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The strengths and weaknesses of any creature are described by six main attributes, which in turn determine several different modifiers. Different attributes are attached to different sections of the Talent tree.

Strength

Icon Strenght.png

Strength is a measure of raw physical power, brute force, and endurance in combat. High strength allows a creature to endure longer fights. Additionally, it allows the creature to carry more weight before becoming burdened. Most melee weapons depend on the Strength of their user for their damage.

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.

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

School Primary/Secondary Attribute
Warfare Primary
Martial Arts Secondary

Game Mechanics

Affected modifiers
Modifier Intensity/Attribute score
Health +50
Health regeneration +1/sec
Carry weight +6.0 kg

Formulas

Health

Health base value is 750. Each point of Strength increases this amount by 50.

Health Regeneration

Health regeneration base value is 0. Each point of Strength increases this amount by 1.

Carry Weight

 

 

 

 

Base = 30kg for Human players, but can vary depending on creature type.


Dexterity

Icon Dexterity.png

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:

School Primary/Secondary Attribute
Assassination Primary
Martial Arts Primary
Hunting Secondary

Game Mechanics

Affected modifiers
Modifier Intensity/Attribute score
Evasion +25
Attack speed +2%
Stealth +25
Lockpicking +25

Formulas

Evasion

 

 

 

 

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:

 

 

 

 

Attack Speed

 

 

 

 

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

Stealth

 

 

 

 

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

Move Speed

 

 

 

 

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


Intelligence

Icon Intelligence.png

Intelligence is a measure of cunning, knowledge and affinity with the primal energy stored within any creature in Fractured. High intelligence allows a player to have a larger mana pool and better mana regeneration.

Although Intelligence is an obvious requirement for aspiring mages, it’s recommended to have a minimum intelligence score of 10.


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

School Primary/Secondary Attribute
Abjuration Primary
Alteration Primary
Conjuration Primary
Invocation Primary
Restoration Primary
Necromancy Primary
Divination Secondary
Enchanting Secondary
Illusionism Secondary

Game Mechanics

Affected modifiers
Modifier Intensity/Attribute score
Willpower +25
Mana +75
Mana regeneration +1/sec

Formulas

Willpower

 

 

 

 

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

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

 

 

 

 

Mana

 

 

 

 

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

Mana Regeneration

 

 

 

 

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


Constitution

Icon Constitution.png

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:

School Primary/Secondary Attribute
Warfare Secondary

Game Mechanics

Affected modifiers
Modifier Intensity/Attribute score
Fortitude +20
Health +75
Rest Loss +3%

Formulas

Fortitude

 

 

 

 

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

The chance to avoid an effect through Fortitude is:

 

 

 

 

Health

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


Perception

Icon Perception.png

Perception measures a creature precision, ability to pick on details, and overall awareness of its surroundings. Creatures with high perception are extremely good at landing their attacks and spells with accuracy and steady hand on their targets, often spotting and hitting their weak spots, inflicting critical damage. Additionally, creatures with high perception are more likely to detect hidden enemies, traps and treasures around them.

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. Their senses give them a natural expertise with most weapons and combat techniques, and allow them to quickly identify the best magical items and valuables among unclaimed treasures and the corpses of their victims.

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

School Primary/Secondary Attribute
Hunting Primary
Divination Primary
Assassination Secondary

Game Mechanics

Affected modifiers
Modifier Intensity/Attribute score
Accuracy +25
Critical chance +1%
Detection +25

Formulas

Accuracy

 

 

 

 


Base Accuracy vary on creature type.

Race Base Accuracy
Human
-150


Critical Chance

 

 

 

 


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

Race Base Critical Chance
Human
-10%


Critical Damage

 

 

 

 

Critical damage is affected only by item bonuses and talents.

Base Critical Damage vary on creature type. The result cannot go below 50% or above 300%.

Race Base Critical Damage
Human
0


Detection

 

 

 

 


Base Detection vary on creature type.

Race Base Detection
Human
-150


Charisma

Icon Charisma.png

Charisma measures a creature attitude towards others, its inclination towards leadership, and its overall luck due to its firm positive mindset. Creatures with high charisma tend to spend much of their time in groups and parties, and their presence provides several bonuses to all their allies. Additionally, this attribute allows players to be much better at dealing with animals and other creatures, allowing them to tame the most dangerous pets.

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.

Charisma also contributes to the total mana pool of the character.

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

School Primary/Secondary Attribute
Leadership Primary
Musicianship Primary
Enchanting Primary
Illusionism Primary
Conjuration (Summons) Secondary
Necromancy (Summons) Secondary

Game Mechanics

Affected modifiers
Modifier Intensity/Attribute score
Luck +40
Mana +50

Formulas

Luck

 

 

 

 

Base = -400 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.

 

 

 

 

 

 

 

 

Mana

 

 

 

 

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


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