Feature Spotlight – Crafting

Crafting is what makes an MMO an experience truly individual for each and every player. The things that you can create with your own hands – your equipment, your clothes, your armor or your weapons – are what define you in the vast fantasy worlds that you traverse. Fractured Online gives you the chance to tailor each and every one of your favorite pieces of equipment to your personal preferences.


Crafting is a vital part of any MMO game, something that you will do again and again – and as such it is important to keep it interesting over the course of time. That’s why we have implemented several layers of crafting that have very different requirements. The first one is what we call “inventory crafting”: No matter where you are, you can always open your inventory and craft simple things on the go. Things like bandages or a club – your everyday basic stuff. It doesn’t take much time or effort to create these items, and they will serve their purpose very well – but of course they’re not what you would call fancy handiwork.

If you intend to create something precious and with a bit more finesse, you need preparation. First and foremost you need to find crafting stations, special benches that can be placed within cities and sometimes also personal land parcels. These allow you access to more advanced crafting – the so-called “Tier Crafting” that applies to all kinds of armor.

Here’s an example: the common Plate Mail is a heavy Tier 1 armor mostly made of metal, that gives you very solid protection against all kinds of attacks. Using this as a basis and investing additional rare materials you can create three kinds of Tier 2 armors: a Knight Armor or a Slayer Armor. Each and every one of these has not only very different properties when it comes to physical and magical resistances, but also has a unique passive ability that can define your character build… and that’s just Tier 2! Tier 3, which will be available later on, splits into even better and more specific armor variants that are reserved for the most tenacious and resourceful of adventurers!

It is important to know that the basic material requirements for Tier 1 and Tier 2 items are the same – Tier 2 requires additional variable materials on top of it that are usually not that easy to come by. Also, persistent crafting will make you get better at it: the more you craft an item, the more a dedicated experience bar fills up, the better you will get at doing so and the better and more valuable the item eventually becomes. This is not only important for your own self-esteem but also for your reputation, as fellow adventurers will surely consult you first when they need a certain item tailor-made for them by the best!


We already mentioned that crafting stations are only available in cities. The important thing to know here is that each crafting station is not like the other. What you can craft on the station in your own city doesn’t have to be the same items that you can create two cities down the road. Quite the opposite, it’s much more probable that you will find many new and exciting crafting opportunities by visiting new cities and their crafting stations, as each city has their own tech tree that their citizens can invest into. A certain amount of focus is important here as you can’t simply invest into everything – each city has to become specialized in one direction sooner or later.

So in order to be able to craft a very specific item, like for example a metal spear, you will not only have to find special crafting recipes, which are rare drops within monster loots – but also a city that gives access to a specific crafting station. So how do you find this particular city? Of course you can explore the world, visit every city in your reach, make notes of their specialization and keep searching while having fun in the worlds of Fractured Online. You can also join your fellow players on forums or Discord channels to find out if anyone happens to know where this or that particular item can be crafted and which city provides which particular kinds of service. We are also working on a handy location tool which is going to show you in detail what kinds of research which city has completed, or which level of taxation awaits you at what location, so you can make informed decisions about where to go for some sweet, sweet crafting or even where to settle down. But for the time being let’s just say that there will be more information about this topic for you in the future, as this feature is still being developed as we speak.


Any kind of crafting can only be as good as the materials used in it – so choosing the right materials matters, as some are simply better than others! Fractured Online has lots and lots of different materials available to satisfy all of your deepest crafting desires: metals, fibers, woods, leathers, furs or skins, amongst many others. Their value for crafting can not be overstated: with the exception of the most primitive weapons that are made of wood and stone, each item you can craft has at least one variable material, which determines the crafted item’s properties.

So if you take for example the Plate Gauntlets, which are mighty and quite useful heavy gloves, you can make them in Iron, Bronze, Silver, Gold, and even some fancy alloys like Mithril, Oricalcum or Moon Steel. Of course that’s the same for any Tier 1 or Tier 2 armor, like the Knight’s Armor or the Cleric’s Armor: the base ingredients for crafting these are always the same – but it’s the over-the-top additions that make the difference between taking a fireball, and withstanding a firestorm!


Imbuing is The Artistry Formerly Known As Enchanting. At one point in the development of Fractured Online we realized though that the term “Enchanting” didn’t quite send the message that we wanted to convey – so we changed it to “Imbuing”. Imbuing is not directly part of the crafting system, but it’s closely related – a first cousin, if you will.

Just like with the more advanced crafting you also need a dedicated station for imbuing – in this case it’s not a crafting station but an imbuing table, featuring a black top covered with a mystic pentagram, onto which you put the item that you wish to enhance. The item rests in the center of the pentagram, which means that you have five end slots which you can fill up with the reagents you intend to use. Reagents are enchanting materials, and they can be pretty much everything: Milkweed, Spider Eyes, Dragon Soul, Garlic, Holy Water, Ogre Horn, Rabbit Paw, Wolfsbane, Zombie Brain – you name it. There are hundreds of different reagents, common and uncommon, and just like regular crafting materials, these reagents all have different properties. You can use up to five different reagents in one imbuing session, it’s completely up to you. The important thing to know is that you will need the specific reagents that have certain properties to be able to imbue properly and create the specific property you’re looking for – things like Mana Regeneration, Magic Resistance or a Strength Bonus.

There are many, many possible properties for each and every item, and they are also staggered into Tiers. Each item that you can imbue has very specific properties that are each separated into ten little bars – things like Fire, Chaos, Soul, Knowledge or Energy. In order to reach Tier 1 of an enchantment you will have to fill up two of those bars. Tier 2 requires you to fill up five bars. For Tier 3, the maximum of the game, you will have to fill up all of the bars of all four property icons – an enormous task that requires only the best and rarest reagents in your inventory! But it also yields the most impressive results, of course.

This system is a bit complex to explain but really easy to use in the game: you just put your item in the imbuing table, select the reagents, imbue, and Bob’s your uncle. Unlike a crafting station, the imbuing table can be placed pretty much everywhere – you can even build one yourself into your own home in Fractured Online! But that doesn’t mean that you can imbue all day to your heart’s content – each item can only be imbued a limited amount of times.

Finding the right reagents is also not that trivial a task, particular in the case of the higher-tier ones: some reagents you can find pretty much everywhere, others can only to be found in very specific locations – about 95% of the reagents are specific either to a continent or a region within that continent. Garlic, for example, can only be found on Myr – so you will have to go there to find it or buy it from someone. Of course you can also hire someone to bring it to your continent if you shy away from the troubles of traveling abroad. Ingredients can also be found or bought on the marketplace within cities, and in case you’re looking for a very specific ingredient you can always find help within the community: there are already player-made tools available that find the right combination of items to obtain certain enchantments.

We believe that the best things in life are the ones that you create with your own hands. Crafting is a mighty tool for doing just that – and in Fractured Online we give you all the options to become a master crafter in no time!

Until next time,
Your Fractured Online Team


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Feature Spotlight – The life, World and Origin of the Wildfolk

feature spotlight

The vast landscapes of Fractured Online feature three very different worlds: Syndesia, home of the humans. Tartaros, birthplace of the demonic races – and finally Arboreus, where the Wildfolk roam free. In this feature spotlight we’re going to show you what to expect in this lush jungle paradise.


Nobody has to be explained who humans are – a deep look into the mirror tells us pretty much all we need to know about them. The demonic race, consisting of Blood Demons, Hellfire Demons and Shadow Demons, are obviously more alien to us, and will be discussed in great detail in a later feature spotlight. Right here and now we’re going to focus on the third race populating the worlds of Fractured Online: the Wildfolk.

Wildfolk are the native inhabitants of Arboreus, a jungle-like environment, home to many beautiful and proud peoples, of which we’re going to focus on two here: the Tiger-like Chadra and the Erwydra, who are closely related to Deer. These two will be released for all players of Fractured Online in September 2022, alongside Arboreus. Two additional character races will follow later on: The Bear-like Nheedra as well as the Udoadra, closely resembling Wolves, who we will feature in another spotlight.

In their first years, the Chadra and Erwydra younglings move around like your typical quadruped – but very soon they rely more and more on their hind legs, eventually using only these for walking and running, resembling humans at least in their posture. Unlike humans, however, Wildfolk are in their core a very peaceful society, living in harmony with nature and other creatures surrounding them – which in gameplay terms means that playing on Arboreus is very much focused on working cooperatively.


Playing Wildfolk is very different to playing humans or demons. For one thing, Wildfolk are deeply connected to their mother planet. This means they draw power directly from the primal energy of their homeworld of Arboreus, which gives them a distinct advantage in combat. Secondly, most of their abilities are rooted in the arts of druidic magic – even the structure of their society is based on tribes and clans who are led by deeply respected High Druids.

Fights between Wildfolk and other races are defined by the former’s fast and agile movements, which means that Wildfolk prefer light armor and clothes over heavy equipment. In any case, Chadra, the Tiger-Kin, are formidable fighters, delivering lightning-quick and precise attacks, while Erwydra, the Hart-Kin, lean much more towards the use of nature-bound magic due to their more fragile body structure.


Arboreus is a warm, tropical world, full of forest and jungles, rivers and lakes, volcanoes and steppes. Although it is the homeworld of all the Wildfolk races, it can also be visited by the other races – at least if they know how to behave! Humans with a Good alignment are welcome too, at least for a limited time frame, surrendering some of their stats. Demons on the other hand, and players with Neutral or even Evil alignment are personae non grata on Arboreus, who will be attacked by the land and its many usually peacefully grazing inhabitants itself while suffering heavy debuffs! So you really need to become one with the mindset of the Wildfolk in order to be allowed to visit them for any longer period of time. If you’re good on Arboreus, nobody can and will attack you.

From a geographical point of view, Arboreus has a lot to offer – quite literally, as the map is about 56 km² in size (which translates into about 22 square miles). While the main environment here is the jungle and its coast, this world has a lot more to offer: Spend enough time on Arboreus, and you will encounter volcanoes, mountains, tundras, large beaches, swamps or steppes. This means that players have to actually care about their insulation in order to survive some of the harsher environments. Most of the time however you will roam freely in the lush jungles Arboreus is famous for, in which the Fractured Online Fashion Department recommends dressing in light layers as the climate can get quite hot. Not as hot as on a demon world, but it’s a jungle environment after all – they tend to be on the warmer side of things.


Strolling around the rich and varied landscapes of Arboreus, sooner or later you will discover a lot of creatures – new creatures that you are not going to find on any other world of Fractured Online! Most of them are fitting the theme of the world they’re living on, like Sea Turtles, Komodo Dragons, Giant Bullfrogs, Salt Water Crocodiles, Sea Crabs, Warthogs, Wooly Tapirs or Giant Rats – many of them big and mean and ready to deliver swift doom to any brash adventurer!

There’s also all sorts of lizards, starting very small and Gecko-like and ending with man-sized Iguanas. An assortment of insects like the Termidians, which are, as the name suggests, closely related to our infamous termites – on Arboreus they start as larvae before becoming spitters, warriors and even witches! By the way, we have good news for all players suffering from arachnophobia: there are no spiders on Arboreus!

However, there are many forms of Ogres – which you may know from Myr, but there’s a different brood waiting for you on Arboreus. There are Behemuts, really big, really strong and really awesome creatures! There are Bandits that you will only find at the coast as they do not dare walk deeper into the lands. And at the very top of the food chain there are… Dragons! Arboreal Dragons, Mountain Dragons and Ember Dragons, just waiting patiently for any all-too inquisitive adventurer. It’s like your mom used to say: don’t play with the fire-breathing lizard if you can’t handle the melting bones!


Playing the Wildfolk not only lets you encounter many new creatures, but also gives you a ton of new things to find! For example, there will be 40-50 new abilities available on this continent as well as many new resources to collect that you can then use for crafting and imbuing items. Also there’s a wealth of new lore to discover, as Arboreus is the domain of Elysium, one of the Good gods in the universe of Fractured Online – the very first god, to be precise. Who turned himself in the original planet (named also Elysium, like himself) and created all the other Gods. He is the one and only source of the natural energy flowing through the lands – as well as Nelena, another Good god, and also the goddess of the wild and mother of all Wildfolk. Do you want to learn more about the society of the Wildfolk? Their clans, their tribes, their High Druids, their fighting rituals, their offerings to their gods? There’s lots of wonderful new things to learn when dealing with walking Tigers and Harts.

One question remains though: How will you ever reach this brave new world? Well, you can travel there by means of a Stargate which you may know from the end of the introductory tutorial – later on they will feature quite a bit more spectacle though. Each continent has its own Stargate which can be activated for a brief period of time by consuming raw primal energy in the form of primal crystals. These crystals are only available on Arboreus, so Humans and Demons will need to trade with Wildfolk for them, or get some themselves whenever they manage to reach Arboreus. But that is something that we will dig into deeper in a later feature spotlight.

Until next time,
Your Fractured Online Team


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Feature Spotlight – Seasons

Seasons come, seasons go, they bring sunshine, they bring snow – and they also bring a wealth of exciting new features into Fractured Online!

The world of Fractured Online is filled with fun and adventure as it is. Here and now we’re going to tell you about a feature that will make visiting the worlds of Syndesia, Arboreus and Tartaros an even bigger pleasure – we’re talking about seasons!


Simply put, they offer you and your guild a competitive environment to deeply dive into. Complete in-game actions to receive points, claim the top spot on the continuously updated leaderboard and – if you and your fellow adventurers are tenacious and brave enough – reap the rewards that await at the end.

As soon as a season starts, many in-game actions that you master will grant you points that count towards a common result of the guild you’re a part of. And this is important: Only guilds are allowed to participate! Of course, you are more than welcome to find fame and fortune as a maverick in our worlds – but seasons are meant to be a group activity.

When you are a member of a guild, playing Fractured Online within a season means that you are automatically participating. Your actions will help your guild climb the leaderboard ladder, regardless of whether you started playing at the beginning of the season or two days before its scheduled ending.

When a season is over, the winners will be announced and showered in precious rewards – then a new season will start, with new leaderboards, new challenges, new opportunities and, of course, new incentives to give it your all!


Life in Fractured Online can be as exciting or as laid back as you want it to be. Do you prefer the daring life of a hunter, stalking your prey, spear at the ready?

Are you a highly focused martial artist, wandering the lands, seeking one challenge after the other, always on the lookout for an even mightier opponent? Maybe you are a friend of the quiet life, peacefully gathering plants and raw materials to become a great crafter, building nice things, and taking care of the community? All of these goals are equally valuable and useful – but you should really consider joining a guild, as having a community becomes highly important during a season!

If your guild owns cities, then it will gain a certain number of season points per day for each city owned, the value depending on the rank of the city – the higher the rank, the more points will come in. And if a city is part of a nation, it will accumulate even more points. If your guild feels adventurous, you may try and attack a neighboring city: A successful raid of a city controlled by a different guild gives additional points. Just as well as slaying a Legend does – mythical creatures, about which you can learn more here.

All of these points count toward a common goal: the sum total of your guild. You can always check out the current standing of your guild on the in-game leaderboards, on which the development of the competition is tracked at all times. And whichever guild has the most points at the end of the season, those are the winners. For the future we are also planning to make individual actions count towards season points – things like crafting special equipment or killing particularly challenging monsters. More on that will follow in a later spotlight.


We’ve mentioned several times now that there will be winners – but what is it exactly that you can get by being part of a season in Fractured Online? Well, for one thing, there are bragging rights, of course. Being an important member of the guild that managed to out rival its competition, that found itself at the very top of the leaderboard at the end of the season – that is quite a feat, and most certainly not something that can be achieved by just anyone. It requires a strong sense of comradery and teamwork to pull off, as well as a will to overcome unexpected challenges in order to stand out amongst other guilds in the end.

But of course, you can expect more than just the metaphoric rose handed to you and a pat on the back for all your hard work – there are also precious in-game rewards awaiting you and your guild mates! Once the victors of a season are established, the winners will receive their prizes. There will be several rewards eventually, but here and now, we will pick one very special prize to talk about: the City Relics!

City Relics are very rare and precious items, they award unique buffs when placed within the confines of a city, and will surely make your guild’s city stand out!
For example, if your hometown in Fractured Online happens to be really good for crafting, it could receive a blacksmithing buff – something that will increase the worth of the city immensely, attract new citizens, and is also something that no other city will have. Which makes it not only extremely useful but also very prestigious. More season rewards will be announced at a later point – but be sure that they will be just as amazing as City Relics as well as a great recognition to the winners for their impressive accomplishment.


Now, we’re still working very hard on the seasons as everything is still being balanced and polished to perfection. Which means that right now, we can not tell you exactly how long a single season will eventually be. It can be a month, it can be two months, maybe even four months – as soon as everything is set in stone, we will let you know (and try out for yourself) immediately. But one thing is for sure already: A season in Fractured Online will give you more than just entertainment!

If you happen to be a TV series fan, then you know that a new season usually starts with a big reveal, a drama, a twist – something that surprises, excites and moves you!

We have taken that to our hearts, which is why for each and every new season, we have something truly special for you in place.

After playing Fractured Online for some time, you will become very familiar with the concept of cities. Any guild can establish a city – all it needs is an unclaimed piece of land, 20 players, and some money. OK – lots of money. Once a city is established, it can become something truly big and shiny: Players can place roads and buildings, allowing them to start living a life within the walls of their guild’s hometown. And we all know how it is: Once a city begins to prosper, it can and will attract the attention of others – some peaceful… others less so.

Now, in standard play, one city can lay siege to another one – but only following certain rules, the most important of which being that only neighboring cities can start battling for ruling rights, as they need to be connected at the borders to do so.

But that particular rule does not apply at the start of a season! In the first two weeks of a new season, each and every city becomes vulnerable, regardless of their position – which means that you and your guild can attack any city, anywhere, and try to conquer it! What makes this big bang so special is that this is a very unique and rare opportunity when looking for a prime city spot – a chance to increase your area of influence that will not present itself again until the next season! So if you and your guild happen to have ambitious expansion plans, the two-week window at the start of a season gives you this one chance to conquer a city that you’ve maybe laid your eyes on for some time now but which was just out of your reach under normal circumstances. Maybe your settlers want to challenge a city that occupies a good location. Maybe you want to flex your siege muscles a bit. Or maybe you just want to get a better foothold in the world. Regardless of your reason, each season’s beginning fortnight is a prime time for expansion.


Once a season has concluded, the winners have been found, all prizes rewarded and the dust has settled, it is time for a new beginning: Seasons in Fractured Online will happen back to back – so the end of one season heralds the dawn of a new one. Every few months, depending on the eventual runtime of a season, the next chapter in the worlds of Fractured Online will greet you with new adventures, fresh challenges, and exciting battles. The first season will start in the summer of 2022.

We will make it known to all players when a season will end and when the next one is going to start, so that you don’t miss your chance for fame, glory, bragging rights – and of course, awesome loot. After all, what is the life of an adventurer without new and fresh challenges coming their way on a regular basis?

Until next time,
Your Fractured Online Team


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Feature Spotlight – Temperature & Weather System

Sweater? Check. Sandals? Um… check? Umbrella?! Where are we going that we will need all these items? Now that the temperature and weather system has been released, players will need to adapt to the game’s ever-changing landscape at a moment’s notice.

In Fractured Online, temperatures vary depending on 3 main factors:

  • World Biome
  • Time of day
  • Weather

The Fractured Online world is vast and diverse. Different biomes come with many unique features, including different temperature ranges. A biome’s temperature range is defined by a temperature/time curve that dictates the temperature variation of a biome during the day/night cycle.

The combination of biome and time of day defines its base temperature at any given time, which can then be altered further by different weather events, either in a positive or negative direction, depending on the event.

Temperatures aren’t implemented just to add a bit of spice to Fractured Online, but instead, they can influence the gameplay. More or less extreme temperatures may force the player to prepare differently before venturing into the world.

Generally speaking, venturing unprepared in a very cold climate may trigger the “Chilled” status effect on the player. Alternatively, venturing in a very hot climate may trigger the “Warm” effect. The “Frozen” and “Burning” effects, which usually occur respectively at 100 Chilled and Warm stacks, are never triggered by the temperature alone.

Different character races have different tolerance thresholds to temperatures, which can be further modified by worn equipment, abilities, and potions (potions will be added once alchemy is introduced in a future update).

To briefly explain the system, we will consider what happens when the temperature gets too cold and how it can be prevented.

  • The system is symmetrical for hot temperatures.
  • Each player has a minimum temperature tolerance, which solely depends on its race.
  • Whenever the temperature goes below the minimum temperature tolerance, the player is out of its comfort zone, and starts getting Chilled. Stacks are added at a rate of 1 stack every 10 seconds (the Chilled effect can have up to 100 stacks).
  • Stacks gained this way don’t decay over time (as they usually do).
  • The maximum number of stacks depends on how cold it is: for each 1°C below the minimum threshold, the maximum number of stacks increases by 10.

Let’s give an example:

  • Your minimum temperature tolerance is 5°C. The temperature is 0°. You currently have 0 Chilled stacks.
  • You start gaining Chilled stacks at a rate of 1 stack every 10 seconds, until you reach 50 stacks, since the temperature if 5°C lower than your tolerance (5×10 = 50).
  • If you travel to a slightly warmer area, let’s say 3°C, your 50 Chilled stacks will start decaying normally, until you reach 20 stacks, since you are still 2°C lower than your tolerance.

Finally, Chilled and Warm status effects are not exclusive to the temperature system. They can also be triggered by other outside influences, like player spells, and are countered by each other (chilled counters warm and vice-versa). Variations in the amount of Chilled and Warm stacks caused by external factors happen normally and are not influenced by the world temperature.

Returning to the example above:

  • You are now at 0°C and with 50 Chilled stacks. In these conditions, your stacks won’t decay nor increase.
  • Let’s say that a Fireball spell, among other effects, adds 50 Warm stacks to anyone hit by it. You are hit by a Fireball. Since you already had 50 Chilled stacks and each Warm stack removes 2 Chilled stacks, 25 of the 50 Warm stacks are consumed to remove all 50 Chilled stacks. The remaining 25 Warm stacks are added to you, so you end up with 0 Chilled stacks and 25 Warm stacks after being hit by that Fireball.
  • Now you are still at 0°C, which means you gain a Chilled stack every 10 seconds, up to 50. Similarly, to the effect of the Warm stacks on the Chilled stacks, whenever you would have gained a Chilled stack while under the Warm effect, you end up losing 2 Warm stacks instead.

It’s worth noting that Chilled and Warm stacks gained due to the temperature are added on a much slower pace than stacks gained from spells (1 stack every 10 seconds, as stated above). Spells always add 10+ stacks of either effect per hit and each stack decays in 0.1 seconds. This means that in extreme situations, a player may decide to hit himself with Fire or Ice based spells periodically to counter extreme temperatures.

A more orthodox way to counter extreme temperatures would be to wear adequate equipment. Most pieces of equipment come with a couple of special properties called “Heat Insulation” and “Cold Insulation.” Each property increases the player’s tolerance towards extremely hot and cold environments additively (NOTE: properties may also decrease tolerance if they are negative).

The table below shows an example of the effects of different pieces of armour to the base temperature tolerances of a player:

Some crafting materials also come with Heat and Cold Insulation properties, which are directly added to the final piece of equipment base values crafted with them.

Some spells like “Protection from Fire” and “Protection from Cold” grant you immunity to the Chilled and Warm status effects, which in turn may provide immunity to extreme temperature effects, at the cost of one ability slot and some mana/second to keep them active.

Potions that alter your temperature tolerances will also be added in the future.

In Fractured Online, the weather is determined by a dynamic system of circular clouds that can spawn in different zones within a continent.

Each cloud has its own life cycle: first it grows, gradually darkening the sun, then if it has a precipitation event assigned, it starts precipitating (rain, hail, snow, etc..) and gradually shrinking in size, and finally, as it reaches a smaller pre-determined size, it stops precipitating and starts dissipating completely.

Each cloud determines a specific weather event, and during its lifetime it determines the precipitation particle type, the wind intensity and turbulence, other special effects like lightning, and the temperature variation.

Each cloud, as stated above, is circular, and affects anyone within its range, which means that it’s possible for a player to enter a cloud while venturing in the world. Weather events in Fractured are not continent-based, but location-based!

All the effects of a cloud are interpolated depending on the distance from the center of the cloud. That means everything will be more intense in the middle and less intense at the borders of the cloud so that players will experience a gradual variation of the weather while entering a cloud zone.

Although quite rare, two or more clouds could potentially overlap, in which case the player will experience a mix of the effects from both clouds, weighted depending on the intensity of each cloud in that specific position and normalized between the two.

Each continent has different pre-determined weather zones with each zone offering a different setup. This determines the chance of a cloud to spawn within is range, the maximum number of clouds existing at once, the size of the clouds, and the type of clouds.

So far, we have 4 types of weather clouds, each one with a low intensity event and a high intensity event:

Cloud Type Low Intensity Event High Intensity Event
Storm Rain Storm
Thunderstorm Rain Thunderstorm
Sleet Storm Rain Sleet Storm
Blizzard Snow Blizzard

Note that not every cloud reaches its highest intensity. For example: a small Storm cloud may only result in a Rain event during its entire life cycle.

Right now, all the cloud types we have deliver a negative effect on the temperature. In the future, things may change as we add special events like firestorms, meteor strikes, acid rain, and other special events!

Please note: only the temperature system is available in the patch released on April 27, while the weather system is set to go live the following week.

It was the Heat of the Moment

As you can see, our temperature & weather system can and will influence each player’s adventure through Fractured Online. Whether it works in their favor or against completely relies on how prepared they are when met with a rainy day.

Bug Fixes

The update doesn’t only bring a new system to life, but plenty of bug fixes as well.

You can check them out in this forum post if interested!

Enjoy Fractured Online!


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Feature Spotlight – New Continent

The Syndesia you know and love is growing! Aerhen’t you excited? Here’s a look at what you can expect from 40 square kilometers of interactive environments, diverse biomes, and dangerous enemies!


Carefully crafted to provide all those who visit with a realistic adventure, Aerhen isn’t for the faint of heart. Syndesia’s newest continent has been cut to size and its content curated in order to make every minute a gameplay meaningful. Frigid temps*, torrential rain*, and evil elementals are just a few of the challenges you’ll face on the variety of terrains you’ll traverse. Let’s take a closer look at these and more!

About Aerhen


No matter what they say, size does matter, and we’ve found the sweet spot: 40 square kilometers. This is the perfect size not only for a balanced mix of free exploration, planned journeys to acquire coveted items, and realistic interaction with fellow players, but also maintains smooth technical performance in the background, securing you a pleasurable gaming experience!


It’s never a bad idea to check the weather forecast before heading to Aerhen. This continent introduces unique biomes where you’ll encounter new monsters and learn to navigate challenging environments. But learning to adapt to this new land is worth it, because divine energy is pulsing through the Temples of Galvanos.

The mountainous regions on Aerhen are a thing of beauty, and as you climb the rocky terrain, you’ll also begin to see patches of snow as the environment changes.

Just on the outskirts of the grassy terrain known as steppe, colors combine to create a beautiful scene.

The tundra is where you’ll find foliage rich in many shades of red. Situated slightly lower than the mountains, you’re a step away from the more dangerous regions of Aerhen, making it a perfect place to set up camp.


Fire, rain, crystal, ice – these monsters don’t play nice, no matter shape or size!

Primelings, crawling creatures with crab-like arms and claws, are among the smallest enemies you’ll encounter on Aerhen. Elementals come in a pairing, normal and greater, with the latter doing more damage and being harder to beat.

Jotunns also have their place on Aehren. While the ultimate jotunn looks like the stuff of legends, summoned from the depths of hell, you’ll also come across warrior and mage jotunns, to name a few. And speaking of legends, beware of the monstrous mammoths!

And if those aren’t enough to keep you on your toes, you’ll also need to keep an eye out for goblins, spiders, and bandits – oh my!

But all of these enemies are worth encountering and conquering, because there are over 40 abilities to learn and many opportunities for magic!


Abilities, however, aren’t the only reason to visit Aerhen. What else will you find on this continent? Rich resources! You might have acquired silver and gold on Myr but still haven’t found charcoal or crystal. Thanks to a variety of elements and climates, many minerals are yours to be harvested.

Getting to Aerhen, however, is no easy feat. It’s expensive (a minimum of 1,000 coins) and can only happen via a harbor. And the more equipment you take with you, the costlier your trip will be. This means you’ll want to consider producing items on one single continent and bringing them back to your settlement rather than hauling raw materials with you.


Now that you know a little bit more of the 40 square kilometers or fresh content coming your way, it’s time to do some thinking about how you’ll take advantage of the 40 square kilometers of opportunity! Because Aerhen isn’t just a continent to visit, it’s a continent to call home. Those craving realistic, interactive environments and the feeling of not just playing an MMORPG but living inside of one will find their desires fulfilled on Syndesia’s newest uncharted territory.

Come for a visit and stay. You won’t regret it!

*PLEASE NOTE: Weather effects will not be available at Fractured Online’s Closed Beta launch. Instead, it will be available shortly afterwards.


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Feature Spotlight – Competitive Gameplay


Now that we’ve taken a look at what it’s like living in the world of Fractured Online, exploring player cities and the Knowledge System, let’s dive into what it’s like interacting with others and the environment… and by interacting, we of course mean everything from peaceful, cooperative gameplay to downright aggressive and cutthroat competition.

Both PVE and PVP have their place in Fractured Online, with each race and planet emphasizing different aspects. This not only allows you to find the gameplay style you find most enjoyable, it also provides you with limitless combinations, many of which you can adjust on a sliding scale.

While it might be tempting to label races and planets as “the PVE planet” or “the evil race”, we wanted to create a PVP and PVE system that reflects how truly unique and complex a MMORPG sandbox world can be – and that’s anything but simply black and white. So, let’s take a look at a few of the shades of gray in between!


In Fractured Online, each character is always categorized as Good, Neutral, or Evil. These three titles, built on the classic D&D moral spectrum, are collectively known as Alignment. If you’ve been following our past spotlights, then you know this is going to play out in your overall gaming experience.

Just as characters can change by gaining experience and developing their skills and talents, they can also change in terms of their Alignment. This simply means your character is not set in stone. The options you have to choose from, however, may be restricted by your choice of race and location, as well as your karma.

Karma is the indication of where your character stands between good and evil. It ranges from -10,000 (Diabolic) and +10,000 (Holy), and changes according to your behavior in game – how you interact with other players and the environment, which gods you worship, and more. When your karma is below zero, you are restricted to the Evil alignment. Otherwise, all the three options are open to you.


Each race has its own unique relationship to Alignment.

  • Humans can choose any alignment.
  • The Wildfolk are born with positive Karma and are restricted to a Good alignment.
  • Demons are straight up Evil!

So, what sets the Alignments apart from each other?

When flagged as Good, you’re not allowed to perform any hostile action against other players flagged as Good or Neutral. This means no basic attacks or targeted spells against Good and Neutral players, neither looting them nor giving them a fatal blow. However, such actions can be performed against Evil aligned players, and will even earn you Karma points!

Neutral flagged players are allowed to perform hostile actions against Evil players, just like Good players can, but also against fellow Neutrals, without losing Karma. This makes it the perfect alignment for those of you who are looking for a chance to PvP against like-minded players. Considering the Neutral alignment is also required to engage in end-game PvE events on Syndesia such as Legend summoning, we expect most competitive guilds will choose to be Neutral.

As for the Evil alignment, there are a few reasons why you could be on this path in Fractured Online. Maybe you’re a Demon, or you “just” wanted to engage in criminal activities such as stealing or murdering and looting innocent players. No matter what got you there, when aligned as Evil, you’re in a high-risk situation, since anyone can hunt you down and you may even end up in jail, as explained further below.

Luckily for you though, it’s not enough to get you cast out of society. You can still enter settlements and even gain the attention of some not-so-kosher NPCs.


So how do you change your karma? By choosing the right (or wrong) actions!

PVE is a general way to adjust your karma, not one to radically change your alignment. Killing Good creatures triggers a loss in Karma Points, while slaying the Evil ones triggers a gain in Karma Points. Exceptions to this rule are race-based.

Moreover, the gods you choose to worship can also affect your Karma, as once a day at a temple of your choice you can make a Shrine Offering – a donation of hard-earned gold.

These shrine offerings are an effective – albeit expensive – way to change your Karma towards that of the god you’re donating to. Offerings given to Elysium, Tyros and Nelena have a positive effect on your Karma, while money pledged to the dreadful Babilis cause a heavy Karma loss. Donations to Neutral Gods such as Iridia and Galvanos instead have no impact on your moral stance.

Other than (possibly) changing your Karma, a Temple Offering increases the favor of the God towards you. If high enough, you might even get bestowed a Divine Blessing, or assigned a Divine Quest to carry out!


Now you know what it means to choose an Alignment, how your race and your Karma restrict your possibilities, and what the consequences of each choice are. It’s time to have a look at the three planets to see how each Alignment functions there!


The lush forests and crystal-clear lakes aren’t the only reason to visit Arboreus. The primal crystals that can only be found there are a valuable resource for all races, and there are plenty of unique abilities to be collected.

Home to the peaceful Wildfolk, this planet is void of non-consensual PVP, thus free from killing sprees and general hostility.

Humans with Good or Neutral alignment are allowed to walk the lands of Arboreus for as long as they like, thus being able to explore a good portion of the world at once, collecting resources and acquiring knowledge.

If instead you’re aligned as Evil and manage to make it to Arboreus, you’re in for some trouble. Elysium’s primal energy will start repelling you at once, draining you of all the vital energy you have, meaning you can stay on the planet for a limited time only.


While Syndesia may not be flowing with primal energy, it still exists as a planet where all characters can travel to, which has ultimately turned it into the economic center of the Elysium System.

Where you spend time on this planet is going to determine the sorts of interactions you can expect. Player towns are safe from PvP, but protection can only be offered outside city walls by sovereign guilds and alliances. Since this makes room for criminals, a special Bounty Hunting system has been put in place to handle them.

Governors can choose to erect a jail in their town. Players with high enough Karma can earn the title of Bounty Hunter by taking up a contract with the jail, which also locks them into Good alignment until the contract ends.

When knocking down evil players, Bounty Hunters have the option of imprisoning them. When imprisoned, the criminal character serves jail time and leaves their equipment and items behind. Jail time can be served or cut short by paying gold. Should a character lack enough gold to be released on bail, a friend can also pay the fine and demand their release. The bail money is then split between the Bounty Hunter and the city.

Wildfolk on Syndesia aren’t privy to the power they harness on their home planet. Though they can visit as long as they like, they will need to seek shelter in towns willing to allow them in.

Syndesia doesn’t outright reject Demons, but they do begin leaking vital energy when too many hours are spent away from Babilis. Should they be on Syndesia during an eclipse, then their powers and energy remain as long as Tartaros is casting its evil influence on the Human world.


It’s all fun and flames on Babilis’ playground. These hellishly hot wastelands are paradise for all hardcore MMO players who want to enjoy competition at its finest.

PvP on Tartaros is strictly Free-For-All, aside from the Nests where new Demons are born, and no punishment or limitation is imposed on Evil characters. A visit to this planet should be well planned!


As you have read, the PVE and PVP systems in Fractured Online haven’t been developed to give you a generic, cookie cutter experience, but rather to provide you with a palette of options that allow you to navigate environments and interactions based on the gameplay you currently desire. As your desires change, so can your gameplay.

Fractured Online is about giving you a truly free MMORPG experience and PvP is a part of that. That’s why we’re giving you the freedom to play PvP your way.

Until next time,
Your Fractured Online Team


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Feature Spotlight – Towns and Tech

Attention fellow gamers and MMO enthusiasts: it’s player-made towns time!

Because we know many of you can’t wait to learn about all the other interesting things, we have prepared for you, here’s a summary of what to expect.


In Fractured Online, your world is not only what you make of it but also what you make it. Towns and housing play an especially important role in that aspect because they serve as your base of operation. As with all our features, we don’t want to exclude any part of our userbase from enjoying the game, and that’s why we’re giving everyone plenty of options on how to live their social life.

The town system we’ve built has something for everyone. Lone wolves can claim their own lot of land outside of a town. Here they can build a home and basic crafting stations. More social players can instead band together and start a settlement or join an existing one. Because settlement membership (also known as citizenship) isn’t directly related to guild membership, the possibilities of your own unique network are endless, allowing for completely adaptable gameplay and progression.

For the more ambitious among you, becoming a settlement’s governor is worth considering. Recruit at least 19 fellow players to join your group of settlers and claim the role of governor, complete with the authority to grant settlement membership, excommunicate members, decide where to place buildings and which technologies to invest in.

As you can see, towns have a lot to offer. Let’s take a closer look at them then, starting with where they can be created in the first place.


Town Location

Just like how the best fiction is based on reality, the best MMO experience mimics real life, and our housing system does just that (though maybe not life in 2022!) What we mean is that where you place your town matters. You’ll first want to consider which gaming aspects you’d like to invest in, like blacksmithing or carpentry, and if those resources are nearby. After all, you won’t want to haul wood halfway across Syndesia just because you’ve joined a town on the outskirts of a copper mine.

To make it more interesting for everyone, we’ve created predefined town areas.

Those areas are locations where a village or city used to exist on Elysium in the days before the Fracture. They are yours to claim and develop a new settlement. If abandoned, you’ll find monsters roaming around as well as the ruins of buildings past.

In addition to player towns, each continent features a couple of NPC towns. These serve as starting locations and hotspots for new players. They feature basic facilities that cater to the basic needs of players and can’t be conquered.

So you’ve found the perfect place for your town. It’s got all the resources you want nearby. Now it’s time to start your settlement.

Wait! Not so fast… you’re going to have to find 19 fellow players, regardless of which guild they belong to, to join you. A town spot can only be claimed by a group of 20 players that have banded together. The maximum count of members in a settlement depends on the number of plots available in a Town. Larger guilds that exceed the maximum can split up into several settlements and help each other out.

While each character you create is free to join any guild, there can only be one settlement membership per account, meaning each of your characters will belong to the same settlement.

Being the governor of a town comes with perks and responsibilities. Not only will you be able to set the purchase price of residential lots of land, decide the tax rate applied to people and shops in town and manage the town’s money, but you’ll also be entitled to managing settlement membership as well as town layout, meaning you’ll decide who gets to join and remain a member of the settlement and which buildings go where and how much you’re willing to invest in each branch of the tech tree.

Town Progression

Just as Rome wasn’t built in a day, your town won’t be finished in one day either.

Settlements in Fractured Online are broken down into 15 ranks across three stages.

The first stage is called a Hamlet. All settlements start here. From there they progress to Village status, and then ultimately to Town status.

How do they progress? Through gold, prestige, and upkeep costs.

Prestige points are based on the number and types of buildings a town contains. Gold (in-game currency) is consumed only when ranking up a town, while upkeep also has to be paid on a regular basis, and consists of different types of edible resources (cereals, proteins, and vegetables)

As a town grows and climbs to ranks, it is rewarded with research points. Those points are for the governor to invest in the tech tree, ultimately allowing to unlock skills and crafting and enchanting possibilities.

The current tech options include Tailoring, Masonry, Witchcraft, Carpentry, Blacksmithing, Trading, and Religion. As your settlement increases in rank, specific skills in each branch are unlocked according to settlement status.

As the number of ranks and therefore research points are limited, you’ll need to decide wisely which branches to invest in and which skills to unlock. Will your town become known for enchanting jewelry or for shaping steel and copper into the best weapons around? That’s up to you as governor.


We also know the hustle and bustle of city life isn’t for everyone. That’s why we’ve also created housing options for those who prefer to settle outside the town walls.

Residential areas are also predefined. There you can claim your own personal land parcel in which to place your own building and develop it as you like, free from the control of any governor.

Just like towns, you’ll have to work to keep your lot maintained, but you won’t have as many possibilities like you would as a town citizen. Crafting possibilities and how far you can develop a personal land parcel are limited, but governors can decide to open up town crafting shops to everyone or to residents of the region controlled by the town. Therefore, you’ll want to think about how you’ll play Fractured Online in the long run and what sort of network you’ll want to build.

Since guild membership, settlement membership and housing location aren’t directly related, you can play Fractured Online how you want to.


Now that you know how the housing system works, it’s time for you to decide how you’ll play. Will you form a group or join an existing one? Will you focus on growing your town into a self-sufficient community or turning it into a hub for trading and crafting? Will you hold a monopoly on coveted resources and amass unfathomable amounts of money and enemies? As that is certain to lead to one war or another, let’s focus on those in another spotlight in the future.

Whatever path you choose, it’s yours to follow and yours to deviate from.

Fractured Online is an open world. Open to possibilities. Open to you. We’re excited to welcome you!


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Feature Spotlight – Character Creation, Attributes and Resting

Hi, fellow gamer and MMO enthusiast!

In the last Feature Spotlight, we’ve given you an overlook on the types of abilities available in Fractured Online and the Schools of Magic & Fighting that group them – giving you a good idea of what attribute(s) influence the power of each school.

Today, we’re going to discuss each attribute in detail and how your choice of race and family influences your attribute assignment decisions during character creation.

Last but not least, we will cover the missing bit of the Knowledge System – the Resting phase, through which the concept of “every day a new gameplay” comes to life.


Character creation in Fractured Online consists of three main steps:

  1. Choosing your race
  2. Assigning your attributes
  3. Defining your character background

The choices you make in this phase are impactful, since they have a strong effect on how well your character will do when dealing with different ability schools and combat scenarios. They’re also persistent, in that you won’t be able change your character’s race and attribute distribution in game – unlike what you can do with talents and abilities.


The choice of race is the most impactful you’re going to make in your Fractured Online experience. As already described in other spotlights, it determines on which planet you start your journey and the ruleset you’ll be subject to.

Other than that, different races – and families – come with a set of advantages and disadvantages such as unique abilities and backgrounds, basic statistic modifiers and attribute variations – the latter of which are covered in the next paragraph.


Once you’ve selected your race, it’s time you decide how to set your main character attributes: Strength, Dexterity, Constitution, Intelligence, Perception, and Charisma.

For starters, 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 six (6) up to their cap, which normally is 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 must 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.


In this last step, you can choose the past of your character. Each kind of background grants you a different set of abilities already studied and sets you on a different path during the new character tutorial.

One thing worth noticing is that all character backgrounds available are pre-defined – you can’t choose the exact abilities you already know. This choice has been taken to make new heroes always start with a set of abilities that synergize properly with each other, allowing new players to have a more effective early game experience. Once your character learns new abilities and gains talent points, its background will no longer be significant anyway.

For more information on ability learning, talents and overall character growth, check out the last Feature Spotlight on the Knowledge System.

…and just to reiterate: while the chosen background gives you a set of abilities to get you started, these are not just available for a specific background, as all abilities can be learned by any character at one point. In other words, these presets are just to get you started a little quicker.


The following paragraphs cover the effect of each of the six attributes in brief.

For more information on what types of abilities they influence in detail, have a look at the Skills, the freedom of choice Feature Spotlight!


Strength is a measure of the raw physical power of your character, determining how hard it can hit with most medium/heavy melee weapons and how much weight it can carry. It also grants a significant bonus to maximum health and increases the effect of most Warfare abilities, plus some Martial Arts abilities.

Strength is the main attribute for heavy melee hitters that want to deal the highest damage in the game, being able to wield massive 2-handed weapons effectively.

A character heavily focused on Strength wants to end a fight as quickly as possible with a small amount of devastating hits, stunning and knocking down its opponents, especially as it often lacks the physical and mental resources to sustain lengthy battles.


Dexterity is a measure of the speed, nimbleness, stealth, and sleight of hands of your character, determining its evasion ratings, its attack speed, the stealthiness of its actions and its proficiency with lockpicks.

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 small, fast melee weapons. The schools of Assassination and Martials Arts benefit the most from Dexterity, but some Hunting abilities do as well.

Reacting quickly to any situation is the key to the success of a Dexterity-based character – and it has all it needs to do so effectively.


Intelligence is a measure of the magical power of a character, determining the intensity and cooldown of its magical spells and natural resistance to magic. It also determines the maximum value of mana and its regeneration rate.

Magic tricks and incantations represent the full extent of the offensive and defensive power of a sorcerer, which makes Intelligence paramount. Moreover, a reliable pool of mana can make the difference between success and defeat, especially since powerful wizards usually achieve their powers sacrificing most of their physical strength.


Constitution is a measure of the physique and endurance of a character, determining its natural resistance to crowd control effects and giving a large boost to its Health. Constitution also increases the effectives of most consumables and allows a character to tire less quickly.

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.

Fighters willing to enhance their powers with alchemical concoctions also benefit significantly from a high Constitution score, which not only increases the effect and duration of most potions, but also grants the character a natural resistance to the negative side effects of the most powerful ones.


Perception is a measure of the accuracy and observation skills of a character, determining its chances to score critical hits, its accuracy rating and its ability to spot hidden creatures.

The schools of Hunting and Divination benefit the most from Perception, but some Assassination abilities do as well.

Some people need years of study and practice, others just get it naturally. Instinct, keen sight and acute intuition are essential for bounty hunters, rangers, and… assassins!


Charisma is a measure of the leadership and mental abilities of a character, determining the number of pets and companions it can control at once, its ability to charm other creatures and its affinity with mental abilities. Moreover, it determines the base luck of the character.

Some say luck is blind, but knowing yourself and having faith in your abilities often helps a lot! Charisma is used by leaders and kings to raise among people, by minstrels to convey emotions to the souls of their audience, by tricksters to deceive their victims with illusions, and by trainers to earn the respect of their pets.

When chances between life and death depend on the throw of a dice, Charisma makes the difference, skewing the balance towards the best result.


As already explained in the Knowledge System spotlight, your character can eventually learn all the abilities available in the game, but he’s only allowed to use a subset at the same time.

This limitation is where Fractured Online flirts the most with the MOBA genre, allowing you to shape a different “hero” before embarking in any kind of adventure to better tackle the scenario you’re going to face or find the right spots in your friends’ party.

In this chapter, we’ll be discussing how this feature is implemented in practice by outlining its two-core mechanics: resting and memorization.


The resting mechanic is quite straightforward. When you start a resting phase, your character sits on the ground, and you are presented with a menu through which you can re-assign your talent points and choose the spells and abilities you want to memorize for your next adventure.

Resting involves no forced waiting time – once you’ve made your decisions, just confirm them and your hero will be ready to go. Moreover, it will have recovered all of its health and mana, and be cleansed of all negative status effects besides long-term curses and diseases.

There’s no limit to the number of resting phases you can take in a day – but of course they would lose all their strategic importance if you could have one at any time! That is why you can rest only in a safe location where your character can sit in front of a fire – be it your home, a friend’s mansion, a public tavern, or even campfire, although the latter doesn’t allow you to concentrate enough to memorize new abilities and talents.


As we explained above, the number of abilities you can memorize during a resting phase is not fixed. This means their number can be greater than what fits the ability hotbar at the bottom of your screen! How are you able to use them all in combat then?

Well, you can’t – not at the same time at least, since spells in your hotbar are the only ones you can actually cast. At any time when out of combat, however, you can take an ability out of the hotbar and replace it with a memorized one of your choice. This operation is not restricted as resting phases are – it’s enough you aren’t in the middle of the action really!

See you soon and, as always, don’t forget to let us hear your voice on our community boards and social media!


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Feature Spotlight – Skills, the freedom of choice

In the last Feature Spotlight, we’ve revealed how character progression works in Fractured Online, outlining a set of game mechanics collectively known as the Knowledge System.

While we hope we’ve been thorough with our description, we’re aware that there is much more to Fractured online systems and mechanics. So let’s try and shed some more light on the question: “Alright, the knowledge system sounds great, but what can you actually learn in the game?”.


Abilities in Fractured Online are grouped into different categories known as schools of magic and schools of fighting. This classification is both logical and practical in the UI of the game – you can catch a glimpse of it in the Knowledge System-Spotlight screenshots, but your hero is actually able to learn all the abilities in each school with no restrictions and in no forced order!

When reading the paragraphs below, you might end up associating schools to the classic concept of “classes”. While spells belonging to the same school indeed share a common “theme” and often synergize with each other, you’re hardly meant to build your character using only one school. On the contrary, the system is designed to incentivize you to mix different schools according to the role you have in mind – which could be a canonical RPG archetype, that of the MOBA champion you really like, or a hero designed to overcome a specific challenge.

The examples above are just the first ones we could think of – we can’t wait for you to be the creator of unexpected awesome buildings that will blow our minds!

And now, let’s do some magic!


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The school of Abjuration includes a vast array of powerful protection spells, coupled with several ways to negate, or modify the effects of other magical or physical abilities.

Knowledge of Abjuration allows the caster to grant immunity to magical and physical attacks, absorb or reflect hostile magic, and generate auras that negate the adverse effects of the elements. A typical user of this school is also good at disrupting the magical defenses of the opponents, leaving enemy sorcerers helpless and turning them into easy targets. Some Abjuration spells even allow the caster to banish items and beings out of existence for a limited time and to trap foes into alternate dimensions.

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


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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 enhance items and beings physically or structurally. 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.


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Conjuration spells allow the caster to summon items and creatures from faraway locations – or even parallel dimensions! – to be used to its own advantage.

All conjuration spells are based on the instantaneous (or very quick) transportation of matter from one place to another, without being able to change the shape or structure of what’s been summoned or relocated. A good example of this peculiarity is the ability to summon flames at a specific location, setting a large portion of environment ablaze, but without being able to further interact with the fire – such as forging it into a ball and hurling it towards an opponent.

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


The school of Divination includes most of the utility spells available in Fractured Online, offering ways to identify items, detect and dispel illusions, locate hidden threats and treasures and spot invisible creatures.

In combat scenarios, Divination allows the caster to amplify its senses dramatically, increasing the perception of its surroundings to the point it becomes able to predict how most events will unfold in the near future. A few abilities of this school can even allow the caster to transcend the boundaries of the mortal domain for a short time to communicate with the gods themselves – assuming they are willing to listen, of course.

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


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The focus of spells belonging to the school of Enchanting is to infuse elemental powers into items and creatures to create temporary or permanent magical effects.

This school is extremely flexible thanks to the large variety of spells at its disposal, with an important limitation: Enchanting abilities can’t structurally change an item or the body of a creature. Its effects are instead limited to what elemental infusion can perform, such as making an item tougher, increasing the muscular power of a friend or the reflexes of the caster. Users of Enchanting can even apply its principles to crafting, creating powerful items able to improve the combat ability of the person holding them, which can be subsequently sold or traded.

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


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Spells belonging to the school of Illusionism use their power to mess with the minds of other creatures, sometimes to the point of causing physical damage to the victims.

Mind manipulation can take place in two ways – by hitting a single target, or by enchanting a whole area, affecting the minds of all the creatures that step into it (or sometimes just look at it). The most powerful and realistic illusions can hurt even the most intelligent creatures or trap them into horrifying nightmares.

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


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The school of Invocation includes some of the most devastating spells available in Fractured Online. They are created harnessing elemental powers and mixing them with raw magic to shape them, guide them, and enhance their destructive nature.

To keep these forces under control, it is mandatory for the caster to maintain a delicately balanced flow of mana, which is one thing this school has mastered to perfection. Indeed, some of its mana-controlling techniques allow the caster to store spells for later use, to combine different ones to generate new powerful effects, and to cast enchantments that take effect automatically when the right conditions are met.

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


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The school of Necromancy mastered several ways to steal, extinguish or manipulate the energy flowing within living creatures.

Necromancy spells deal with powers that bring death or decay, but they’re also able to corrupt Elysium’s primal energy and infuse it into the bodies of fallen creatures and mechanical constructs, animating them into new, twisted forms of life. Moreover, thanks to blood magic techniques, the caster can link its own energy to that of other creatures in order to create powerful connections to spread curses and ravage its victims from within.

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


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The school of Restoration grants its user several ways to fortify, restore and purify the energy flowing in all living creatures.

Restoration spells are used to heal wounds, remove negative effects, and in general to restore the energetic balance within the body of the target. Due to their nature, they tend to be harmful if used against undead and other creatures animated through Necromancy. Some of the spells from this school have seemingly divine powers, such as the ability to completely heal a creature, bring it back to life, or even infuse it into constructs and other inanimate objects – without the corruption created by Necromantic spells.

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


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The school of Martial Arts includes a set of fighting techniques typically adopted in unarmed combat.

Martial Arts abilities are close-combat, quick-blocking and counter-attack maneuvers that take advantage of the strength of the opponent to catch it off-guard and land critical hits. Most of the abilities in this group require a high degree of mobility from the fighter, which forces it to wear light to medium armor sets. To overcome this lack of protection, the users of Martial Arts have developed several techniques to strengthen their bodies, allowing them to compete with heavily armed (and armored) opponents.

The power of most abilities belonging to this school depends on the Dexterity and Strength of the fighter.


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The school of Warfare encompasses several combat techniques typically employed by warriors in armed melee combat.

Most Warfare abilities are designed to be performed with medium and heavy melee weapons, including swords, great swords, blunt weapons and polearms. Most can be used holding a single weapon or dual-wielding, and some even swinging shields. This school also counts a few mobility skills that allow the warrior to charge into the fray and overwhelm the enemies with brute strength.

The power of most abilities belonging to this school depends on the Strength and Constitution of the fighter.


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The school of Assassination includes a set of deadly, silent combat techniques used by murderers to quickly kill or debilitate their targets.

Users of Assassination abilities usually fight with light weapons such as claws, daggers and short swords, and wear light equipment to approach their targets stealthily. Due to their vulnerability, they rely on dexterity to dodge incoming attacks and move around opponents, disorienting them and catching them off guard. Stepping unnoticed and killing the target without the latter perceiving the danger is crucial for a skilled assassin, who can also rely on poisons and traps to debilitate unaware victims before they can react.

The power of most abilities belonging to this school depends on the Dexterity and Perception of the assassin.


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The school of Marksmanship is used by archers to enhance their attacks with bows and crossbows, allowing them to hit multiple targets at once and aim at vital spots, inflicting critical wounds and debilitating strikes.

Marksmanship is a crucial school for hunters who want to silently kill their targets from afar, as well as for city guards during sieges. Additionally, proficient Marksmanship users mastered ways to craft and shoot different types of arrows, made with special materials and soaked with poisons, in order to inflict the maximum amount of damage to their victims.

The power of most abilities belonging to this school depends on the Dexterity and Perception of the archer.


The school of Musicianship encompasses several abilities that can infuse a hint of magic into songs and plays to dramatically increase the impact music has on the souls of the listeners.

Bards and minstrels using Musicianship can manipulate the emotions of other people triggering their most basic, animal feelings. Their music can influence any living creature able to hear the performance, but the effect usually doesn’t last for long – when the music stops, any affected being soon snaps out of the enchantment. Some Musicianship techniques even allow for the compression of mana into sound waves able to damage the creatures they collide with – a far less pleasant kind of tune.

The power of most abilities belonging to this school depends on the Charisma of the bard.


The school of Leadership is for those who want to boost the morale of their team or intimidate their opponents.

Strong Leaders empower themselves and their team with motivating shouts, encouraging them to strive and strike down their opponents. These buffs give the extra strength to turn the tide. But not only buffs will help to overcome the next challenge. Enemies should fear the debuffs and demotivating abilities a Leader can use, lowering their mighty combat abilities.

The school of Leadership purely depends on the characters Charisma.

As you can see, Fractured Online offers complete freedom when it comes to character creation and how to survive. Combining all magic and combat skills, Fractured Online will offer 400 different skills to explore, learn and master, giving you nearly endless combinations to play the way you want to play.

Join the Fractured Online community today and start your new adventure!


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Feature Spotlight – The Knowledge System

Before we begin, let’s make sure we are all on the same page: progression on Fractured Online is neither level- nor skill-based, to avoid the usual grind that comes with skill progression in comparable games.

To still provide a sense of progression and long-term achievement, Fractured Online introduces a new experience called the Knowledge System. This game mechanic combines the following rules:

  • The core strengths and weaknesses of your character are defined during character creation by setting your attributes. Attributes don’t increase during gameplay, but a free “respec” is provided in case you’ve made a mistake during character creation.
  • Aside from equipment progression, your character doesn’t really become stronger over time. Instead, it gets more knowledgeable. This happens in many ways, but one above all: the array of abilities at its disposal becomes larger and larger. This, coupled with the Resting system, allows you to design a ton of situational builds to engage in different scenarios more effectively.
  • A minor exception to the rule are Talents, explained later in this journal. Talents don’t create a huge power gap between newcomers and experienced players though, as they are mostly useful to fine-tune your character builds.

Let’s look at the system in more detail now!


In Fractured Online, Knowledge Points can be seen as your personal progression currency”, which you acquire over time while playing the game. Once earned, you can spend them to obtain Talent Points and start learning new abilities.

Unlike the usual “experience points” you can find in most MMORPGs, in Fractured Online grinding (repeating the same action over and over) is not the way you earn Knowledge Points. Their acquisition takes place naturally during your gaming sessions – and the more varied the things you do are, the better!

Let’s have a look at the four main situations that lead to earning Knowledge Points.

  • Exploration. A new character in Fractured Online not only has just a basic awareness of combat and magical arts, but is also oblivious of all the points of interest of the world it lives in. This ignorance is reflected in the world map, which is dotted with little questions marks. If you want to become a knowledgeable explorer, you need to travel through every region of the world to document all the locations that are marked as undiscovered. Whenever you do so, you are awarded with Knowledge Points according to the importance of the place you’ve visited.
  • Bestiary. The bestiary is a personal diary where you store all the information on the types of creatures you’ve interacted with and/or defeated. New entries in the bestiary only report the most basic information on a creature, such as its name and species. Multiple interactions / kills gradually reveal more detailed data on the creature, including its attributes and abilities. Every time you increase of your knowledge of a creature, you are rewarded with Knowledge Points!
  • Resources. As with creatures, your Book of Knowledge contains a section dedicated to your discoveries of natural elements, including plants, trees, and different types of minerals. Obtaining the full knowledge of each resource is rather quick as it doesn’t involve combat, but figuring out where each resource is located is no easy feat!
  • Lost Tales. Lost Tales are among the hardest items to obtain in the world of Fractured Online. Fragments of a Lost Tale are only awarded to the players who manage to defeat one of the Legends, mighty world bosses that can be summoned in the remotest locations of each planet. Reading a fragment for the first time consumes it and awards you with a fixed amount of Knowledge Points according to its rarity.

OK, now you know how Knowledge Points are earned. Let’s get into the core of the Knowledge System and find out how they can be spent.


Unless you’re entirely new to the world of RPGs, you’ve likely had to deal with Talents already in one way or the other. This is what your Talent Tree page looks like in Fractured Online:

At a superficial look, this is not much different from a canonical MMORPG talent system. Whereas in classic MMORPGs you gain a new Talent Point once in a while when leveling up, in Fractured Online you’re free to choose when to obtain one by spending a fixed amount of your Knowledge Points. The Talent Points you have – up to 60 – can then be assigned to the nodes of your Talent Tree. The latter is divided into six branches, each focused on one of the main character attributes, plus 6 “hybrid” branches.

In classic MMORPGs, moreover, I’m sure you’re used to thinking very carefully before allocating a Talent Point, knowing there is no way back – at least not without having to open your (real-life) purse. That’s not the Fractured way. Here, you can re-assign your Talent Points as many times as you want during a Resting phase. Yes, that’s it: just sit down in front of a fire change all your Talents to match the stats and abilities of your Hero, just like you do before a match of your favorite MOBA! You can also handily save pre-defined configurations.

One last remark before closing this paragraph: if you’re afraid Talents create a power wide gap between new and experienced players, you can stop worrying already! Talents are certainly an important complement to a character build, and we’re sure different setups will be widely debated in the competitive crowd. However, they’re just that: complements. The main strengths and weaknesses of your character are established when you create it!


Fractured Online’s magical and combat abilities are discovered and learned through a truly unique process.

Our aim when we designed this piece of the Knowledge System was once again to avoid grinding and to make you feel like any ability you learn is a small adventure in itself – always familiar yet never repetitive, always worth following but never creating large power gaps.


When you open your Character Abilities window for the first time, most of the abilities listed in each School are in an Undiscovered state (greyed out).

By looking at the tooltip of an Undiscovered ability, you can see what creatures in the world know about it (and thus use it in combat). The only thing left to do is for you to find where they reside and hunt them down! Beware though, as most abilities are only associated to a specific family of monsters, which reside in a specific continent of one of the three planets. Just getting there may prove to be a challenge, as explained in this Feature Spotlight!

Each creature typically knowns multiple abilities, which become Ready To Learn at different stages of the progression of the Bestiary entry associated to that creature.


So, you finally have the ability you were looking for as Ready to Learn. Congratulations! To learn it, just click on it and spend the required amount of Knowledge Points.

Below you can see how a spell already learnt to level 1 looks like – the fearsome Death Cricle, from the School of Necromancy!

Please note that learning an ability is not enough to use it. An upcoming Spotlight will share the details on how you can Memorize an ability during a Resting phase so that it can be assigned to your hotbar and used in combat!


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