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:
| Component | Portion | Details |
|---|---|---|
| Base Participation | 50% of target | Every contributor receives this |
| Ranking Bonus | 30% of target x ranking multiplier | 1st: 100%, 2nd: 60%, 3rd: 30%, 4th: 0% |
| Comeback Bonus | 10% of target per rank improved | If your machine climbed rankings vs. the previous sync |
| Contribution Bonus | Up 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:
| Scenario | Base (50%) | Ranking (30%) | Comeback | Contribution | Total |
|---|---|---|---|---|---|
| 1st place, strong contributor | 75 | 45 (100%) | 0 | 30 (max) | 150 |
| 1st place, light contributor | 75 | 45 (100%) | 0 | 5 | 125 |
| 2nd place, strong contributor | 75 | 27 (60%) | 0 | 30 (max) | 132 |
| 3rd place, improved from 4th | 75 | 13 (30%) | 15 (+1 rank) | 10 | 113 |
| 4th place, low contributor | 75 | 0 (0%) | 0 | 2 | 77 |
| 4th place, low contributor (floor target) | 37 | 0 (0%) | 0 | 1 | 38 |
| No contribution | — | — | — | — | 0 |
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
| Use | Description |
|---|---|
| Skill XP Redistribution | Pay 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 Modules | Attractor Modules require regular fragment feeding each sync cycle to participate in the reward lottery (see below). |
| Craft Attractor Modules | One-time fragment cost to craft an Attractor: Basic (300), Advanced (800), Elite (2,000). Requires a blueprint. |
| Craft Memory Machine Components | Manufacture components to contribute to your faction's Memory Machine. |
Attractor Modules

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
| Tier | Rarity | Feed Cost (per sync) | Reward Chance | Avg. Win Interval | Craft Cost (one-time) | Blueprint Required |
|---|---|---|---|---|---|---|
| Basic | Uncommon | 50 fragments | 9% per feed | ~45 days | 300 fragments | BLUEPRINT_ATTRACTOR_BASIC |
| Advanced | Rare | 150 fragments | 10% per feed | ~40 days | 800 fragments | BLUEPRINT_ATTRACTOR_ADVANCED |
| Elite | Legendary | 250 fragments | 15% per feed | ~28 days | 2,000 fragments | BLUEPRINT_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):
- Fragment cost is deducted from your balance
- A random roll determines if you win a reward (chance based on tier)
- Pity System: After after between 5-8 consecutive cycles without winning, the next feed guarantees a reward
- 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:
| Tier | Difficulty | Rarity Pool |
|---|---|---|
| Basic | Easy | Weighted toward common/uncommon |
| Advanced | Moderate | Weighted toward uncommon/rare |
| Elite | Hard | Weighted toward rare/legendary |
Reward Type Priority
When a reward triggers, the system selects items in order of economic impact:
- 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.
- Consumable (fallback) — If no blueprint is appropriate, a consumable is selected using the same economy-aware weighting. Lower economic impact than blueprints.
- 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:
- Acquire the blueprint (from Great Sync rewards, other game systems, or marketplace)
- Pay the one-time memory fragment craft cost (300 / 800 / 2,000 depending on tier)
- 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
| Parameter | Value |
|---|---|
| Account cap | 💠 5,000 fragments |
| Sync cycle duration | 96 hours (4 days) |
| Synchron season | 8 sync cycles (~32 days) |
| Recommended minimum player fragment target | 75 per sync (economy-aware, scales with level) |
| Pity threshold | 5 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.
Related Systems
- Memory Machine Competition — How the competition works
- Great Sync Cycles — Understanding the 96-hour rhythm
- The Homeostatic Economy — Overall economic context