Fundamentals
How Combat Works
Fractara uses turn-based automatic attacks. Your character and the target trade attacks until one is defeated. The server calculates damage from the active weapon's attack type and level, along with the creature or armor protecting the target.
If you equip a ranged weapon, the game uses it for attacks. Otherwise, it uses your melee weapon. Martial Arts can provide melee and armor values without equipped gear. The server calculates the final damage, and the client displays the result.
To start combat, select an enemy within your weapon's range. The server checks the target, range, and cooldown before applying and saving each hit.
Damage Calculation
Attack Formula
Every matchup starts with the restored 2012 weapon-versus-protection table. The game then adds the attacker's equipment level and subtracts the defender's equipment level. Skill, Discipline, infusion, and anchor effects are applied afterward in a fixed order.
| Component | Description | Formula |
|---|---|---|
| Matrix Matchup | Archived weapon-versus-protection value | Matrix[attack type, defense type] |
| Equipment Level | Difference between equipment levels | Matrix + attack level - defense level |
| Named Modifiers | Specific skill and world effects | Additive, then multiplier, then mitigation |
| Final Damage | Nearest-integer result with a damage floor | max(1, round(result)) |
Combat does not add general random damage, critical hits, or a universal block chance. A skill changes damage only when that skill specifically includes a damage effect.
Protection
Defense & Mitigation
The game checks body armor, shields, and Martial Arts protection separately, then uses whichever option reduces that hit the most. A shield still protects you while a ranged weapon is equipped because the two use separate slots.
| Protection | How It Works | Source |
|---|---|---|
| Body Armor | Checks the armor matchup at its upgrade level | Armor slot |
| Shield | Checks the shield matchup at its upgrade level | Shield slot |
| Martial Arts | Uses virtual Oiyoi Tunic protection, capped at level 25 | Martial Arts skill |
The game checks specific dodge effects before an enemy's return attack lands. A successful dodge prevents the hit completely. Shields do not add a hidden random block chance; their value comes from the matchup table.
Enemy Strength
Mob Tiers
Creatures are grouped into tiers based on their strength and rewards. Lower-tier creatures appear in common areas, while stronger monsters are more likely to guard pocket dimensions and valuable loot. Check a creature's tier before starting a fight.
| Tier | Toughness | Rewards | Matrix |
|---|---|---|---|
| Timid | Below normal | Below normal | Unchanged |
| Normal | Baseline | Baseline | Unchanged |
| Strong | Higher | Higher | Unchanged |
| Master | Much higher | Much higher | Unchanged |
| Epic | Highest | Highest | Unchanged |
Creature tiers and effective equipment levels are separate systems. When the game fills a new area with creatures, it uses the entering player's effective equipment level. Creatures already in the area do not change level. The current difficulty curve is a modern balance rule, not a restored historical formula.
Recovery
Health & Regeneration
Your health determines how much damage you can take. When it reaches zero, the server records your defeat and decides when you can respawn.
The server controls health, healing, regeneration, and defeat state. Skills and consumables apply only their listed effects; the client does not add hidden defense or recovery bonuses.
Carry healing supplies when you expect a long fight. Natural regeneration may be enough after minor encounters, but pocket dimensions require more preparation.