Skeletorn archers are registered as humans in the lore, they should probably be in the undead category...
Best posts made by spoletta
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Skeleton archers are humans too!
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RE: So what build is everyone going for when the servers come back online?
Now that elemental arrows are no longer a spell channeling skill, I want to try an INT/PER build based on longbow. Probably focused on Archery and Venomancy.
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RE: Any information on an Archer build this alpha?
They have power shot and ricochet.
Power shot can also be obtained from the skelly archers, while ricochet is... yeah bad doesn't even start to describe it.
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RE: Bow crafting
It's actually the contrary. Currently there is no reason to use the long one, except until you have a few talents.
The shortbow benefits from the light damage bonus in the dexterity tree AND the ranged damage bonus in the perception tree. It can also be poisoned.
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RE: Guilds and new players
That's only partially true.
If talents weren't so effective, I would agree.
The reality right now is that a player with 60 talent points is completely on another level compared to someone with 20. That's not horizontal.The initial idea was that talents were there just to give an edge over other players, for those that were interested in min/maxing. Right now they are effectively a level system.
Base stats should be higher and talents should be less powerful to achieve an horizontal progression.
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RE: So what build is everyone going for when the servers come back online?
@plasmashade the wiki is already updated with the new skills https://fractured.fandom.com/wiki/List_of_spells_%26_Abilities?so=search
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RE: Typical Prospective Player Questions
The population of the Alpha right now is low, and that's due to the alpha cycle that the game is following.
We have around one test every season and it lasts for around one month. The alphas have a lot of players in the first 1-2 weeks of testing due to all the players experimenting around with the new mechanics implemented in that test, and then the population starts dwindling toward the end.
This alpha is close to its end, so the population at the moment is at its minimum.
There is a little caveat in this though. We are still missing the implementation of a key mechanic (sieges), which should be hopefully coming this week. Following that then the population will again rise to test it, but it will also mean that the test will close in the following week.Is it worth buying right now? I don't know. I did buy it in the previous alpha and I'm having quite a bit of fun. Even if it is an alpha it is quite enjoyable. Point is that it is an alpha, so we have only a little set of the full features (only one continent, around a third of the skills, only one race...) and this obviously impacts the longevity of the experience. It isn't something that you can play regularly for a long time, at the moment. If that is what you are looking for, then you should wait at least the beta.
As far as the development, I'm proparly a bit biased but I think that they are doing great. The project is ambitious (take a look at the blog articles) and even if they are a bit late on the schedule, they keep pursuing it without major hiccups.
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RE: SephGamesTV - Bugs, issues and feedback
I can answer some of those.
First of all resistances were removed from most sources. Attributes no longer provide resistances, and talents also don't do it either. That's because a new source of resistances has been added, which is jewels. You are now supposed to get your resistances from rings and from the material of your weapon/armor.The poison hits based on your maxHP. The higher the HP the harsher the poison effect. That said, you don't see it but the poisons applied greatly vary in degrees of power. The poison inflicted by the bandits is not the one inflicted by giant spiders. When fighting monsters like the giant spider, you are supposed to come prepared since that is their main weapon.
For the corrosion... I guess that you have been caught in the crossfire of multiple skeleton archers, right? Yeah, that leads to a quick and painful death. Now, in pvp it was actually an issue until the last alpha (I know because I abused the hell out of corrosive arrows). In this alpha it was fixed, and those corrosive arrows now have a very high mana cost which makes it impossible to spam them.
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RE: The decision for public vs citizens-only crafting stations should be made by Governors, not Dynamight
This is a game which is supposed to have an HORIZONTAL progress.
In no case a player should become so strong as to do the work of multiple players.
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RE: Character creation
@Koraone following your report, such warning has been added and is active from this version.
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RE: Just clarification on attributes
Nope, that bonus has been removed.
You can find all the effects of the new attributes on the wiki.https://fractured.fandom.com/wiki/Strength
https://fractured.fandom.com/wiki/Dexterity
https://fractured.fandom.com/wiki/Intelligence
https://fractured.fandom.com/wiki/Constitution
https://fractured.fandom.com/wiki/Perception
https://fractured.fandom.com/wiki/Charisma -
RE: Are there some Recipes for items not implemented yet?
Confirmed during an AMA that some items that have recipes have not been added.
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RE: Solo pvp areas
Yes, it is not the same, but what you ask isn't feasible. 1v1 in a controlled environment is the closest realistic feature to what you are asking.
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RE: Fall Alpha Spotlight – Equipment Progression
Yes and no.
It is true that there are experience systems which reward discovering areas and resources like in fractured, but the major difference between a knowledge system and an experience system is that while an xp system is a simple sum of xp contributes irrespective of their source, the kp system is a sum of multiple small source restricted contributes. In an xp system you can spend a day farming trolls and you will have your xps. in a kp system after 20 minutes killing more trolls is useless, you "know" them. In an xp system at the same time, you can reach the cap without ever confronting a troll, while in the kp system you have to confront all sources of kp to reach the cap.
Seen in another way, the xp meter is like a big jar that you have to fill with water. No one cares where you take that water, as long as the jar in the end is full. In the kp system you instead have to collect many small jars around the world.
The xp system rewards grinding.
The kp system rewards traveling.They are similar in concept but very different in effects on the game. A boost to KP is also terribly less effective than a boost to xp.
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RE: About ailments
I'm updating the ailment page on the wiki. You will find all the info.
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RE: Market request bug
@Gofrit are you sure that the scholar cloth you are trying to sell has full durability?
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RE: Int and Cha required stats? = Unbalanced?
I have played with 12 int in the last major test, and I had no issues on my warrior.
Also, power word stun is a problem only when coupled with power word silence. If you get power word stunned you can use cleanse abilities on yourself to escape free. The only unbreakable combo is power word silence followed by power word stun.
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RE: Fall Alpha 2021 Survey
You can exploit that. And then you find a solution to that exploit too. And then it gets exploited in a different way, and then you find another fix...
As soon as you enter the game of "if this, then that", you open the doors to a constant fight between fixes and new ways to exploit the system.
The current system is very straightforward. If you are hostile to me, then I know that from the start and can react. It is simple, clean and very hard to exploit. -
RE: About ailments
By the way, quick answer.
Bleed hurts like hell and is perfectly fine to build on it.
It ticks every second for 3% of your health, within a range that goes from a minimum tick of 30 to a maximum of 90.
Poison is dangerous depending on the rank.
It goes from rank 1 (Simple) to rank 6 (Lethal).
Rank 1 and 2 tick every 4 seconds, higher ranks tick every 3 seconds.
The damage goes like this:
Simple - Hits for 4% of your health, minimum 40 maximum 100. It is the one you can craft
Weak - Hits for 8% of your health, minimum 60 maximum 200. Goblin Cuttrhoats drop this. Sometimes found in chests.
Strong - Hits for 12% of your health, minimum 80 maximum 300. Rarely found in chests.
Potent - HIts for 18% of your health, minimum 100 maximum 450. Available only as a spell.
Deadly - HIts for 24% of your health, minimum 160 maximum 600. Spider lichs have this.
Lethal - Hits for 30% of your health, minimum 250 maximum 750. Queen Xeretrix uses this.