, Increase soft cap with affinity
Elder Forest Troll

Trolls are the physical manifestation of the forces of chaos that exist within the Primal Energy that flows through Elysium. Although they appear in different shapes, they all share the same predisposition towards the complete destruction of any other living being and show strong territorial behaviors. Forest Trolls are small, nimble, and gifted with extraordinary regenerative abilities.

## Locations

* Syndesia
	+ Myr