Skip to main content

Memory Fragments & Attractor Modules

The reward systems that drive Memory Machine competition and create special reward opportunities.


💠 Memory Fragments

Memory Fragments are a special currency earned through Memory Machine participation. Like Data Shards and Forge Points, they are account-bound (non-tradeable). Players can hold a maximum of 5,000 fragments at any time (per-character cap).

How You Earn Them

Memory Fragments are awarded when a Great Sync cycle completes (every 96 hours). The reward system is economy-aware -- it dynamically calibrates rewards based on actual player spending patterns and level, so the economy stays balanced over time.

Reward Formula

The system first calculates a target reward for each player based on:

  • Average daily fragment spending for players near their level (or a capability estimate if insufficient data)
  • Calibration against the server's average player level (higher-level players earn more, lower earn less, clamped to 0.5x-2.0x)
  • A 10% surplus multiplier (so players can accumulate, not just break even)if

The target is then split into four components:

ComponentPortionDetails
Base Participation50% of targetEvery contributor receives this
Ranking Bonus30% of target x ranking multiplier1st: 100%, 2nd: 60%, 3rd: 30%, 4th: 0%
Comeback Bonus10% of target per rank improvedIf your machine climbed rankings vs. the previous sync
Contribution BonusUp to 20% of target+1 fragment per 50 contribution power, capped

Only contributors receive rewards. Players who do not contribute to their faction's Memory Machine during a sync cycle receive nothing.

Example Payouts

The following examples assume a target of 150 fragments (a mid-level player) to illustrate how ranking and contribution create meaningful spread:

ScenarioBase (50%)Ranking (30%)ComebackContributionTotal
1st place, strong contributor7545 (100%)030 (max)150
1st place, light contributor7545 (100%)05125
2nd place, strong contributor7527 (60%)030 (max)132
3rd place, improved from 4th7513 (30%)15 (+1 rank)10113
4th place, low contributor750 (0%)0277
4th place, low contributor (floor target)370 (0%)0138
No contribution0

The gap between a 1st-place active contributor (~150) and a 4th-place minimal player (~38) is substantial. Ranking and contribution together account for up to 50% of the total reward, so competitive play is well-rewarded.

Fragments exceeding the 5,000 per-character cap are lost.

What You Spend Them On

UseDescription
Skill XP RedistributionPay fragments to move skill XP between skills. Cost depends on XP amount and whether it's within the same skill area or cross-area. Cross-area transfers cost more and have longer cooldowns. Can also be partially paid with Forge Points (discounted).
Feed Attractor ModulesAttractor Modules require regular fragment feeding each sync cycle to participate in the reward lottery (see below).
Craft Attractor ModulesOne-time fragment cost to craft an Attractor: Basic (300), Advanced (800), Elite (2,000). Requires a blueprint.
Craft Memory Machine ComponentsManufacture components to contribute to your faction's Memory Machine.

Attractor Modules

Basic Attractor Module

Attractor Modules are permanent inventory items that function as a memory fragment-gated lottery system. They do not degrade or expire. Each sync cycle, you feed your active Attractor with fragments for a chance at high-value rewards.

Three Tiers

TierRarityFeed Cost (per sync)Reward ChanceAvg. Win IntervalCraft Cost (one-time)Blueprint Required
BasicUncommon50 fragments9% per feed~45 days300 fragmentsBLUEPRINT_ATTRACTOR_BASIC
AdvancedRare150 fragments10% per feed~40 days800 fragmentsBLUEPRINT_ATTRACTOR_ADVANCED
EliteLegendary250 fragments15% per feed~28 days2,000 fragmentsBLUEPRINT_ATTRACTOR_ELITE

All Attractor Modules support auto-feed, which automatically deducts fragments and enters the lottery each sync cycle without manual action.

How the Lottery Works

Each time you feed your Attractor (once per sync cycle):

  1. Fragment cost is deducted from your balance
  2. A random roll determines if you win a reward (chance based on tier)
  3. Pity System: After after between 5-8 consecutive cycles without winning, the next feed guarantees a reward
  4. If a reward triggers, an item is selected from the tier's reward pool and added to your inventory

Economy-Aware Reward Distribution

Attractor rewards use the economy-aware distribution system. Each tier maps to a difficulty level that determines the rarity pool:

TierDifficultyRarity Pool
BasicEasyWeighted toward common/uncommon
AdvancedModerateWeighted toward uncommon/rare
EliteHardWeighted toward rare/legendary

Reward Type Priority

When a reward triggers, the system selects items in order of economic impact:

  1. Blueprint (primary) — Selected via economy-aware weighting that factors in population-level scarcity and oversupply. If no blueprint distribution is warranted (e.g., all eligible blueprints are oversaturated at the current player level), no blueprint is issued.
  2. Consumable (fallback) — If no blueprint is appropriate, a consumable is selected using the same economy-aware weighting. Lower economic impact than blueprints.
  3. Airdrop (separate pool) — Distributed from a dedicated airdrop rewards pool, processed independently from the economy-aware system.

This means attractor rewards actively participate in maintaining economy health — distributing under-supplied blueprints to the community while avoiding flooding oversaturated items.

Obtaining Attractor Modules

Attractor Modules are crafted items. To obtain one:

  1. Acquire the blueprint (from Great Sync rewards, other game systems, or marketplace)
  2. Pay the one-time memory fragment craft cost (300 / 800 / 2,000 depending on tier)
  3. The crafted Attractor is a permanent item in your inventory (no degradation, no charge limit)

Activation & Management

  • Only one Attractor can be active at a time
  • Activate an Attractor from your inventory to start using it
  • Deactivate to swap to a different tier
  • Enable auto-feed for hands-off operation each sync cycle

The Great Sync Connection

Memory Fragments and Attractors are tied to the 96-hour (4-day) Great Sync cycle. Eight sync cycles make up one Synchron season (~32 days).

During a Sync Cycle

┌─────────────────────────────────────────┐
│ GREAT SYNC ACTIVE │
│ │
│ Craft components → Contribute to │
│ your faction's Memory Machine │
│ ↓ │
│ Contribution power tracked & ranked │
│ ↓ │
│ Cycle ends (96 hours) → Results calc. │
│ ↓ │
│ Fragment rewards distributed: │
│ • Economy-aware target calculated │
│ • Base (50% of target) │
│ • Ranking bonus (30% x multiplier) │
│ • Comeback + contribution bonuses │
│ ↓ │
│ Active Attractors fed (if auto-feed) │
│ → Lottery roll for rewards │
└─────────────────────────────────────────┘

Fragment Economy

Key Numbers

ParameterValue
Account cap💠 5,000 fragments
Sync cycle duration96 hours (4 days)
Synchron season8 sync cycles (~32 days)
Recommended minimum player fragment target75 per sync (economy-aware, scales with level)
Pity threshold5 consecutive dry cycles

Spending Priorities

When planning fragment usage, consider that regular Attractor feeding costs add up:

  • Basic: 50/sync = ~400/Synchron season
  • Advanced: 150/sync = ~1,200/Synchron season
  • Elite: 250/sync = ~2,000/Synchron season

Balance feeding costs against skill redistribution needs and component crafting.


Common Questions

Q: Can I trade Memory Fragments? A: No, fragments are account-bound.

Q: What happens if I exceed the 5,000 fragment cap? A: Excess fragments are lost. Spend before sync rewards if you're near cap.

Q: Do I have to manually feed my Attractor each cycle? A: No. Enable auto-feed and it will deduct fragments and roll automatically each sync.

Q: What is the pity system? A: After 5-8 consecutive sync cycles without winning a reward from your Attractor, the next feed guarantees a reward.

Q: Can I have multiple Attractors? A: You can own multiple, but only one can be active at a time.

Q: Are Attractors consumable? A: No. Attractor Modules are permanent items with no degradation or charge limit. They just need fragment feeding each cycle to participate in the lottery.