Memory Fragments & Attractor Modules
Memory Fragments are the essential operating currency that powers core gameplay systems. Without them, even basic Forge Engine operations are blocked.
π Memory Fragmentsβ
Memory Fragments (MF) are an account-bound, non-tradable currency earned through Great Sync competition participation. Unlike Data Shards (which fuel the Forge Engine) and Forge Points (which fund progression), Memory Fragments function as a universal operating cost β required for Forge Engine operations, component crafting, faction switching, consumable usage, and more.
Players can hold a maximum of 5,000 fragments at any time (per-character cap).
Memory Fragments are essential. Without a steady MF supply, operatives cannot load shards into their Forge Engine, apply engine parts, craft components, switch allegiance, or use consumables. Consistent Memory Machine participation is the primary way to sustain your fragment balance.
How You Earn Themβ
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 Formulaβ
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)
The target is then split into four components:
| Component | Portion | Details |
|---|---|---|
| Base Participation | 20% of target | Participation rewardβbut this is not enough to sustain monthly player memory fragment budget requirements on its own |
| 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 50% of target | +1 fragment per 50 contribution power, cappedβthe dominant reward driver |
The reward structure is intentionally contribution-weighted. Half the total reward scales with how many compnoents (and what type of components) you actually put into the machine. Minimal contributors receive a small participation token, but sustained fragment income requires sustained effort.
Only contributors receive rewards. Players who do not contribute to their faction's Memory Machine during a sync cycle receive nothing.
Example Payoutsβ
The following examples assume a target of 150 fragments (a mid-level player) to illustrate how contribution dominates the reward curve:
| Scenario | Base (20%) | Ranking (30%) | Comeback | Contribution (50%) | Total |
|---|---|---|---|---|---|
| 1st place, strong contributor | 30 | 45 (100%) | 0 | 75 (max) | 150 |
| 1st place, light contributor | 30 | 45 (100%) | 0 | 8 | 83 |
| 2nd place, strong contributor | 30 | 27 (60%) | 0 | 75 (max) | 132 |
| 3rd place, improved from 4th | 30 | 13 (30%) | 15 (+1 rank) | 25 | 83 |
| 4th place, low contributor | 30 | 0 (0%) | 0 | 3 | 33 |
| 4th place, low contributor (floor target) | 15 | 0 (0%) | 0 | 1 | 16 |
| No contribution | β | β | β | β | 0 |
The gap between a 1st-place active contributor (~150) and a 4th-place minimal player (~16) is dramatic. Contribution power alone accounts for up to 50% of the total rewardβplayers who invest heavily are rewarded proportionally, while minimal participation yields minimal return.
Fragment Needs Vary by Playstyleβ
All active operatives need a baseline fragment income to cover Forge Engine operations (shard loading engine part MF fees), component crafting, and consumable usage. This baseline demand means even casual players must participate in the Memory Machine to sustain their economy.
Players operating Attractor Modules face additional recurring fragment costs each sync cycle (20β85 fragments depending on tier). For these players, consistent high-contribution participation is essential to maintain a positive fragment balance on top of their baseline operational costs.
Fragments exceeding the 5,000 per-character cap are lost.
What You Spend Them Onβ
Memory Fragments are required across nearly every gameplay system. The table below is ordered by how frequently most operatives encounter these costs:
| Use | MF Cost | Description |
|---|---|---|
| Shard Loading Fee | 0.5% of shards (max 8 MF) | Fee on every shard load to your Forge Engine. Hard gate β loading blocked without MF. Requires Memory Sink item. |
| Engine Part Loading | 1 per part | Cost to apply each engine maintenance part. Part loading is blocked without MF. Requires Memory Sink. |
| Component Crafting | 10/12/14/17/20 (Grade IβV) | Manufacture components to contribute to your faction's Memory Machine. |
| Allegiance Switching | 50 + (15 Γ extra switches/month) | All switches cost MF, including protected switches (these are memory machine allegiance switches that do not reduce player contribution rank). Monthly counter resets every 30 days. |
| Consumables | 10β20 | Briefing Dossier (10) and other consumables. |
| Skill XP Redistribution | Varies | 1 fragment per 10β20 XP depending on transfer type. Cross-area transfers cost more. Transfers also require Forge Points. |
| Attractor Feeding | 20/50/85 per sync | Recurring cost for Basic/Advanced/Elite Attractor Modules each sync cycle (see below). |
| Attractor Crafting | 300/800/2,000 | One-time cost to craft a Basic/Advanced/Elite Attractor. Requires blueprint. |
Forge Engine operations are the most frequent MF cost for all players. Even operatives who don't participate in the Memory Machine competition will need fragments to load shards and maintain their engine. The shard loading fee and engine part cost create a baseline MF demand that makes Memory Machine participation essential rather than optional.
Attractor Modulesβ

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 Tiersβ
| Tier | Rarity | Feed Cost (per sync) | Reward Chance | Avg. Win Interval | Craft Cost (one-time) | Blueprint Required |
|---|---|---|---|---|---|---|
| Basic | Uncommon | 20 fragments | 9% per feed | ~45 days | 300 fragments | BLUEPRINT_ATTRACTOR_BASIC |
| Advanced | Rare | 50 fragments | 10% per feed | ~40 days | 800 fragments | BLUEPRINT_ATTRACTOR_ADVANCED |
| Elite | Legendary | 85 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 Worksβ
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 Distributionβ
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 Priorityβ
When a reward triggers, the system selects items in order of economic impact:
- Blueprint (primary) β 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) β If no blueprint is appropriate, a consumable is selected using the same economy-aware weighting. Lower economic impact than blueprints.
- Airdrop (separate pool) β Distributed from a dedicated RON airdrop rewards pool, processed independently from the economy-aware system. 12% of fees generated from Operator Passes, NFT royalties and other revenue is reserved for player RON airdrops.
This means attractor rewards actively participate in maintaining economy health β distributing under-supplied blueprints to the community while avoiding flooding oversaturated items.
Obtaining Attractor Modulesβ
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 & Managementβ
- 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 Connectionβ
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 Cycleβ
βββββββββββββββββββββββββββββββββββββββββββ
β GREAT SYNC ACTIVE β
β β
β Craft components β Contribute to β
β your faction's Memory Machine β
β β β
β Contribution power tracked & ranked β
β β β
β Cycle ends (96 hours) β Results calc. β
β β β
β Fragment rewards distributed: β
β β’ Economy-aware target calculated β
β β’ Base participation (20%) β
β β’ Ranking bonus (30% x multiplier) β
β β’ Contribution power (50%, dominant) β
β β’ Comeback bonus (if rank improved) β
β β β
β Active Attractors fed (if auto-feed) β
β β Lottery roll for rewards β
βββββββββββββββββββββββββββββββββββββββββββ
Fragment Economyβ
Key Numbersβ
| Parameter | Value |
|---|---|
| Account cap | π 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 Prioritiesβ
When planning fragment usage, consider that regular Attractor feeding costs add up:
- Basic: 20/sync = ~160/Synchron season
- Advanced: 50/sync = ~400/Synchron season
- Elite: 85/sync = ~680/Synchron season
Balance feeding costs against skill redistribution needs and component crafting.
Common Questionsβ
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 Systemsβ
- Memory Machine Competition β How the competition works
- Great Sync Cycles β Understanding the 96-hour rhythm
- The Homeostatic Economy β Overall economic context