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	<id>https://wiki.fracterebus.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=NerdOfEpic</id>
	<title>Fracterebus - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.fracterebus.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=NerdOfEpic"/>
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	<updated>2026-10-21T01:07:31Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.44.2</generator>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Biomes&amp;diff=407</id>
		<title>Biomes</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Biomes&amp;diff=407"/>
		<updated>2026-10-06T17:46:19Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Biomes =&lt;br /&gt;
Biomes are paired together into opposites by the elemental force in each. The game operates on the concept that every biome has an opposite, so it&#039;s impossible to build a world that has half of a pair and not the other half. Additionally, every world generated has both a &amp;quot;common&amp;quot; biome that provides the starting location for play (near the escape pod) and an &amp;quot;end&amp;quot; biome full of the hardest creatures and the final boss.&lt;br /&gt;
&lt;br /&gt;
== Currently Available == &lt;br /&gt;
These pairs of biomes are in the base game.&lt;br /&gt;
&lt;br /&gt;
* Fire / Ice&lt;br /&gt;
* Earth / Air&lt;br /&gt;
* Water / Electric&lt;br /&gt;
* Light / Dark&lt;br /&gt;
&lt;br /&gt;
== Future Biomes == &lt;br /&gt;
These pairs of biomes are planned for DLCs that will be released after the base game.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;DLC 1 - Materials&#039;&#039;&#039;&lt;br /&gt;
** Metal / Wood&lt;br /&gt;
** Chaos / Crystal&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;DLC 2 - Life Forces&#039;&#039;&#039;&lt;br /&gt;
** Life / Death&lt;br /&gt;
** Blood / Ash&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;DLC 3 - Space&#039;&#039;&#039;&lt;br /&gt;
** Gravity / Void&lt;br /&gt;
** Time / Stasis&lt;br /&gt;
&lt;br /&gt;
= Biome Bosses =&lt;br /&gt;
Each biome adds a place to explore with an elemental theme, an elemental weapon, a mini-boss to tackle if you bump into it (they are not always generated as a required encounter), and a major elemental boss.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Legend&lt;br /&gt;
!DLC!!Biome!!Mini-Boss!!Description!!Boss!!Description&lt;br /&gt;
|-&lt;br /&gt;
|Base||Common||None||n/a||None||There aren&#039;t any elements, mini-bosses, or bosses in the common biome.&lt;br /&gt;
|-&lt;br /&gt;
|Base||End||None||n/a||Hydra||A multi-headed boss where heads are probably tied to the elements in the world. More biomes can make a dramatically harder hydra final boss.&lt;br /&gt;
|-&lt;br /&gt;
|Base||Fire||?||?||?||?&lt;br /&gt;
|-&lt;br /&gt;
|Base||Ice||?||?||?||?&lt;br /&gt;
|-&lt;br /&gt;
|Base||Earth||?||?||?||?&lt;br /&gt;
|-&lt;br /&gt;
|Base||Air||?||?||Balius and Xanthus||Born to the Harpy Podarge after she mated with Zephyrus, the god of the west wind. They are battled together. Balius is a dark colored demon horse, and Xanthus is a partially transparent horse made of wind.&lt;br /&gt;
|-&lt;br /&gt;
|Base||Water||Nereid||Ethereally beautiful young women, sometimes shown riding marine life, their hair adorned with pearls, seaweed, or crown-like shells.||?||?&lt;br /&gt;
|-&lt;br /&gt;
|Base||Electric||?||?||?||?&lt;br /&gt;
|-&lt;br /&gt;
|Base||Light||?||?||?||?&lt;br /&gt;
|-&lt;br /&gt;
|Base||Dark||?||?||?||?&lt;br /&gt;
|- class=&amp;quot;grayed-row&amp;quot;&lt;br /&gt;
|DLC1||Metal||?||?||?||?&lt;br /&gt;
|- class=&amp;quot;grayed-row&amp;quot;&lt;br /&gt;
|DLC1||Wood||?||?||?||?&lt;br /&gt;
|- class=&amp;quot;grayed-row&amp;quot;&lt;br /&gt;
|DLC1||Chaos||?||?||?||?&lt;br /&gt;
|- class=&amp;quot;grayed-row&amp;quot;&lt;br /&gt;
|DLC1||Crystal||?||?||?||?&lt;br /&gt;
|- class=&amp;quot;grayed-row&amp;quot;&lt;br /&gt;
|DLC2||Life||?||?||?||?&lt;br /&gt;
|- class=&amp;quot;grayed-row&amp;quot;&lt;br /&gt;
|DLC2||Death||?||?||?||?&lt;br /&gt;
|- class=&amp;quot;grayed-row&amp;quot;&lt;br /&gt;
|DLC2||Blood||?||?||?||?&lt;br /&gt;
|- class=&amp;quot;grayed-row&amp;quot;&lt;br /&gt;
|DLC2||Ash||?||?||?||?&lt;br /&gt;
|- class=&amp;quot;grayed-row&amp;quot;&lt;br /&gt;
|DLC3||Gravity||?||?||?||?&lt;br /&gt;
|- class=&amp;quot;grayed-row&amp;quot;&lt;br /&gt;
|DLC3||Void||?||?||?||?&lt;br /&gt;
|- class=&amp;quot;grayed-row&amp;quot;&lt;br /&gt;
|DLC3||Time||?||?||?||?&lt;br /&gt;
|- class=&amp;quot;grayed-row&amp;quot;&lt;br /&gt;
|DLC3||Stasis||?||?||?||?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{#css:User:NerdOfEpic/tables.css}}&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=User:NerdOfEpic/tables.css&amp;diff=406</id>
		<title>User:NerdOfEpic/tables.css</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=User:NerdOfEpic/tables.css&amp;diff=406"/>
		<updated>2026-10-06T17:41:39Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: Created page with &amp;quot;.highlight-row  {   background-color: #ff9900; }  .grayed-row {   color: #ddd; }&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;.highlight-row &lt;br /&gt;
{&lt;br /&gt;
  background-color: #ff9900;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.grayed-row&lt;br /&gt;
{&lt;br /&gt;
  color: #ddd;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Biomes&amp;diff=405</id>
		<title>Biomes</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Biomes&amp;diff=405"/>
		<updated>2026-10-06T17:37:08Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Biomes =&lt;br /&gt;
Biomes are paired together into opposites by the elemental force in each. The game operates on the concept that every biome has an opposite, so it&#039;s impossible to build a world that has half of a pair and not the other half. Additionally, every world generated has both a &amp;quot;common&amp;quot; biome that provides the starting location for play (near the escape pod) and an &amp;quot;end&amp;quot; biome full of the hardest creatures and the final boss.&lt;br /&gt;
&lt;br /&gt;
== Currently Available == &lt;br /&gt;
These pairs of biomes are in the base game.&lt;br /&gt;
&lt;br /&gt;
* Fire / Ice&lt;br /&gt;
* Earth / Air&lt;br /&gt;
* Water / Electric&lt;br /&gt;
* Light / Dark&lt;br /&gt;
&lt;br /&gt;
== Future Biomes == &lt;br /&gt;
These pairs of biomes are planned for DLCs that will be released after the base game.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;DLC 1 - Materials&#039;&#039;&#039;&lt;br /&gt;
** Metal / Wood&lt;br /&gt;
** Chaos / Crystal&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;DLC 2 - Life Forces&#039;&#039;&#039;&lt;br /&gt;
** Life / Death&lt;br /&gt;
** Blood / Ash&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;DLC 3 - Space&#039;&#039;&#039;&lt;br /&gt;
** Gravity / Void&lt;br /&gt;
** Time / Stasis&lt;br /&gt;
&lt;br /&gt;
= Biome Bosses =&lt;br /&gt;
Each biome adds a place to explore with an elemental theme, an elemental weapon, a mini-boss to tackle if you bump into it (they are not always generated as a required encounter), and a major elemental boss.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Legend&lt;br /&gt;
!Biome!!Mini-Boss!!Description!!Boss!!Description&lt;br /&gt;
|-&lt;br /&gt;
|Common||None||n/a||None||There aren&#039;t any elements, mini-bosses, or bosses in the common biome.&lt;br /&gt;
|-&lt;br /&gt;
|End||None||n/a||Hydra||A multi-headed boss where heads are probably tied to the elements in the world. More biomes can make a dramatically harder hydra final boss.&lt;br /&gt;
|-&lt;br /&gt;
|Fire||?||?||?||?&lt;br /&gt;
|-&lt;br /&gt;
|Ice||?||?||?||?&lt;br /&gt;
|-&lt;br /&gt;
|Earth||?||?||?||?&lt;br /&gt;
|-&lt;br /&gt;
|Air||?||?||Balius and Xanthus||Born to the Harpy Podarge after she mated with Zephyrus, the god of the west wind. They are battled together. Balius is a dark colored demon horse, and Xanthus is a partially transparent horse made of wind.&lt;br /&gt;
|-&lt;br /&gt;
|Water||?||?||Nereid||Ethereally beautiful young women, sometimes shown riding marine life, their hair adorned with pearls, seaweed, or crown-like shells.&lt;br /&gt;
|-&lt;br /&gt;
|Electric||?||?||?||?&lt;br /&gt;
|-&lt;br /&gt;
|Light||?||?||?||?&lt;br /&gt;
|-&lt;br /&gt;
|Dark||?||?||?||?&lt;br /&gt;
|-&lt;br /&gt;
|Metal||?||?||?||?&lt;br /&gt;
|-&lt;br /&gt;
|Wood||?||?||?||?&lt;br /&gt;
|-&lt;br /&gt;
|Chaos||?||?||?||?&lt;br /&gt;
|-&lt;br /&gt;
|Crystal||?||?||?||?&lt;br /&gt;
|-&lt;br /&gt;
|Life||?||?||?||?&lt;br /&gt;
|-&lt;br /&gt;
|Death||?||?||?||?&lt;br /&gt;
|-&lt;br /&gt;
|Blood||?||?||?||?&lt;br /&gt;
|-&lt;br /&gt;
|Ash||?||?||?||?&lt;br /&gt;
|-&lt;br /&gt;
|Gravity||?||?||?||?&lt;br /&gt;
|-&lt;br /&gt;
|Void||?||?||?||?&lt;br /&gt;
|-&lt;br /&gt;
|Time||?||?||?||?&lt;br /&gt;
|-&lt;br /&gt;
|Stasis||?||?||?||?&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Biomes&amp;diff=404</id>
		<title>Biomes</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Biomes&amp;diff=404"/>
		<updated>2026-10-06T17:23:56Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Biomes =&lt;br /&gt;
Biomes are paired together into opposites by the elemental force in each. The game operates on the concept that every biome has an opposite, so it&#039;s impossible to build a world that has half of a pair and not the other half. Additionally, every world generated has both a &amp;quot;common&amp;quot; biome that provides the starting location for play (near the escape pod) and an &amp;quot;end&amp;quot; biome full of the hardest creatures and the final boss.&lt;br /&gt;
&lt;br /&gt;
== Currently Available == &lt;br /&gt;
These pairs of biomes are in the base game.&lt;br /&gt;
&lt;br /&gt;
* Fire / Ice&lt;br /&gt;
* Earth / Air&lt;br /&gt;
* Water / Electric&lt;br /&gt;
* Light / Dark&lt;br /&gt;
&lt;br /&gt;
== Future Biomes == &lt;br /&gt;
These pairs of biomes are planned for DLCs that will be released after the base game.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;DLC 1 - Materials&#039;&#039;&#039;&lt;br /&gt;
** Metal / Wood&lt;br /&gt;
** Chaos / Crystal&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;DLC 2 - Life Forces&#039;&#039;&#039;&lt;br /&gt;
** Life / Death&lt;br /&gt;
** Blood / Ash&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;DLC 3 - Space&#039;&#039;&#039;&lt;br /&gt;
** Gravity / Void&lt;br /&gt;
** Time / Stasis&lt;br /&gt;
&lt;br /&gt;
= Biome Bosses =&lt;br /&gt;
Each biome adds a place to explore with an elemental theme, an elemental weapon, a mini-boss to tackle if you bump into it (they are not always generated as a required encounter), and a major elemental boss.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Legend&lt;br /&gt;
!Biome!!Mini-Boss!!Boss!!Description&lt;br /&gt;
|-&lt;br /&gt;
|Fire||?||?||?&lt;br /&gt;
|-&lt;br /&gt;
|Ice||?||?||?&lt;br /&gt;
|-&lt;br /&gt;
|Earth||?||?||?&lt;br /&gt;
|-&lt;br /&gt;
|Air||?||Balius and Xanthus||Born to the Harpy Podarge after she mated with Zephyrus, the god of the west wind. They are battled together. Balius is a dark colored demon horse, and Xanthus is a partially transparent horse made of wind.&lt;br /&gt;
|-&lt;br /&gt;
|Water||?||?||?&lt;br /&gt;
|-&lt;br /&gt;
|Electric||?||?||?&lt;br /&gt;
|-&lt;br /&gt;
|Light||?||?||?&lt;br /&gt;
|-&lt;br /&gt;
|Dark||?||?||?&lt;br /&gt;
|-&lt;br /&gt;
|Metal||?||?||?&lt;br /&gt;
|-&lt;br /&gt;
|Wood||?||?||?&lt;br /&gt;
|-&lt;br /&gt;
|Chaos||?||?||?&lt;br /&gt;
|-&lt;br /&gt;
|Crystal||?||?||?&lt;br /&gt;
|-&lt;br /&gt;
|Life||?||?||?&lt;br /&gt;
|-&lt;br /&gt;
|Death||?||?||?&lt;br /&gt;
|-&lt;br /&gt;
|Blood||?||?||?&lt;br /&gt;
|-&lt;br /&gt;
|Ash||?||?||?&lt;br /&gt;
|-&lt;br /&gt;
|Gravity||?||?||?&lt;br /&gt;
|-&lt;br /&gt;
|Void||?||?||?&lt;br /&gt;
|-&lt;br /&gt;
|Time||?||?||?&lt;br /&gt;
|-&lt;br /&gt;
|Stasis||?||?||?&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Seed_Code&amp;diff=403</id>
		<title>Seed Code</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Seed_Code&amp;diff=403"/>
		<updated>2026-09-30T18:11:42Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The seed code is the definition of the world you will play in.  It includes things that drive random world generation as well as baked in settings that will be used when playing. The code is made up of 65-bits of information, but is shared using a 13-character [[Base32]] code.  Some values affect world generation and others do not. Remember that the seed code is intentionally set up so &amp;quot;seed 0&amp;quot; is a fun first world for everyone to play. This can cause slight oddities with the code, such as when 2 pairs of elements are &amp;quot;1 to exclude&amp;quot; and the rest are &amp;quot;1 to include.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Map of where the code bits go.&lt;br /&gt;
!00!!01!!02!!03!!04!!!!05!!06!!07!!08!!09!!!!10!!11!!12!!13!!14!!!!15!!16!!17!!18!!19&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;code_version&amp;quot; |V&lt;br /&gt;
| class=&amp;quot;code_version&amp;quot; |V&lt;br /&gt;
| class=&amp;quot;code_version&amp;quot; |V&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
|-&lt;br /&gt;
!20!!21!!22!!23!!24!!!!25!!26!!27!!28!!29!!!!30!!31!!32!!33!!34!!!!35!!36!!37!!38!!39&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;skip_tutorial&amp;quot; |T&lt;br /&gt;
| class=&amp;quot;save_restore_health&amp;quot; |SH&lt;br /&gt;
| class=&amp;quot;save_restore_ammo&amp;quot; |SA&lt;br /&gt;
| class=&amp;quot;map_room_type&amp;quot; |M&lt;br /&gt;
| class=&amp;quot;map_room_type&amp;quot; |M&lt;br /&gt;
|-&lt;br /&gt;
!40!!41!!42!!43!!44!!!!45!!46!!47!!48!!49!!!!50!!51!!52!!53!!54!!!!55!!56!!57!!58!!59&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;rng_source&amp;quot; |R&lt;br /&gt;
| class=&amp;quot;biome_size&amp;quot; |BS&lt;br /&gt;
| class=&amp;quot;biome_size&amp;quot; |BS&lt;br /&gt;
| class=&amp;quot;biome_cohesion&amp;quot; |BC&lt;br /&gt;
| class=&amp;quot;biome_cohesion&amp;quot; |BC&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;enemy_quantity&amp;quot; |EQ&lt;br /&gt;
| class=&amp;quot;enemy_quantity&amp;quot; |EQ&lt;br /&gt;
| class=&amp;quot;enemy_difficulty&amp;quot; |ED&lt;br /&gt;
| class=&amp;quot;enemy_difficulty&amp;quot; |ED&lt;br /&gt;
| class=&amp;quot;player_skill&amp;quot; |PS&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;player_skill&amp;quot; |PS&lt;br /&gt;
| class=&amp;quot;exclude_pair&amp;quot; |X1&lt;br /&gt;
| class=&amp;quot;exclude_pair&amp;quot; |X2&lt;br /&gt;
| class=&amp;quot;biome_pair &amp;quot; |3&lt;br /&gt;
| class=&amp;quot;biome_pair &amp;quot; |4&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;biome_pair &amp;quot; |5&lt;br /&gt;
| class=&amp;quot;biome_pair &amp;quot; |6&lt;br /&gt;
| class=&amp;quot;biome_pair &amp;quot; |7&lt;br /&gt;
| class=&amp;quot;biome_pair &amp;quot; |8&lt;br /&gt;
| class=&amp;quot;biome_pair &amp;quot; |9&lt;br /&gt;
|-&lt;br /&gt;
!60!!61!!62!!63!!64&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;biome_pair &amp;quot; |10&lt;br /&gt;
| class=&amp;quot;unused&amp;quot; |-&lt;br /&gt;
| class=&amp;quot;unused&amp;quot; |-&lt;br /&gt;
| class=&amp;quot;unused&amp;quot; |-&lt;br /&gt;
| class=&amp;quot;unused&amp;quot; |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Legend&lt;br /&gt;
!Key!!Description!!Start!!Length!!Entropy&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;code_version&amp;quot; |V||[[Code Version]]||0||3||0&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S||[[RNG Seed|World Generation RNG Seed]]||3||32||32&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;skip_tutorial&amp;quot; |T||[[Tutorial Area|Tutorial Skip]]||35||1||1&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;save_restore_health&amp;quot; |SH||[[Save Room Configuration|Save Room Health Restore]]||36||1||0&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;save_restore_ammo&amp;quot; |SA||[[Save Room Configuration|Save Room Ammo Restore]]||37||1||0&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;map_room_type&amp;quot; |M||[[Map Room Configuration|Map Room Type]]||38||2||1&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;rng_source&amp;quot; |R||[[RNG Source]]||40||1||0&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;biome_size&amp;quot; |BS||[[Biome Configuration|Biome Size]]||41||2||2&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;biome_cohesion&amp;quot; |CO||[[Biome Configuration|Biome Cohesion]]||43||2||2&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;enemy_quantity&amp;quot; |EQ||[[Enemy Configuration|Enemy Quantity]]||45||2||2&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;enemy_difficulty&amp;quot; |ED||[[Enemy Configuration|Enemy Difficulty]]||47||2||0&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;player_skill&amp;quot; |P||[[Player Skill]]||49||2||2&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;exclude_pair&amp;quot; |X#||[[Biomes|Exclude Biome Pairs]]&lt;br /&gt;
* X1: Fire, Ice (Base)&lt;br /&gt;
* X2: Earth, Air (Base)&lt;br /&gt;
||51||2||2&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;biome_pair&amp;quot; |#||[[Biomes|Biome Pairs]]&lt;br /&gt;
* 3: Water, Electric (Base)&lt;br /&gt;
* 4: Light, Dark (Base)&lt;br /&gt;
* 5: Metal, Wood (DLC1 - Materials)&lt;br /&gt;
* 6: Chaos, Crystal (DLC1 - Materials)&lt;br /&gt;
* 7: Life, Death (DLC2 - Life Forces)&lt;br /&gt;
* 8: Blood, Ash (DLC2 - Life Forces)&lt;br /&gt;
* 9: Gravity, Void (DLC3 - Spacetime)&lt;br /&gt;
* 10: Time, Stasis (DLC3 - Spacetime)&lt;br /&gt;
||53||8||2&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;unused&amp;quot; |-||[[Unused Bits]]||61||4||0&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possible Worlds&#039;&#039;&#039;&lt;br /&gt;
The current format of the seed code has 46-bits of entropy. &lt;br /&gt;
That means the base game has 70,368,744,177,664 possible worlds. (~70 trillion)&lt;br /&gt;
Once all the planned biomes are available, there will be 52-bits of entropy.&lt;br /&gt;
Which means with planned DLCs the game will have 4,503,599,627,370,496 possible worlds. (~4.5 quadrillion)&lt;br /&gt;
{{#css:User:NerdOfEpic/code-bits.css}}&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Jump_Mechanics&amp;diff=402</id>
		<title>Jump Mechanics</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Jump_Mechanics&amp;diff=402"/>
		<updated>2026-09-26T19:58:30Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: /* Air (Thinnest) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Basics = &lt;br /&gt;
Jumps are measured in tiles which are 20x20 pixels. The screen is 32x18 tiles. Jumps are designed to grant a little extra vertical height beyond an integer number of tiles to make jumping feel kinder. This ensures there is a bit of leeway to ensure jumps don&#039;t need to be perfectly executed to be completed successfully.&lt;br /&gt;
&lt;br /&gt;
There are three types of materials to move through in Fracterebus. They are differentiated by their thickness. Temperature never has any effect on the thickness of a material. When the liquid suit has been collected and is equipped, the effective thickness is reduced by one level.&lt;br /&gt;
&lt;br /&gt;
== Air (Thin) == &lt;br /&gt;
Air is the thinnest material to jump through. You&#039;ll get the most height here, and wearing the liquid suit doesn&#039;t change anything, air is already as thin as it can be.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Jump and Platform Heights&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; | &lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Reachable Platforms&lt;br /&gt;
|-&lt;br /&gt;
!Jump Type!!High&amp;lt;br /&amp;gt;Jump!!Double&amp;lt;br /&amp;gt;Jump||Jump&amp;lt;br /&amp;gt;Height||Jump&amp;lt;br /&amp;gt;Pixels||Screen %||Max&amp;lt;br /&amp;gt;Platform||Jump||High&amp;lt;br /&amp;gt;Jump||Double&amp;lt;br /&amp;gt;Jump||Double&amp;lt;br /&amp;gt;High&lt;br /&gt;
|-&lt;br /&gt;
|Jump||No||No||4.5||90px||~25%||4.0||Yes||No||No||No&lt;br /&gt;
|-&lt;br /&gt;
|High Jump||Yes||No||6.5||130px||~36%||6.0||Yes||Yes||No||No&lt;br /&gt;
|-&lt;br /&gt;
|Double Jump||No||Yes||8.5||170px||~47%||8.0||Yes||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|Double High||Yes||Yes||11.5||230px||~64%||11.0||Yes||Yes||Yes||Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Double Jump Details&lt;br /&gt;
!Jump Type!!Single&amp;lt;br /&amp;gt;Jump!!Second&amp;lt;br /&amp;gt;Jump!!Total&amp;lt;br /&amp;gt;Height!!Extra&amp;lt;br /&amp;gt;Height&lt;br /&gt;
|-&lt;br /&gt;
|Double Jump||4.5||4.0||8.5||~89%&lt;br /&gt;
|-&lt;br /&gt;
|Double High||6.5||5.0||11.5||~77%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Water (Thick) == &lt;br /&gt;
Water is harder to move through than Air. This slows you down and reduces the height of the jumps that are possible in it. Wearing the liquid suit makes Water behave like Air. There are some other materials share the same thickness as Water. The margin for error in jump height is reduced from 0.5 tiles to 0.25 tiles when in Water.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Jump and Platform Heights&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; | &lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Reachable Platforms&lt;br /&gt;
|-&lt;br /&gt;
!Jump Type!!High&amp;lt;br /&amp;gt;Jump!!Double&amp;lt;br /&amp;gt;Jump||Jump&amp;lt;br /&amp;gt;Height||Jump&amp;lt;br /&amp;gt;Pixels||Screen %||Max&amp;lt;br /&amp;gt;Platform||Jump||High&amp;lt;br /&amp;gt;Jump||Double&amp;lt;br /&amp;gt;Jump||Double&amp;lt;br /&amp;gt;High&lt;br /&gt;
|-&lt;br /&gt;
|Jump||No||No||2.25||45px||~12%||2.0||Yes||No||No||No&lt;br /&gt;
|-&lt;br /&gt;
|High Jump||Yes||No||3.25||65px||~18%||3.0||Yes||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|Double Jump||No||Yes||3.25||65px||~18%||3.0||Yes||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|Double High||Yes||Yes||5.25||105px||~29%||5.0||Yes||Yes||Yes||Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Double Jump Details&lt;br /&gt;
!Jump Type!!Single&amp;lt;br /&amp;gt;Jump!!Second&amp;lt;br /&amp;gt;Jump!!Total&amp;lt;br /&amp;gt;Height!!Extra&amp;lt;br /&amp;gt;Height&lt;br /&gt;
|-&lt;br /&gt;
|Double Jump||2.25||1.00||3.25||~44%&lt;br /&gt;
|-&lt;br /&gt;
|Double High||3.25||2.00||5.25||~62%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Mud (Very Thick) == &lt;br /&gt;
Mud is very hard to move through. This makes you the slowest of all, and reduces the height of the jumps that are possible in it dramatically. Wearing the liquid suit makes Mud behave like Water. There are some other materials share the same thickness as Mud.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Jump and Platform Heights&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; | &lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Reachable Platforms&lt;br /&gt;
|-&lt;br /&gt;
!Jump Type!!High&amp;lt;br /&amp;gt;Jump!!Double&amp;lt;br /&amp;gt;Jump||Jump&amp;lt;br /&amp;gt;Height||Jump&amp;lt;br /&amp;gt;Pixels||Screen %||Max&amp;lt;br /&amp;gt;Platform||Jump||High&amp;lt;br /&amp;gt;Jump||Double&amp;lt;br /&amp;gt;Jump||Double&amp;lt;br /&amp;gt;High&lt;br /&gt;
|-&lt;br /&gt;
|Jump||No||No||1.25||25px||~7%||1.0||Yes||No||No||No&lt;br /&gt;
|-&lt;br /&gt;
|High Jump||Yes||No||2.25||45px||~12%||2.0||Yes||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|Double Jump||No||Yes||2.25||45px||~12%||2.0||Yes||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|Double High||Yes||Yes||4.25||85px||~24%||4.0||Yes||Yes||Yes||Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Double Jump Details&lt;br /&gt;
!Jump Type!!Single&amp;lt;br /&amp;gt;Jump!!Second&amp;lt;br /&amp;gt;Jump!!Total&amp;lt;br /&amp;gt;Height!!Extra&amp;lt;br /&amp;gt;Height&lt;br /&gt;
|-&lt;br /&gt;
|Double Jump||1.25||1.0||2.25||~80%&lt;br /&gt;
|-&lt;br /&gt;
|Double High||2.25||2.0||4.25||~89%&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Jump_Mechanics&amp;diff=401</id>
		<title>Jump Mechanics</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Jump_Mechanics&amp;diff=401"/>
		<updated>2026-09-26T19:58:17Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: /* Jumping through Mud */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Basics = &lt;br /&gt;
Jumps are measured in tiles which are 20x20 pixels. The screen is 32x18 tiles. Jumps are designed to grant a little extra vertical height beyond an integer number of tiles to make jumping feel kinder. This ensures there is a bit of leeway to ensure jumps don&#039;t need to be perfectly executed to be completed successfully.&lt;br /&gt;
&lt;br /&gt;
There are three types of materials to move through in Fracterebus. They are differentiated by their thickness. Temperature never has any effect on the thickness of a material. When the liquid suit has been collected and is equipped, the effective thickness is reduced by one level.&lt;br /&gt;
&lt;br /&gt;
== Air (Thinnest) == &lt;br /&gt;
Air is the thinnest material to jump through. You&#039;ll get the most height here, and wearing the liquid suit doesn&#039;t change anything, air is already as thin as it can be.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Jump and Platform Heights&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; | &lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Reachable Platforms&lt;br /&gt;
|-&lt;br /&gt;
!Jump Type!!High&amp;lt;br /&amp;gt;Jump!!Double&amp;lt;br /&amp;gt;Jump||Jump&amp;lt;br /&amp;gt;Height||Jump&amp;lt;br /&amp;gt;Pixels||Screen %||Max&amp;lt;br /&amp;gt;Platform||Jump||High&amp;lt;br /&amp;gt;Jump||Double&amp;lt;br /&amp;gt;Jump||Double&amp;lt;br /&amp;gt;High&lt;br /&gt;
|-&lt;br /&gt;
|Jump||No||No||4.5||90px||~25%||4.0||Yes||No||No||No&lt;br /&gt;
|-&lt;br /&gt;
|High Jump||Yes||No||6.5||130px||~36%||6.0||Yes||Yes||No||No&lt;br /&gt;
|-&lt;br /&gt;
|Double Jump||No||Yes||8.5||170px||~47%||8.0||Yes||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|Double High||Yes||Yes||11.5||230px||~64%||11.0||Yes||Yes||Yes||Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Double Jump Details&lt;br /&gt;
!Jump Type!!Single&amp;lt;br /&amp;gt;Jump!!Second&amp;lt;br /&amp;gt;Jump!!Total&amp;lt;br /&amp;gt;Height!!Extra&amp;lt;br /&amp;gt;Height&lt;br /&gt;
|-&lt;br /&gt;
|Double Jump||4.5||4.0||8.5||~89%&lt;br /&gt;
|-&lt;br /&gt;
|Double High||6.5||5.0||11.5||~77%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Water (Thick) == &lt;br /&gt;
Water is harder to move through than Air. This slows you down and reduces the height of the jumps that are possible in it. Wearing the liquid suit makes Water behave like Air. There are some other materials share the same thickness as Water. The margin for error in jump height is reduced from 0.5 tiles to 0.25 tiles when in Water.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Jump and Platform Heights&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; | &lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Reachable Platforms&lt;br /&gt;
|-&lt;br /&gt;
!Jump Type!!High&amp;lt;br /&amp;gt;Jump!!Double&amp;lt;br /&amp;gt;Jump||Jump&amp;lt;br /&amp;gt;Height||Jump&amp;lt;br /&amp;gt;Pixels||Screen %||Max&amp;lt;br /&amp;gt;Platform||Jump||High&amp;lt;br /&amp;gt;Jump||Double&amp;lt;br /&amp;gt;Jump||Double&amp;lt;br /&amp;gt;High&lt;br /&gt;
|-&lt;br /&gt;
|Jump||No||No||2.25||45px||~12%||2.0||Yes||No||No||No&lt;br /&gt;
|-&lt;br /&gt;
|High Jump||Yes||No||3.25||65px||~18%||3.0||Yes||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|Double Jump||No||Yes||3.25||65px||~18%||3.0||Yes||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|Double High||Yes||Yes||5.25||105px||~29%||5.0||Yes||Yes||Yes||Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Double Jump Details&lt;br /&gt;
!Jump Type!!Single&amp;lt;br /&amp;gt;Jump!!Second&amp;lt;br /&amp;gt;Jump!!Total&amp;lt;br /&amp;gt;Height!!Extra&amp;lt;br /&amp;gt;Height&lt;br /&gt;
|-&lt;br /&gt;
|Double Jump||2.25||1.00||3.25||~44%&lt;br /&gt;
|-&lt;br /&gt;
|Double High||3.25||2.00||5.25||~62%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Mud (Very Thick) == &lt;br /&gt;
Mud is very hard to move through. This makes you the slowest of all, and reduces the height of the jumps that are possible in it dramatically. Wearing the liquid suit makes Mud behave like Water. There are some other materials share the same thickness as Mud.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Jump and Platform Heights&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; | &lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Reachable Platforms&lt;br /&gt;
|-&lt;br /&gt;
!Jump Type!!High&amp;lt;br /&amp;gt;Jump!!Double&amp;lt;br /&amp;gt;Jump||Jump&amp;lt;br /&amp;gt;Height||Jump&amp;lt;br /&amp;gt;Pixels||Screen %||Max&amp;lt;br /&amp;gt;Platform||Jump||High&amp;lt;br /&amp;gt;Jump||Double&amp;lt;br /&amp;gt;Jump||Double&amp;lt;br /&amp;gt;High&lt;br /&gt;
|-&lt;br /&gt;
|Jump||No||No||1.25||25px||~7%||1.0||Yes||No||No||No&lt;br /&gt;
|-&lt;br /&gt;
|High Jump||Yes||No||2.25||45px||~12%||2.0||Yes||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|Double Jump||No||Yes||2.25||45px||~12%||2.0||Yes||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|Double High||Yes||Yes||4.25||85px||~24%||4.0||Yes||Yes||Yes||Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Double Jump Details&lt;br /&gt;
!Jump Type!!Single&amp;lt;br /&amp;gt;Jump!!Second&amp;lt;br /&amp;gt;Jump!!Total&amp;lt;br /&amp;gt;Height!!Extra&amp;lt;br /&amp;gt;Height&lt;br /&gt;
|-&lt;br /&gt;
|Double Jump||1.25||1.0||2.25||~80%&lt;br /&gt;
|-&lt;br /&gt;
|Double High||2.25||2.0||4.25||~89%&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Jump_Mechanics&amp;diff=400</id>
		<title>Jump Mechanics</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Jump_Mechanics&amp;diff=400"/>
		<updated>2026-09-26T19:58:00Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: /* Jumping through Water */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Basics = &lt;br /&gt;
Jumps are measured in tiles which are 20x20 pixels. The screen is 32x18 tiles. Jumps are designed to grant a little extra vertical height beyond an integer number of tiles to make jumping feel kinder. This ensures there is a bit of leeway to ensure jumps don&#039;t need to be perfectly executed to be completed successfully.&lt;br /&gt;
&lt;br /&gt;
There are three types of materials to move through in Fracterebus. They are differentiated by their thickness. Temperature never has any effect on the thickness of a material. When the liquid suit has been collected and is equipped, the effective thickness is reduced by one level.&lt;br /&gt;
&lt;br /&gt;
== Air (Thinnest) == &lt;br /&gt;
Air is the thinnest material to jump through. You&#039;ll get the most height here, and wearing the liquid suit doesn&#039;t change anything, air is already as thin as it can be.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Jump and Platform Heights&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; | &lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Reachable Platforms&lt;br /&gt;
|-&lt;br /&gt;
!Jump Type!!High&amp;lt;br /&amp;gt;Jump!!Double&amp;lt;br /&amp;gt;Jump||Jump&amp;lt;br /&amp;gt;Height||Jump&amp;lt;br /&amp;gt;Pixels||Screen %||Max&amp;lt;br /&amp;gt;Platform||Jump||High&amp;lt;br /&amp;gt;Jump||Double&amp;lt;br /&amp;gt;Jump||Double&amp;lt;br /&amp;gt;High&lt;br /&gt;
|-&lt;br /&gt;
|Jump||No||No||4.5||90px||~25%||4.0||Yes||No||No||No&lt;br /&gt;
|-&lt;br /&gt;
|High Jump||Yes||No||6.5||130px||~36%||6.0||Yes||Yes||No||No&lt;br /&gt;
|-&lt;br /&gt;
|Double Jump||No||Yes||8.5||170px||~47%||8.0||Yes||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|Double High||Yes||Yes||11.5||230px||~64%||11.0||Yes||Yes||Yes||Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Double Jump Details&lt;br /&gt;
!Jump Type!!Single&amp;lt;br /&amp;gt;Jump!!Second&amp;lt;br /&amp;gt;Jump!!Total&amp;lt;br /&amp;gt;Height!!Extra&amp;lt;br /&amp;gt;Height&lt;br /&gt;
|-&lt;br /&gt;
|Double Jump||4.5||4.0||8.5||~89%&lt;br /&gt;
|-&lt;br /&gt;
|Double High||6.5||5.0||11.5||~77%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Water (Thick) == &lt;br /&gt;
Water is harder to move through than Air. This slows you down and reduces the height of the jumps that are possible in it. Wearing the liquid suit makes Water behave like Air. There are some other materials share the same thickness as Water. The margin for error in jump height is reduced from 0.5 tiles to 0.25 tiles when in Water.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Jump and Platform Heights&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; | &lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Reachable Platforms&lt;br /&gt;
|-&lt;br /&gt;
!Jump Type!!High&amp;lt;br /&amp;gt;Jump!!Double&amp;lt;br /&amp;gt;Jump||Jump&amp;lt;br /&amp;gt;Height||Jump&amp;lt;br /&amp;gt;Pixels||Screen %||Max&amp;lt;br /&amp;gt;Platform||Jump||High&amp;lt;br /&amp;gt;Jump||Double&amp;lt;br /&amp;gt;Jump||Double&amp;lt;br /&amp;gt;High&lt;br /&gt;
|-&lt;br /&gt;
|Jump||No||No||2.25||45px||~12%||2.0||Yes||No||No||No&lt;br /&gt;
|-&lt;br /&gt;
|High Jump||Yes||No||3.25||65px||~18%||3.0||Yes||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|Double Jump||No||Yes||3.25||65px||~18%||3.0||Yes||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|Double High||Yes||Yes||5.25||105px||~29%||5.0||Yes||Yes||Yes||Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Double Jump Details&lt;br /&gt;
!Jump Type!!Single&amp;lt;br /&amp;gt;Jump!!Second&amp;lt;br /&amp;gt;Jump!!Total&amp;lt;br /&amp;gt;Height!!Extra&amp;lt;br /&amp;gt;Height&lt;br /&gt;
|-&lt;br /&gt;
|Double Jump||2.25||1.00||3.25||~44%&lt;br /&gt;
|-&lt;br /&gt;
|Double High||3.25||2.00||5.25||~62%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Jumping through Mud == &lt;br /&gt;
Mud is very hard to move through. This makes you the slowest of all, and reduces the height of the jumps that are possible in it dramatically. Wearing the liquid suit makes Mud behave like Water. There are some other materials share the same thickness as Mud.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Jump and Platform Heights&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; | &lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Reachable Platforms&lt;br /&gt;
|-&lt;br /&gt;
!Jump Type!!High&amp;lt;br /&amp;gt;Jump!!Double&amp;lt;br /&amp;gt;Jump||Jump&amp;lt;br /&amp;gt;Height||Jump&amp;lt;br /&amp;gt;Pixels||Screen %||Max&amp;lt;br /&amp;gt;Platform||Jump||High&amp;lt;br /&amp;gt;Jump||Double&amp;lt;br /&amp;gt;Jump||Double&amp;lt;br /&amp;gt;High&lt;br /&gt;
|-&lt;br /&gt;
|Jump||No||No||1.25||25px||~7%||1.0||Yes||No||No||No&lt;br /&gt;
|-&lt;br /&gt;
|High Jump||Yes||No||2.25||45px||~12%||2.0||Yes||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|Double Jump||No||Yes||2.25||45px||~12%||2.0||Yes||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|Double High||Yes||Yes||4.25||85px||~24%||4.0||Yes||Yes||Yes||Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Double Jump Details&lt;br /&gt;
!Jump Type!!Single&amp;lt;br /&amp;gt;Jump!!Second&amp;lt;br /&amp;gt;Jump!!Total&amp;lt;br /&amp;gt;Height!!Extra&amp;lt;br /&amp;gt;Height&lt;br /&gt;
|-&lt;br /&gt;
|Double Jump||1.25||1.0||2.25||~80%&lt;br /&gt;
|-&lt;br /&gt;
|Double High||2.25||2.0||4.25||~89%&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Jump_Mechanics&amp;diff=399</id>
		<title>Jump Mechanics</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Jump_Mechanics&amp;diff=399"/>
		<updated>2026-09-26T19:57:38Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: /* Jumping through Air */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Basics = &lt;br /&gt;
Jumps are measured in tiles which are 20x20 pixels. The screen is 32x18 tiles. Jumps are designed to grant a little extra vertical height beyond an integer number of tiles to make jumping feel kinder. This ensures there is a bit of leeway to ensure jumps don&#039;t need to be perfectly executed to be completed successfully.&lt;br /&gt;
&lt;br /&gt;
There are three types of materials to move through in Fracterebus. They are differentiated by their thickness. Temperature never has any effect on the thickness of a material. When the liquid suit has been collected and is equipped, the effective thickness is reduced by one level.&lt;br /&gt;
&lt;br /&gt;
== Air (Thinnest) == &lt;br /&gt;
Air is the thinnest material to jump through. You&#039;ll get the most height here, and wearing the liquid suit doesn&#039;t change anything, air is already as thin as it can be.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Jump and Platform Heights&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; | &lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Reachable Platforms&lt;br /&gt;
|-&lt;br /&gt;
!Jump Type!!High&amp;lt;br /&amp;gt;Jump!!Double&amp;lt;br /&amp;gt;Jump||Jump&amp;lt;br /&amp;gt;Height||Jump&amp;lt;br /&amp;gt;Pixels||Screen %||Max&amp;lt;br /&amp;gt;Platform||Jump||High&amp;lt;br /&amp;gt;Jump||Double&amp;lt;br /&amp;gt;Jump||Double&amp;lt;br /&amp;gt;High&lt;br /&gt;
|-&lt;br /&gt;
|Jump||No||No||4.5||90px||~25%||4.0||Yes||No||No||No&lt;br /&gt;
|-&lt;br /&gt;
|High Jump||Yes||No||6.5||130px||~36%||6.0||Yes||Yes||No||No&lt;br /&gt;
|-&lt;br /&gt;
|Double Jump||No||Yes||8.5||170px||~47%||8.0||Yes||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|Double High||Yes||Yes||11.5||230px||~64%||11.0||Yes||Yes||Yes||Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Double Jump Details&lt;br /&gt;
!Jump Type!!Single&amp;lt;br /&amp;gt;Jump!!Second&amp;lt;br /&amp;gt;Jump!!Total&amp;lt;br /&amp;gt;Height!!Extra&amp;lt;br /&amp;gt;Height&lt;br /&gt;
|-&lt;br /&gt;
|Double Jump||4.5||4.0||8.5||~89%&lt;br /&gt;
|-&lt;br /&gt;
|Double High||6.5||5.0||11.5||~77%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Jumping through Water == &lt;br /&gt;
Water is harder to move through than Air. This slows you down and reduces the height of the jumps that are possible in it. Wearing the liquid suit makes Water behave like Air. There are some other materials share the same thickness as Water. The margin for error in jump height is reduced from 0.5 tiles to 0.25 tiles when in Water.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Jump and Platform Heights&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; | &lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Reachable Platforms&lt;br /&gt;
|-&lt;br /&gt;
!Jump Type!!High&amp;lt;br /&amp;gt;Jump!!Double&amp;lt;br /&amp;gt;Jump||Jump&amp;lt;br /&amp;gt;Height||Jump&amp;lt;br /&amp;gt;Pixels||Screen %||Max&amp;lt;br /&amp;gt;Platform||Jump||High&amp;lt;br /&amp;gt;Jump||Double&amp;lt;br /&amp;gt;Jump||Double&amp;lt;br /&amp;gt;High&lt;br /&gt;
|-&lt;br /&gt;
|Jump||No||No||2.25||45px||~12%||2.0||Yes||No||No||No&lt;br /&gt;
|-&lt;br /&gt;
|High Jump||Yes||No||3.25||65px||~18%||3.0||Yes||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|Double Jump||No||Yes||3.25||65px||~18%||3.0||Yes||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|Double High||Yes||Yes||5.25||105px||~29%||5.0||Yes||Yes||Yes||Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Double Jump Details&lt;br /&gt;
!Jump Type!!Single&amp;lt;br /&amp;gt;Jump!!Second&amp;lt;br /&amp;gt;Jump!!Total&amp;lt;br /&amp;gt;Height!!Extra&amp;lt;br /&amp;gt;Height&lt;br /&gt;
|-&lt;br /&gt;
|Double Jump||2.25||1.00||3.25||~44%&lt;br /&gt;
|-&lt;br /&gt;
|Double High||3.25||2.00||5.25||~62%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Jumping through Mud == &lt;br /&gt;
Mud is very hard to move through. This makes you the slowest of all, and reduces the height of the jumps that are possible in it dramatically. Wearing the liquid suit makes Mud behave like Water. There are some other materials share the same thickness as Mud.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Jump and Platform Heights&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; | &lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Reachable Platforms&lt;br /&gt;
|-&lt;br /&gt;
!Jump Type!!High&amp;lt;br /&amp;gt;Jump!!Double&amp;lt;br /&amp;gt;Jump||Jump&amp;lt;br /&amp;gt;Height||Jump&amp;lt;br /&amp;gt;Pixels||Screen %||Max&amp;lt;br /&amp;gt;Platform||Jump||High&amp;lt;br /&amp;gt;Jump||Double&amp;lt;br /&amp;gt;Jump||Double&amp;lt;br /&amp;gt;High&lt;br /&gt;
|-&lt;br /&gt;
|Jump||No||No||1.25||25px||~7%||1.0||Yes||No||No||No&lt;br /&gt;
|-&lt;br /&gt;
|High Jump||Yes||No||2.25||45px||~12%||2.0||Yes||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|Double Jump||No||Yes||2.25||45px||~12%||2.0||Yes||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|Double High||Yes||Yes||4.25||85px||~24%||4.0||Yes||Yes||Yes||Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Double Jump Details&lt;br /&gt;
!Jump Type!!Single&amp;lt;br /&amp;gt;Jump!!Second&amp;lt;br /&amp;gt;Jump!!Total&amp;lt;br /&amp;gt;Height!!Extra&amp;lt;br /&amp;gt;Height&lt;br /&gt;
|-&lt;br /&gt;
|Double Jump||1.25||1.0||2.25||~80%&lt;br /&gt;
|-&lt;br /&gt;
|Double High||2.25||2.0||4.25||~89%&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Jump_Mechanics&amp;diff=398</id>
		<title>Jump Mechanics</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Jump_Mechanics&amp;diff=398"/>
		<updated>2026-09-26T19:57:11Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Basics = &lt;br /&gt;
Jumps are measured in tiles which are 20x20 pixels. The screen is 32x18 tiles. Jumps are designed to grant a little extra vertical height beyond an integer number of tiles to make jumping feel kinder. This ensures there is a bit of leeway to ensure jumps don&#039;t need to be perfectly executed to be completed successfully.&lt;br /&gt;
&lt;br /&gt;
There are three types of materials to move through in Fracterebus. They are differentiated by their thickness. Temperature never has any effect on the thickness of a material. When the liquid suit has been collected and is equipped, the effective thickness is reduced by one level.&lt;br /&gt;
&lt;br /&gt;
== Jumping through Air == &lt;br /&gt;
Air is the thinnest material to jump through. You&#039;ll get the most height here, and wearing the liquid suit doesn&#039;t change anything, air is already as thin as it can be.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Jump and Platform Heights&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; | &lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Reachable Platforms&lt;br /&gt;
|-&lt;br /&gt;
!Jump Type!!High&amp;lt;br /&amp;gt;Jump!!Double&amp;lt;br /&amp;gt;Jump||Jump&amp;lt;br /&amp;gt;Height||Jump&amp;lt;br /&amp;gt;Pixels||Screen %||Max&amp;lt;br /&amp;gt;Platform||Jump||High&amp;lt;br /&amp;gt;Jump||Double&amp;lt;br /&amp;gt;Jump||Double&amp;lt;br /&amp;gt;High&lt;br /&gt;
|-&lt;br /&gt;
|Jump||No||No||4.5||90px||~25%||4.0||Yes||No||No||No&lt;br /&gt;
|-&lt;br /&gt;
|High Jump||Yes||No||6.5||130px||~36%||6.0||Yes||Yes||No||No&lt;br /&gt;
|-&lt;br /&gt;
|Double Jump||No||Yes||8.5||170px||~47%||8.0||Yes||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|Double High||Yes||Yes||11.5||230px||~64%||11.0||Yes||Yes||Yes||Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Double Jump Details&lt;br /&gt;
!Jump Type!!Single&amp;lt;br /&amp;gt;Jump!!Second&amp;lt;br /&amp;gt;Jump!!Total&amp;lt;br /&amp;gt;Height!!Extra&amp;lt;br /&amp;gt;Height&lt;br /&gt;
|-&lt;br /&gt;
|Double Jump||4.5||4.0||8.5||~89%&lt;br /&gt;
|-&lt;br /&gt;
|Double High||6.5||5.0||11.5||~77%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Jumping through Water == &lt;br /&gt;
Water is harder to move through than Air. This slows you down and reduces the height of the jumps that are possible in it. Wearing the liquid suit makes Water behave like Air. There are some other materials share the same thickness as Water. The margin for error in jump height is reduced from 0.5 tiles to 0.25 tiles when in Water.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Jump and Platform Heights&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; | &lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Reachable Platforms&lt;br /&gt;
|-&lt;br /&gt;
!Jump Type!!High&amp;lt;br /&amp;gt;Jump!!Double&amp;lt;br /&amp;gt;Jump||Jump&amp;lt;br /&amp;gt;Height||Jump&amp;lt;br /&amp;gt;Pixels||Screen %||Max&amp;lt;br /&amp;gt;Platform||Jump||High&amp;lt;br /&amp;gt;Jump||Double&amp;lt;br /&amp;gt;Jump||Double&amp;lt;br /&amp;gt;High&lt;br /&gt;
|-&lt;br /&gt;
|Jump||No||No||2.25||45px||~12%||2.0||Yes||No||No||No&lt;br /&gt;
|-&lt;br /&gt;
|High Jump||Yes||No||3.25||65px||~18%||3.0||Yes||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|Double Jump||No||Yes||3.25||65px||~18%||3.0||Yes||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|Double High||Yes||Yes||5.25||105px||~29%||5.0||Yes||Yes||Yes||Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Double Jump Details&lt;br /&gt;
!Jump Type!!Single&amp;lt;br /&amp;gt;Jump!!Second&amp;lt;br /&amp;gt;Jump!!Total&amp;lt;br /&amp;gt;Height!!Extra&amp;lt;br /&amp;gt;Height&lt;br /&gt;
|-&lt;br /&gt;
|Double Jump||2.25||1.00||3.25||~44%&lt;br /&gt;
|-&lt;br /&gt;
|Double High||3.25||2.00||5.25||~62%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Jumping through Mud == &lt;br /&gt;
Mud is very hard to move through. This makes you the slowest of all, and reduces the height of the jumps that are possible in it dramatically. Wearing the liquid suit makes Mud behave like Water. There are some other materials share the same thickness as Mud.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Jump and Platform Heights&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; | &lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Reachable Platforms&lt;br /&gt;
|-&lt;br /&gt;
!Jump Type!!High&amp;lt;br /&amp;gt;Jump!!Double&amp;lt;br /&amp;gt;Jump||Jump&amp;lt;br /&amp;gt;Height||Jump&amp;lt;br /&amp;gt;Pixels||Screen %||Max&amp;lt;br /&amp;gt;Platform||Jump||High&amp;lt;br /&amp;gt;Jump||Double&amp;lt;br /&amp;gt;Jump||Double&amp;lt;br /&amp;gt;High&lt;br /&gt;
|-&lt;br /&gt;
|Jump||No||No||1.25||25px||~7%||1.0||Yes||No||No||No&lt;br /&gt;
|-&lt;br /&gt;
|High Jump||Yes||No||2.25||45px||~12%||2.0||Yes||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|Double Jump||No||Yes||2.25||45px||~12%||2.0||Yes||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|Double High||Yes||Yes||4.25||85px||~24%||4.0||Yes||Yes||Yes||Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Double Jump Details&lt;br /&gt;
!Jump Type!!Single&amp;lt;br /&amp;gt;Jump!!Second&amp;lt;br /&amp;gt;Jump!!Total&amp;lt;br /&amp;gt;Height!!Extra&amp;lt;br /&amp;gt;Height&lt;br /&gt;
|-&lt;br /&gt;
|Double Jump||1.25||1.0||2.25||~80%&lt;br /&gt;
|-&lt;br /&gt;
|Double High||2.25||2.0||4.25||~89%&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Jump_Mechanics&amp;diff=397</id>
		<title>Jump Mechanics</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Jump_Mechanics&amp;diff=397"/>
		<updated>2026-09-26T19:50:14Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: /* Jumping through Mud */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Jumps are measured in tiles which are 20x20 pixels. The screen is 32x18 tiles. Jumps jumps are designed to grant a little extra vertical height beyond an integer number of tiles to make jumping feel kinder. This ensures there is a bit of leeway to ensure jumps don&#039;t need to be perfectly executed to be completed successfully.&lt;br /&gt;
&lt;br /&gt;
There are three types of materials to move through in Fracterebus. They are categorized by their thickness. When the liquid suit is has been collected and is equipped, the effective thickness is reduced by one level.&lt;br /&gt;
&lt;br /&gt;
== Jumping through Air == &lt;br /&gt;
Air is the thinnest material to jump through. You&#039;ll get the most height here, and wearing the liquid suit doesn&#039;t change anything. Air has the same thickness regardless of temperature.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Jump and Platform Heights&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; | &lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Reachable Platforms&lt;br /&gt;
|-&lt;br /&gt;
!Jump Type!!High&amp;lt;br /&amp;gt;Jump!!Double&amp;lt;br /&amp;gt;Jump||Jump&amp;lt;br /&amp;gt;Height||Jump&amp;lt;br /&amp;gt;Pixels||Screen %||Max&amp;lt;br /&amp;gt;Platform||Jump||High&amp;lt;br /&amp;gt;Jump||Double&amp;lt;br /&amp;gt;Jump||Double&amp;lt;br /&amp;gt;High&lt;br /&gt;
|-&lt;br /&gt;
|Jump||No||No||4.5||90px||~25%||4.0||Yes||No||No||No&lt;br /&gt;
|-&lt;br /&gt;
|High Jump||Yes||No||6.5||130px||~36%||6.0||Yes||Yes||No||No&lt;br /&gt;
|-&lt;br /&gt;
|Double Jump||No||Yes||8.5||170px||~47%||8.0||Yes||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|Double High||Yes||Yes||11.5||230px||~64%||11.0||Yes||Yes||Yes||Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Double Jump Details&lt;br /&gt;
!Jump Type!!Single&amp;lt;br /&amp;gt;Jump!!Second&amp;lt;br /&amp;gt;Jump!!Total&amp;lt;br /&amp;gt;Height!!Extra&amp;lt;br /&amp;gt;Height&lt;br /&gt;
|-&lt;br /&gt;
|Double Jump||4.5||4.0||8.5||~89%&lt;br /&gt;
|-&lt;br /&gt;
|Double High||6.5||5.0||11.5||~77%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Jumping through Water == &lt;br /&gt;
Water is harder to move through than Air. This slows you down and reduces the height of the jumps that are possible in it. Wearing the liquid suit makes Water behave like Air. Water has the same thickness regardless of temperature. There are some other materials share the same thickness as Water. The margin for error in jump height is reduced from 0.5 tiles to 0.25 tiles when in Water.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Jump and Platform Heights&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; | &lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Reachable Platforms&lt;br /&gt;
|-&lt;br /&gt;
!Jump Type!!High&amp;lt;br /&amp;gt;Jump!!Double&amp;lt;br /&amp;gt;Jump||Jump&amp;lt;br /&amp;gt;Height||Jump&amp;lt;br /&amp;gt;Pixels||Screen %||Max&amp;lt;br /&amp;gt;Platform||Jump||High&amp;lt;br /&amp;gt;Jump||Double&amp;lt;br /&amp;gt;Jump||Double&amp;lt;br /&amp;gt;High&lt;br /&gt;
|-&lt;br /&gt;
|Jump||No||No||2.25||45px||~12%||2.0||Yes||No||No||No&lt;br /&gt;
|-&lt;br /&gt;
|High Jump||Yes||No||3.25||65px||~18%||3.0||Yes||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|Double Jump||No||Yes||3.25||65px||~18%||3.0||Yes||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|Double High||Yes||Yes||5.25||105px||~29%||5.0||Yes||Yes||Yes||Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Double Jump Details&lt;br /&gt;
!Jump Type!!Single&amp;lt;br /&amp;gt;Jump!!Second&amp;lt;br /&amp;gt;Jump!!Total&amp;lt;br /&amp;gt;Height!!Extra&amp;lt;br /&amp;gt;Height&lt;br /&gt;
|-&lt;br /&gt;
|Double Jump||2.25||1.00||3.25||~44%&lt;br /&gt;
|-&lt;br /&gt;
|Double High||3.25||2.00||5.25||~62%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Jumping through Mud == &lt;br /&gt;
Mud is very hard to move through. This makes you the slowest of all, and reduces the height of the jumps that are possible in it dramatically. Wearing the liquid suit makes Mud behave like Water. Mud has the same thickness regardless of temperature. There are some other materials share the same thickness as Mud.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Jump and Platform Heights&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; | &lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Reachable Platforms&lt;br /&gt;
|-&lt;br /&gt;
!Jump Type!!High&amp;lt;br /&amp;gt;Jump!!Double&amp;lt;br /&amp;gt;Jump||Jump&amp;lt;br /&amp;gt;Height||Jump&amp;lt;br /&amp;gt;Pixels||Screen %||Max&amp;lt;br /&amp;gt;Platform||Jump||High&amp;lt;br /&amp;gt;Jump||Double&amp;lt;br /&amp;gt;Jump||Double&amp;lt;br /&amp;gt;High&lt;br /&gt;
|-&lt;br /&gt;
|Jump||No||No||1.25||25px||~7%||1.0||Yes||No||No||No&lt;br /&gt;
|-&lt;br /&gt;
|High Jump||Yes||No||2.25||45px||~12%||2.0||Yes||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|Double Jump||No||Yes||2.25||45px||~12%||2.0||Yes||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|Double High||Yes||Yes||4.25||85px||~24%||4.0||Yes||Yes||Yes||Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Double Jump Details&lt;br /&gt;
!Jump Type!!Single&amp;lt;br /&amp;gt;Jump!!Second&amp;lt;br /&amp;gt;Jump!!Total&amp;lt;br /&amp;gt;Height!!Extra&amp;lt;br /&amp;gt;Height&lt;br /&gt;
|-&lt;br /&gt;
|Double Jump||1.25||1.0||2.25||~80%&lt;br /&gt;
|-&lt;br /&gt;
|Double High||2.25||2.0||4.25||~89%&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Jump_Mechanics&amp;diff=396</id>
		<title>Jump Mechanics</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Jump_Mechanics&amp;diff=396"/>
		<updated>2026-09-26T19:49:53Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: /* Jumping through Mud */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Jumps are measured in tiles which are 20x20 pixels. The screen is 32x18 tiles. Jumps jumps are designed to grant a little extra vertical height beyond an integer number of tiles to make jumping feel kinder. This ensures there is a bit of leeway to ensure jumps don&#039;t need to be perfectly executed to be completed successfully.&lt;br /&gt;
&lt;br /&gt;
There are three types of materials to move through in Fracterebus. They are categorized by their thickness. When the liquid suit is has been collected and is equipped, the effective thickness is reduced by one level.&lt;br /&gt;
&lt;br /&gt;
== Jumping through Air == &lt;br /&gt;
Air is the thinnest material to jump through. You&#039;ll get the most height here, and wearing the liquid suit doesn&#039;t change anything. Air has the same thickness regardless of temperature.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Jump and Platform Heights&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; | &lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Reachable Platforms&lt;br /&gt;
|-&lt;br /&gt;
!Jump Type!!High&amp;lt;br /&amp;gt;Jump!!Double&amp;lt;br /&amp;gt;Jump||Jump&amp;lt;br /&amp;gt;Height||Jump&amp;lt;br /&amp;gt;Pixels||Screen %||Max&amp;lt;br /&amp;gt;Platform||Jump||High&amp;lt;br /&amp;gt;Jump||Double&amp;lt;br /&amp;gt;Jump||Double&amp;lt;br /&amp;gt;High&lt;br /&gt;
|-&lt;br /&gt;
|Jump||No||No||4.5||90px||~25%||4.0||Yes||No||No||No&lt;br /&gt;
|-&lt;br /&gt;
|High Jump||Yes||No||6.5||130px||~36%||6.0||Yes||Yes||No||No&lt;br /&gt;
|-&lt;br /&gt;
|Double Jump||No||Yes||8.5||170px||~47%||8.0||Yes||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|Double High||Yes||Yes||11.5||230px||~64%||11.0||Yes||Yes||Yes||Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Double Jump Details&lt;br /&gt;
!Jump Type!!Single&amp;lt;br /&amp;gt;Jump!!Second&amp;lt;br /&amp;gt;Jump!!Total&amp;lt;br /&amp;gt;Height!!Extra&amp;lt;br /&amp;gt;Height&lt;br /&gt;
|-&lt;br /&gt;
|Double Jump||4.5||4.0||8.5||~89%&lt;br /&gt;
|-&lt;br /&gt;
|Double High||6.5||5.0||11.5||~77%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Jumping through Water == &lt;br /&gt;
Water is harder to move through than Air. This slows you down and reduces the height of the jumps that are possible in it. Wearing the liquid suit makes Water behave like Air. Water has the same thickness regardless of temperature. There are some other materials share the same thickness as Water. The margin for error in jump height is reduced from 0.5 tiles to 0.25 tiles when in Water.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Jump and Platform Heights&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; | &lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Reachable Platforms&lt;br /&gt;
|-&lt;br /&gt;
!Jump Type!!High&amp;lt;br /&amp;gt;Jump!!Double&amp;lt;br /&amp;gt;Jump||Jump&amp;lt;br /&amp;gt;Height||Jump&amp;lt;br /&amp;gt;Pixels||Screen %||Max&amp;lt;br /&amp;gt;Platform||Jump||High&amp;lt;br /&amp;gt;Jump||Double&amp;lt;br /&amp;gt;Jump||Double&amp;lt;br /&amp;gt;High&lt;br /&gt;
|-&lt;br /&gt;
|Jump||No||No||2.25||45px||~12%||2.0||Yes||No||No||No&lt;br /&gt;
|-&lt;br /&gt;
|High Jump||Yes||No||3.25||65px||~18%||3.0||Yes||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|Double Jump||No||Yes||3.25||65px||~18%||3.0||Yes||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|Double High||Yes||Yes||5.25||105px||~29%||5.0||Yes||Yes||Yes||Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Double Jump Details&lt;br /&gt;
!Jump Type!!Single&amp;lt;br /&amp;gt;Jump!!Second&amp;lt;br /&amp;gt;Jump!!Total&amp;lt;br /&amp;gt;Height!!Extra&amp;lt;br /&amp;gt;Height&lt;br /&gt;
|-&lt;br /&gt;
|Double Jump||2.25||1.00||3.25||~44%&lt;br /&gt;
|-&lt;br /&gt;
|Double High||3.25||2.00||5.25||~62%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Jumping through Mud == &lt;br /&gt;
Mud is very hard to move through. This makes you the slowest of all, and reduces the height of the jumps that are possible in it dramatically. Wearing the liquid suit makes Mud behave like Water. Mud has the same thickness regardless of temperature. There are some other materials share the same thickness as Mud.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Jump and Platform Heights&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; | &lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Reachable Platforms&lt;br /&gt;
|-&lt;br /&gt;
!Jump Type!!High&amp;lt;br /&amp;gt;Jump!!Double&amp;lt;br /&amp;gt;Jump||Jump&amp;lt;br /&amp;gt;Height||Jump&amp;lt;br /&amp;gt;Pixels||Screen %||Max&amp;lt;br /&amp;gt;Platform||Jump||High&amp;lt;br /&amp;gt;Jump||Double&amp;lt;br /&amp;gt;Jump||Double&amp;lt;br /&amp;gt;High&lt;br /&gt;
|-&lt;br /&gt;
|Jump||No||No||1.25||25px||~7%||1.0||Yes||No||No||No&lt;br /&gt;
|-&lt;br /&gt;
|High Jump||Yes||No||2.25||45px||~12.5%||2.0||Yes||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|Double Jump||No||Yes||2.25||45px||~12.5%||2.0||Yes||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|Double High||Yes||Yes||4.25||85px||~24%||4.0||Yes||Yes||Yes||Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Double Jump Details&lt;br /&gt;
!Jump Type!!Single&amp;lt;br /&amp;gt;Jump!!Second&amp;lt;br /&amp;gt;Jump!!Total&amp;lt;br /&amp;gt;Height!!Extra&amp;lt;br /&amp;gt;Height&lt;br /&gt;
|-&lt;br /&gt;
|Double Jump||1.25||1.0||2.25||~80%&lt;br /&gt;
|-&lt;br /&gt;
|Double High||2.25||2.0||4.25||~89%&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Jump_Mechanics&amp;diff=395</id>
		<title>Jump Mechanics</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Jump_Mechanics&amp;diff=395"/>
		<updated>2026-09-26T19:45:35Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: /* Jumping through Water */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Jumps are measured in tiles which are 20x20 pixels. The screen is 32x18 tiles. Jumps jumps are designed to grant a little extra vertical height beyond an integer number of tiles to make jumping feel kinder. This ensures there is a bit of leeway to ensure jumps don&#039;t need to be perfectly executed to be completed successfully.&lt;br /&gt;
&lt;br /&gt;
There are three types of materials to move through in Fracterebus. They are categorized by their thickness. When the liquid suit is has been collected and is equipped, the effective thickness is reduced by one level.&lt;br /&gt;
&lt;br /&gt;
== Jumping through Air == &lt;br /&gt;
Air is the thinnest material to jump through. You&#039;ll get the most height here, and wearing the liquid suit doesn&#039;t change anything. Air has the same thickness regardless of temperature.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Jump and Platform Heights&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; | &lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Reachable Platforms&lt;br /&gt;
|-&lt;br /&gt;
!Jump Type!!High&amp;lt;br /&amp;gt;Jump!!Double&amp;lt;br /&amp;gt;Jump||Jump&amp;lt;br /&amp;gt;Height||Jump&amp;lt;br /&amp;gt;Pixels||Screen %||Max&amp;lt;br /&amp;gt;Platform||Jump||High&amp;lt;br /&amp;gt;Jump||Double&amp;lt;br /&amp;gt;Jump||Double&amp;lt;br /&amp;gt;High&lt;br /&gt;
|-&lt;br /&gt;
|Jump||No||No||4.5||90px||~25%||4.0||Yes||No||No||No&lt;br /&gt;
|-&lt;br /&gt;
|High Jump||Yes||No||6.5||130px||~36%||6.0||Yes||Yes||No||No&lt;br /&gt;
|-&lt;br /&gt;
|Double Jump||No||Yes||8.5||170px||~47%||8.0||Yes||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|Double High||Yes||Yes||11.5||230px||~64%||11.0||Yes||Yes||Yes||Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Double Jump Details&lt;br /&gt;
!Jump Type!!Single&amp;lt;br /&amp;gt;Jump!!Second&amp;lt;br /&amp;gt;Jump!!Total&amp;lt;br /&amp;gt;Height!!Extra&amp;lt;br /&amp;gt;Height&lt;br /&gt;
|-&lt;br /&gt;
|Double Jump||4.5||4.0||8.5||~89%&lt;br /&gt;
|-&lt;br /&gt;
|Double High||6.5||5.0||11.5||~77%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Jumping through Water == &lt;br /&gt;
Water is harder to move through than Air. This slows you down and reduces the height of the jumps that are possible in it. Wearing the liquid suit makes Water behave like Air. Water has the same thickness regardless of temperature. There are some other materials share the same thickness as Water. The margin for error in jump height is reduced from 0.5 tiles to 0.25 tiles when in Water.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Jump and Platform Heights&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; | &lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Reachable Platforms&lt;br /&gt;
|-&lt;br /&gt;
!Jump Type!!High&amp;lt;br /&amp;gt;Jump!!Double&amp;lt;br /&amp;gt;Jump||Jump&amp;lt;br /&amp;gt;Height||Jump&amp;lt;br /&amp;gt;Pixels||Screen %||Max&amp;lt;br /&amp;gt;Platform||Jump||High&amp;lt;br /&amp;gt;Jump||Double&amp;lt;br /&amp;gt;Jump||Double&amp;lt;br /&amp;gt;High&lt;br /&gt;
|-&lt;br /&gt;
|Jump||No||No||2.25||45px||~12%||2.0||Yes||No||No||No&lt;br /&gt;
|-&lt;br /&gt;
|High Jump||Yes||No||3.25||65px||~18%||3.0||Yes||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|Double Jump||No||Yes||3.25||65px||~18%||3.0||Yes||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|Double High||Yes||Yes||5.25||105px||~29%||5.0||Yes||Yes||Yes||Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Double Jump Details&lt;br /&gt;
!Jump Type!!Single&amp;lt;br /&amp;gt;Jump!!Second&amp;lt;br /&amp;gt;Jump!!Total&amp;lt;br /&amp;gt;Height!!Extra&amp;lt;br /&amp;gt;Height&lt;br /&gt;
|-&lt;br /&gt;
|Double Jump||2.25||1.00||3.25||~44%&lt;br /&gt;
|-&lt;br /&gt;
|Double High||3.25||2.00||5.25||~62%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Jumping through Mud == &lt;br /&gt;
Mud is very hard to move through. This makes you the slowest of all, and reduces the height of the jumps that are possible in it dramatically. Wearing the liquid suit makes Mud behave like Water. Mud has the same thickness regardless of temperature. There are some other materials share the same thickness as Mud.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Jump and Platform Heights&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; | &lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Reachable Platforms&lt;br /&gt;
|-&lt;br /&gt;
!Jump Type!!High&amp;lt;br /&amp;gt;Jump!!Double&amp;lt;br /&amp;gt;Jump||Jump&amp;lt;br /&amp;gt;Height||Jump&amp;lt;br /&amp;gt;Pixels||Screen %||Max&amp;lt;br /&amp;gt;Platform||Jump||High&amp;lt;br /&amp;gt;Jump||Double&amp;lt;br /&amp;gt;Jump||Double&amp;lt;br /&amp;gt;High&lt;br /&gt;
|-&lt;br /&gt;
|Jump||No||No||4.5||90px||~25%||4.0||Yes||No||No||No&lt;br /&gt;
|-&lt;br /&gt;
|High Jump||Yes||No||6.5||130px||~36%||6.0||Yes||Yes||No||No&lt;br /&gt;
|-&lt;br /&gt;
|Double Jump||No||Yes||8.5||170px||~47%||8.0||Yes||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|Double High||Yes||Yes||11.5||230px||~64%||11.0||Yes||Yes||Yes||Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Double Jump Details&lt;br /&gt;
!Jump Type!!Single&amp;lt;br /&amp;gt;Jump!!Second&amp;lt;br /&amp;gt;Jump!!Total&amp;lt;br /&amp;gt;Height!!Extra&amp;lt;br /&amp;gt;Height&lt;br /&gt;
|-&lt;br /&gt;
|Double Jump||4.5||4.0||8.5||~89%&lt;br /&gt;
|-&lt;br /&gt;
|Double High||6.5||5.0||11.5||~77%&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Jump_Mechanics&amp;diff=394</id>
		<title>Jump Mechanics</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Jump_Mechanics&amp;diff=394"/>
		<updated>2026-09-26T19:37:09Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Jumps are measured in tiles which are 20x20 pixels. The screen is 32x18 tiles. Jumps jumps are designed to grant a little extra vertical height beyond an integer number of tiles to make jumping feel kinder. This ensures there is a bit of leeway to ensure jumps don&#039;t need to be perfectly executed to be completed successfully.&lt;br /&gt;
&lt;br /&gt;
There are three types of materials to move through in Fracterebus. They are categorized by their thickness. When the liquid suit is has been collected and is equipped, the effective thickness is reduced by one level.&lt;br /&gt;
&lt;br /&gt;
== Jumping through Air == &lt;br /&gt;
Air is the thinnest material to jump through. You&#039;ll get the most height here, and wearing the liquid suit doesn&#039;t change anything. Air has the same thickness regardless of temperature.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Jump and Platform Heights&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; | &lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Reachable Platforms&lt;br /&gt;
|-&lt;br /&gt;
!Jump Type!!High&amp;lt;br /&amp;gt;Jump!!Double&amp;lt;br /&amp;gt;Jump||Jump&amp;lt;br /&amp;gt;Height||Jump&amp;lt;br /&amp;gt;Pixels||Screen %||Max&amp;lt;br /&amp;gt;Platform||Jump||High&amp;lt;br /&amp;gt;Jump||Double&amp;lt;br /&amp;gt;Jump||Double&amp;lt;br /&amp;gt;High&lt;br /&gt;
|-&lt;br /&gt;
|Jump||No||No||4.5||90px||~25%||4.0||Yes||No||No||No&lt;br /&gt;
|-&lt;br /&gt;
|High Jump||Yes||No||6.5||130px||~36%||6.0||Yes||Yes||No||No&lt;br /&gt;
|-&lt;br /&gt;
|Double Jump||No||Yes||8.5||170px||~47%||8.0||Yes||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|Double High||Yes||Yes||11.5||230px||~64%||11.0||Yes||Yes||Yes||Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Double Jump Details&lt;br /&gt;
!Jump Type!!Single&amp;lt;br /&amp;gt;Jump!!Second&amp;lt;br /&amp;gt;Jump!!Total&amp;lt;br /&amp;gt;Height!!Extra&amp;lt;br /&amp;gt;Height&lt;br /&gt;
|-&lt;br /&gt;
|Double Jump||4.5||4.0||8.5||~89%&lt;br /&gt;
|-&lt;br /&gt;
|Double High||6.5||5.0||11.5||~77%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Jumping through Water == &lt;br /&gt;
Water is harder to move through than Air. This slows you down and reduces the height of the jumps that are possible in it. Wearing the liquid suit makes Water behave like Air. Water has the same thickness regardless of temperature. There are some other materials share the same thickness as Water.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Jump and Platform Heights&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; | &lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Reachable Platforms&lt;br /&gt;
|-&lt;br /&gt;
!Jump Type!!High&amp;lt;br /&amp;gt;Jump!!Double&amp;lt;br /&amp;gt;Jump||Jump&amp;lt;br /&amp;gt;Height||Jump&amp;lt;br /&amp;gt;Pixels||Screen %||Max&amp;lt;br /&amp;gt;Platform||Jump||High&amp;lt;br /&amp;gt;Jump||Double&amp;lt;br /&amp;gt;Jump||Double&amp;lt;br /&amp;gt;High&lt;br /&gt;
|-&lt;br /&gt;
|Jump||No||No||4.5||90px||~25%||4.0||Yes||No||No||No&lt;br /&gt;
|-&lt;br /&gt;
|High Jump||Yes||No||6.5||130px||~36%||6.0||Yes||Yes||No||No&lt;br /&gt;
|-&lt;br /&gt;
|Double Jump||No||Yes||8.5||170px||~47%||8.0||Yes||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|Double High||Yes||Yes||11.5||230px||~64%||11.0||Yes||Yes||Yes||Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Double Jump Details&lt;br /&gt;
!Jump Type!!Single&amp;lt;br /&amp;gt;Jump!!Second&amp;lt;br /&amp;gt;Jump!!Total&amp;lt;br /&amp;gt;Height!!Extra&amp;lt;br /&amp;gt;Height&lt;br /&gt;
|-&lt;br /&gt;
|Double Jump||4.5||4.0||8.5||~89%&lt;br /&gt;
|-&lt;br /&gt;
|Double High||6.5||5.0||11.5||~77%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Jumping through Mud == &lt;br /&gt;
Mud is very hard to move through. This makes you the slowest of all, and reduces the height of the jumps that are possible in it dramatically. Wearing the liquid suit makes Mud behave like Water. Mud has the same thickness regardless of temperature. There are some other materials share the same thickness as Mud.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Jump and Platform Heights&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; | &lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Reachable Platforms&lt;br /&gt;
|-&lt;br /&gt;
!Jump Type!!High&amp;lt;br /&amp;gt;Jump!!Double&amp;lt;br /&amp;gt;Jump||Jump&amp;lt;br /&amp;gt;Height||Jump&amp;lt;br /&amp;gt;Pixels||Screen %||Max&amp;lt;br /&amp;gt;Platform||Jump||High&amp;lt;br /&amp;gt;Jump||Double&amp;lt;br /&amp;gt;Jump||Double&amp;lt;br /&amp;gt;High&lt;br /&gt;
|-&lt;br /&gt;
|Jump||No||No||4.5||90px||~25%||4.0||Yes||No||No||No&lt;br /&gt;
|-&lt;br /&gt;
|High Jump||Yes||No||6.5||130px||~36%||6.0||Yes||Yes||No||No&lt;br /&gt;
|-&lt;br /&gt;
|Double Jump||No||Yes||8.5||170px||~47%||8.0||Yes||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|Double High||Yes||Yes||11.5||230px||~64%||11.0||Yes||Yes||Yes||Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Double Jump Details&lt;br /&gt;
!Jump Type!!Single&amp;lt;br /&amp;gt;Jump!!Second&amp;lt;br /&amp;gt;Jump!!Total&amp;lt;br /&amp;gt;Height!!Extra&amp;lt;br /&amp;gt;Height&lt;br /&gt;
|-&lt;br /&gt;
|Double Jump||4.5||4.0||8.5||~89%&lt;br /&gt;
|-&lt;br /&gt;
|Double High||6.5||5.0||11.5||~77%&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Verify_Code&amp;diff=393</id>
		<title>Verify Code</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Verify_Code&amp;diff=393"/>
		<updated>2026-09-21T21:02:45Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The verify code is a code produced by the game that reflects the results of beating the game. It includes which [[Seed Code]] was used to create the world, and some stats about your run through it. The code is made up of 138-bits of information, but is shared using a 23-character [[Base64]] code. The exact layout of bits in the verify code aren&#039;t intended to be public information in the hope that it will reduce cheating, even if it is just intended to be between friends.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Legend&lt;br /&gt;
!Category!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Seed Code]]||The seed code used to generate this world.&lt;br /&gt;
|-&lt;br /&gt;
|[[Play Time]]||How long it took you to beat the game.&lt;br /&gt;
|-&lt;br /&gt;
|[[Item Percent]]||What percentage of items you collected.&lt;br /&gt;
|-&lt;br /&gt;
|[[Explore Percent]]||What percentage of the map you explored.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cheat Flag]]||This bit is turned on if the game was started using any command line parameters.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Seed_Code&amp;diff=392</id>
		<title>Seed Code</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Seed_Code&amp;diff=392"/>
		<updated>2026-09-21T20:02:08Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The seed code is the definition of the world you will play in.  It includes things that drive random world generation as well as baked in settings that will be used when playing. The code is made up of 65-bits of information, but is shared using a 13-character [[Base32]] code.  Some values affect world generation and others do not. Remember that the seed code is intentionally set up so &amp;quot;seed 0&amp;quot; is a fun first world for everyone to play. This can cause slight oddities with the code, such as when 2 pairs of elements are &amp;quot;1 to exclude&amp;quot; and the rest are &amp;quot;1 to include.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Map of where the code bits go.&lt;br /&gt;
!00!!01!!02!!03!!04!!!!05!!06!!07!!08!!09!!!!10!!11!!12!!13!!14!!!!15!!16!!17!!18!!19&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;code_version&amp;quot; |V&lt;br /&gt;
| class=&amp;quot;code_version&amp;quot; |V&lt;br /&gt;
| class=&amp;quot;code_version&amp;quot; |V&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
|-&lt;br /&gt;
!20!!21!!22!!23!!24!!!!25!!26!!27!!28!!29!!!!30!!31!!32!!33!!34!!!!35!!36!!37!!38!!39&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;skip_tutorial&amp;quot; |T&lt;br /&gt;
| class=&amp;quot;save_restore_health&amp;quot; |SH&lt;br /&gt;
| class=&amp;quot;save_restore_ammo&amp;quot; |SA&lt;br /&gt;
| class=&amp;quot;map_room_type&amp;quot; |M&lt;br /&gt;
| class=&amp;quot;map_room_type&amp;quot; |M&lt;br /&gt;
|-&lt;br /&gt;
!40!!41!!42!!43!!44!!!!45!!46!!47!!48!!49!!!!50!!51!!52!!53!!54!!!!55!!56!!57!!58!!59&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;rng_source&amp;quot; |R&lt;br /&gt;
| class=&amp;quot;biome_size&amp;quot; |BS&lt;br /&gt;
| class=&amp;quot;biome_size&amp;quot; |BS&lt;br /&gt;
| class=&amp;quot;biome_cohesion&amp;quot; |BC&lt;br /&gt;
| class=&amp;quot;biome_cohesion&amp;quot; |BC&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;enemy_quantity&amp;quot; |EQ&lt;br /&gt;
| class=&amp;quot;enemy_quantity&amp;quot; |EQ&lt;br /&gt;
| class=&amp;quot;enemy_difficulty&amp;quot; |ED&lt;br /&gt;
| class=&amp;quot;enemy_difficulty&amp;quot; |ED&lt;br /&gt;
| class=&amp;quot;player_skill&amp;quot; |PS&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;player_skill&amp;quot; |PS&lt;br /&gt;
| class=&amp;quot;exclude_pair&amp;quot; |X1&lt;br /&gt;
| class=&amp;quot;exclude_pair&amp;quot; |X2&lt;br /&gt;
| class=&amp;quot;biome_pair &amp;quot; |3&lt;br /&gt;
| class=&amp;quot;biome_pair &amp;quot; |4&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;biome_pair &amp;quot; |5&lt;br /&gt;
| class=&amp;quot;biome_pair &amp;quot; |6&lt;br /&gt;
| class=&amp;quot;biome_pair &amp;quot; |7&lt;br /&gt;
| class=&amp;quot;biome_pair &amp;quot; |8&lt;br /&gt;
| class=&amp;quot;biome_pair &amp;quot; |9&lt;br /&gt;
|-&lt;br /&gt;
!60!!61!!62!!63!!64&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;biome_pair &amp;quot; |10&lt;br /&gt;
| class=&amp;quot;unused&amp;quot; |-&lt;br /&gt;
| class=&amp;quot;unused&amp;quot; |-&lt;br /&gt;
| class=&amp;quot;unused&amp;quot; |-&lt;br /&gt;
| class=&amp;quot;unused&amp;quot; |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Legend&lt;br /&gt;
!Key!!Description!!Start!!Length!!Entropy&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;code_version&amp;quot; |V||[[Code Version]]||0||3||0&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S||[[RNG Seed|World Generation RNG Seed]]||3||32||32&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;skip_tutorial&amp;quot; |T||[[Tutorial Area|Tutorial Skip]]||35||1||1&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;save_restore_health&amp;quot; |SH||[[Save Room Configuration|Save Room Health Restore]]||36||1||0&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;save_restore_ammo&amp;quot; |SA||[[Save Room Configuration|Save Room Ammo Restore]]||37||1||0&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;map_room_type&amp;quot; |M||[[Map Room Configuration|Map Room Type]]||38||2||1&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;rng_source&amp;quot; |R||[[RNG Source]]||40||1||0&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;biome_size&amp;quot; |BS||[[Biome Configuration|Biome Size]]||41||2||2&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;biome_cohesion&amp;quot; |CO||[[Biome Configuration|Biome Cohesion]]||43||2||2&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;enemy_quantity&amp;quot; |EQ||[[Enemy Configuration|Enemy Quantity]]||45||2||2&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;enemy_difficulty&amp;quot; |ED||[[Enemy Configuration|Enemy Difficulty]]||47||2||0&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;player_skill&amp;quot; |P||[[Player Skill]]||49||2||2&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;exclude_pair&amp;quot; |X#||[[Biomes|Exclude Biome Pairs]]&lt;br /&gt;
* X1: Fire, Ice&lt;br /&gt;
* X2: Earth, Air&lt;br /&gt;
||51||2||2&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;biome_pair&amp;quot; |#||[[Biomes|Biome Pairs]]&lt;br /&gt;
* 3: Water, Electric&lt;br /&gt;
* 4: Light, Dark&lt;br /&gt;
* 5: Metal, Wood &lt;br /&gt;
* 6: Chaos, Crystal&lt;br /&gt;
* 7: Life, Death&lt;br /&gt;
* 8: Blood, Ash&lt;br /&gt;
* 9: Gravity, Void&lt;br /&gt;
* 10: Time, Stasis&lt;br /&gt;
||53||8||2&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;unused&amp;quot; |-||[[Unused Bits]]||61||4||0&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possible Worlds&#039;&#039;&#039;&lt;br /&gt;
The current format of the seed code has 46-bits of entropy. &lt;br /&gt;
That means the base game has 70,368,744,177,664 possible worlds. (~70 trillion)&lt;br /&gt;
Once all the planned biomes are available, there will be 52-bits of entropy.&lt;br /&gt;
Which means with planned DLCs the game will have 4,503,599,627,370,496 possible worlds. (~4.5 quadrillion)&lt;br /&gt;
{{#css:User:NerdOfEpic/code-bits.css}}&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Biomes&amp;diff=391</id>
		<title>Biomes</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Biomes&amp;diff=391"/>
		<updated>2026-09-21T20:01:03Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: Created page with &amp;quot;= Biomes = Biomes are paired together into opposites by the elemental force in each. The game operates on the concept that every biome has an opposite, so it&amp;#039;s impossible to build a world that has half of a pair and not the other half.  Each biome has an elemental boss, a mini-boss, and an elemental weapon.  == Currently Available ==  These pairs of biomes are in the base game.  * Fire / Ice * Earth / Air * Water / Electric * Light / Dark  == Future Biomes ==  These pair...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Biomes =&lt;br /&gt;
Biomes are paired together into opposites by the elemental force in each. The game operates on the concept that every biome has an opposite, so it&#039;s impossible to build a world that has half of a pair and not the other half.&lt;br /&gt;
&lt;br /&gt;
Each biome has an elemental boss, a mini-boss, and an elemental weapon.&lt;br /&gt;
&lt;br /&gt;
== Currently Available == &lt;br /&gt;
These pairs of biomes are in the base game.&lt;br /&gt;
&lt;br /&gt;
* Fire / Ice&lt;br /&gt;
* Earth / Air&lt;br /&gt;
* Water / Electric&lt;br /&gt;
* Light / Dark&lt;br /&gt;
&lt;br /&gt;
== Future Biomes == &lt;br /&gt;
These pairs of biomes are planned for DLCs that will be released after the base game.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;DLC 1 - Materials&#039;&#039;&#039;&lt;br /&gt;
** Metal / Wood&lt;br /&gt;
** Chaos / Crystal&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;DLC 2 - Life Forces&#039;&#039;&#039;&lt;br /&gt;
** Life / Death&lt;br /&gt;
** Blood / Ash&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;DLC 3 - Space&#039;&#039;&#039;&lt;br /&gt;
** Gravity / Void&lt;br /&gt;
** Time / Stasis&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Biome_Configuration&amp;diff=390</id>
		<title>Biome Configuration</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Biome_Configuration&amp;diff=390"/>
		<updated>2026-09-21T19:51:27Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Biome is an area of the game that has a similar environmental/elemental theme. Each biome is paired with another biome that is the opposite element. The player&#039;s goal is to restore the elemental balance of the planet by defeating the bosses of each biome. The configuration of biomes when generating a world are driven by which ones are available from [[DLCs]] and which pairs to use. Beyond that, they can vary in size and how scrambled up they are. Biomes are always selected in opposing pairs, so you can&#039;t have fire without also having ice, for example.&lt;br /&gt;
&lt;br /&gt;
===Biome Size===&lt;br /&gt;
The size of each biome, measured in rooms, controls how much exploring there is to do. This largely controls how many rooms are created for each part of the objective graph.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Biome Size&lt;br /&gt;
!Bits!!Type!!Description&lt;br /&gt;
|-&lt;br /&gt;
|00||Normal||Biomes are a reasonable size for exploration.&lt;br /&gt;
|-&lt;br /&gt;
|01||Small||Smaller than normal biomes for a faster experience.&lt;br /&gt;
|-&lt;br /&gt;
|10||Large||Larger than normal biomes for more exploration.&lt;br /&gt;
|-&lt;br /&gt;
|11||Huge||Huge biomes that are uncomfortably sprawling for those that like that sort of thing.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Biome Cohesion===&lt;br /&gt;
The likelihood that each biome will be split into multiple pieces.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Biome Cohesion&lt;br /&gt;
!Bits!!Type!!Description&lt;br /&gt;
|-&lt;br /&gt;
|00||Monolith||Each biome is essentially one large piece.&lt;br /&gt;
|-&lt;br /&gt;
|01||Clustered||A small number of large clusters of rooms.&lt;br /&gt;
|-&lt;br /&gt;
|10||Disjoint||A large number of small clusters of rooms.&lt;br /&gt;
|-&lt;br /&gt;
|11||Chaotic||Each neighboring room could be from a different biome.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These fields are part of the [[Seed Code]].&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Seed_Code&amp;diff=389</id>
		<title>Seed Code</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Seed_Code&amp;diff=389"/>
		<updated>2026-09-21T19:49:43Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The seed code is the definition of the world you will play in.  It includes things that drive random world generation as well as baked in settings that will be used when playing. The code is made up of 65-bits of information, but is shared using a 13-character [[Base32]] code.  Some values affect world generation and others do not. Remember that the seed code is intentionally set up so &amp;quot;seed 0&amp;quot; is a fun first world for everyone to play. This can cause slight oddities with the code, such as when 2 pairs of elements are &amp;quot;1 to exclude&amp;quot; and the rest are &amp;quot;1 to include.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Map of where the code bits go.&lt;br /&gt;
!00!!01!!02!!03!!04!!!!05!!06!!07!!08!!09!!!!10!!11!!12!!13!!14!!!!15!!16!!17!!18!!19&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;code_version&amp;quot; |V&lt;br /&gt;
| class=&amp;quot;code_version&amp;quot; |V&lt;br /&gt;
| class=&amp;quot;code_version&amp;quot; |V&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
|-&lt;br /&gt;
!20!!21!!22!!23!!24!!!!25!!26!!27!!28!!29!!!!30!!31!!32!!33!!34!!!!35!!36!!37!!38!!39&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;skip_tutorial&amp;quot; |T&lt;br /&gt;
| class=&amp;quot;save_restore_health&amp;quot; |SH&lt;br /&gt;
| class=&amp;quot;save_restore_ammo&amp;quot; |SA&lt;br /&gt;
| class=&amp;quot;map_room_type&amp;quot; |M&lt;br /&gt;
| class=&amp;quot;map_room_type&amp;quot; |M&lt;br /&gt;
|-&lt;br /&gt;
!40!!41!!42!!43!!44!!!!45!!46!!47!!48!!49!!!!50!!51!!52!!53!!54!!!!55!!56!!57!!58!!59&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;rng_source&amp;quot; |R&lt;br /&gt;
| class=&amp;quot;biome_size&amp;quot; |BS&lt;br /&gt;
| class=&amp;quot;biome_size&amp;quot; |BS&lt;br /&gt;
| class=&amp;quot;biome_cohesion&amp;quot; |BC&lt;br /&gt;
| class=&amp;quot;biome_cohesion&amp;quot; |BC&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;enemy_quantity&amp;quot; |EQ&lt;br /&gt;
| class=&amp;quot;enemy_quantity&amp;quot; |EQ&lt;br /&gt;
| class=&amp;quot;enemy_difficulty&amp;quot; |ED&lt;br /&gt;
| class=&amp;quot;enemy_difficulty&amp;quot; |ED&lt;br /&gt;
| class=&amp;quot;player_skill&amp;quot; |PS&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;player_skill&amp;quot; |PS&lt;br /&gt;
| class=&amp;quot;exclude_pair&amp;quot; |X1&lt;br /&gt;
| class=&amp;quot;exclude_pair&amp;quot; |X2&lt;br /&gt;
| class=&amp;quot;biome_pair &amp;quot; |3&lt;br /&gt;
| class=&amp;quot;biome_pair &amp;quot; |4&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;biome_pair &amp;quot; |5&lt;br /&gt;
| class=&amp;quot;biome_pair &amp;quot; |6&lt;br /&gt;
| class=&amp;quot;biome_pair &amp;quot; |7&lt;br /&gt;
| class=&amp;quot;biome_pair &amp;quot; |8&lt;br /&gt;
| class=&amp;quot;biome_pair &amp;quot; |9&lt;br /&gt;
|-&lt;br /&gt;
!60!!61!!62!!63!!64&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;biome_pair &amp;quot; |10&lt;br /&gt;
| class=&amp;quot;unused&amp;quot; |-&lt;br /&gt;
| class=&amp;quot;unused&amp;quot; |-&lt;br /&gt;
| class=&amp;quot;unused&amp;quot; |-&lt;br /&gt;
| class=&amp;quot;unused&amp;quot; |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Legend&lt;br /&gt;
!Key!!Description!!Start!!Length!!Entropy&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;code_version&amp;quot; |V||[[Code Version]]||0||3||0&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S||[[RNG Seed|World Generation RNG Seed]]||3||32||32&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;skip_tutorial&amp;quot; |T||[[Tutorial Area|Tutorial Skip]]||35||1||1&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;save_restore_health&amp;quot; |SH||[[Save Room Configuration|Save Room Health Restore]]||36||1||0&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;save_restore_ammo&amp;quot; |SA||[[Save Room Configuration|Save Room Ammo Restore]]||37||1||0&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;map_room_type&amp;quot; |M||[[Map Room Configuration|Map Room Type]]||38||2||1&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;rng_source&amp;quot; |R||[[RNG Source]]||40||1||0&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;biome_size&amp;quot; |BS||[[Biome Configuration|Biome Size]]||41||2||2&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;biome_cohesion&amp;quot; |CO||[[Biome Configuration|Biome Cohesion]]||43||2||2&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;enemy_quantity&amp;quot; |EQ||[[Enemy Configuration|Enemy Quantity]]||45||2||2&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;enemy_difficulty&amp;quot; |ED||[[Enemy Configuration|Enemy Difficulty]]||47||2||0&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;player_skill&amp;quot; |P||[[Player Skill]]||49||2||2&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;exclude_pair&amp;quot; |X#||[[Elements|Exclude Element Pairs]]&lt;br /&gt;
* X1: Fire, Ice&lt;br /&gt;
* X2: Earth, Air&lt;br /&gt;
||51||2||2&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;biome_pair&amp;quot; |#||[[Elements|Element Pairs]]&lt;br /&gt;
* 3: Water, Electric&lt;br /&gt;
* 4: Light, Dark&lt;br /&gt;
* 5: Metal, Wood &lt;br /&gt;
* 6: Chaos, Crystal&lt;br /&gt;
* 7: Life, Death&lt;br /&gt;
* 8: Blood, Ash&lt;br /&gt;
* 9: Gravity, Void&lt;br /&gt;
* 10: Time, Stasis&lt;br /&gt;
||53||8||2&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;unused&amp;quot; |-||[[Unused Bits]]||61||4||0&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possible Worlds&#039;&#039;&#039;&lt;br /&gt;
The current format of the seed code has 46-bits of entropy. &lt;br /&gt;
That means the base game has 70,368,744,177,664 possible worlds. (~70 trillion)&lt;br /&gt;
Once all the planned biomes are available, there will be 52-bits of entropy.&lt;br /&gt;
Which means with planned DLCs the game will have 4,503,599,627,370,496 possible worlds. (~4.5 quadrillion)&lt;br /&gt;
{{#css:User:NerdOfEpic/code-bits.css}}&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Seed_Code&amp;diff=388</id>
		<title>Seed Code</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Seed_Code&amp;diff=388"/>
		<updated>2026-09-21T19:43:56Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The seed code is the definition of the world you will play in.  It includes things that drive random world generation as well as baked in settings that will be used when playing. The code is made up of 65-bits of information, but is shared using a 13-character [[Base32]] code.  Some values affect world generation and others do not. Remember that the seed code is intentionally set up so &amp;quot;seed 0&amp;quot; is a fun first world for everyone to play. This can cause slight oddities with the code, such as when 2 pairs of elements are &amp;quot;1 to exclude&amp;quot; and the rest are &amp;quot;1 to include.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Map of where the code bits go.&lt;br /&gt;
!00!!01!!02!!03!!04!!!!05!!06!!07!!08!!09!!!!10!!11!!12!!13!!14!!!!15!!16!!17!!18!!19&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;code_version&amp;quot; |V&lt;br /&gt;
| class=&amp;quot;code_version&amp;quot; |V&lt;br /&gt;
| class=&amp;quot;code_version&amp;quot; |V&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
|-&lt;br /&gt;
!20!!21!!22!!23!!24!!!!25!!26!!27!!28!!29!!!!30!!31!!32!!33!!34!!!!35!!36!!37!!38!!39&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;skip_tutorial&amp;quot; |T&lt;br /&gt;
| class=&amp;quot;save_restore_health&amp;quot; |SH&lt;br /&gt;
| class=&amp;quot;save_restore_ammo&amp;quot; |SA&lt;br /&gt;
| class=&amp;quot;map_room_type&amp;quot; |M&lt;br /&gt;
| class=&amp;quot;map_room_type&amp;quot; |M&lt;br /&gt;
|-&lt;br /&gt;
!40!!41!!42!!43!!44!!!!45!!46!!47!!48!!49!!!!50!!51!!52!!53!!54!!!!55!!56!!57!!58!!59&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;rng_source&amp;quot; |R&lt;br /&gt;
| class=&amp;quot;biome_size&amp;quot; |BS&lt;br /&gt;
| class=&amp;quot;biome_size&amp;quot; |BS&lt;br /&gt;
| class=&amp;quot;biome_cohesion&amp;quot; |BC&lt;br /&gt;
| class=&amp;quot;biome_cohesion&amp;quot; |BC&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;enemy_quantity&amp;quot; |EQ&lt;br /&gt;
| class=&amp;quot;enemy_quantity&amp;quot; |EQ&lt;br /&gt;
| class=&amp;quot;enemy_difficulty&amp;quot; |ED&lt;br /&gt;
| class=&amp;quot;enemy_difficulty&amp;quot; |ED&lt;br /&gt;
| class=&amp;quot;player_skill&amp;quot; |PS&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;player_skill&amp;quot; |PS&lt;br /&gt;
| class=&amp;quot;exclude_pair&amp;quot; |X1&lt;br /&gt;
| class=&amp;quot;exclude_pair&amp;quot; |X2&lt;br /&gt;
| class=&amp;quot;biome_pair &amp;quot; |3&lt;br /&gt;
| class=&amp;quot;biome_pair &amp;quot; |4&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;biome_pair &amp;quot; |5&lt;br /&gt;
| class=&amp;quot;biome_pair &amp;quot; |6&lt;br /&gt;
| class=&amp;quot;biome_pair &amp;quot; |7&lt;br /&gt;
| class=&amp;quot;biome_pair &amp;quot; |8&lt;br /&gt;
| class=&amp;quot;biome_pair &amp;quot; |9&lt;br /&gt;
|-&lt;br /&gt;
!60!!61!!62!!63!!64&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;biome_pair &amp;quot; |10&lt;br /&gt;
| class=&amp;quot;unused&amp;quot; |-&lt;br /&gt;
| class=&amp;quot;unused&amp;quot; |-&lt;br /&gt;
| class=&amp;quot;unused&amp;quot; |-&lt;br /&gt;
| class=&amp;quot;unused&amp;quot; |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Legend&lt;br /&gt;
!Key!!Description!!Start!!Length!!Entropy&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;code_version&amp;quot; |V||[[Code Version]]||0||3||0&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S||[[RNG Seed|World Generation RNG Seed]]||3||32||32&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;skip_tutorial&amp;quot; |T||[[Tutorial Area|Tutorial Skip]]||35||1||1&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;save_restore_health&amp;quot; |SH||[[Save Room Configuration|Save Room Health Restore]]||36||1||0&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;save_restore_ammo&amp;quot; |SA||[[Save Room Configuration|Save Room Ammo Restore]]||37||1||0&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;map_room_type&amp;quot; |M||[[Map Room Configuration|Map Room Type]]||38||2||1&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;rng_source&amp;quot; |R||[[RNG Source]]||40||1||0&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;biome_size&amp;quot; |BS||[[Biome Configuration|Biome Size]]||41||2||2&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;biome_cohesion&amp;quot; |CO||[[Biome Configuration|Biome Cohesion]]||43||2||2&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;enemy_quantity&amp;quot; |EQ||[[Enemy Configuration|Enemy Quantity]]||45||2||2&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;enemy_difficulty&amp;quot; |ED||[[Enemy Configuration|Enemy Difficulty]]||47||2||0&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;player_skill&amp;quot; |P||[[Player Skill]]||49||2||2&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;exclude_pair&amp;quot; |X#||[[Elements|Exclude Element Pairs]]&lt;br /&gt;
* X1: Fire, Ice&lt;br /&gt;
* X2: Earth, Air&lt;br /&gt;
||51||2||2&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;biome_pair&amp;quot; |#||[[Elements|Element Pairs]]&lt;br /&gt;
* 3: Water, Electric&lt;br /&gt;
* 4: Light, Dark&lt;br /&gt;
* 5: Metal, Wood &lt;br /&gt;
* 6: Chaos, Crystal&lt;br /&gt;
* 7: Life, Death&lt;br /&gt;
* 8: Blood, Ash&lt;br /&gt;
* 9: Gravity, Void&lt;br /&gt;
* 10: Time, Stasis&lt;br /&gt;
||53||8||2&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;unused&amp;quot; |-||[[Unused Bits]]||61||4||0&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possible Worlds&#039;&#039;&#039;&lt;br /&gt;
The current format of the seed code has 52 bits of entropy. That means the number of possible worlds is 4,503,599,627,370,496.&lt;br /&gt;
{{#css:User:NerdOfEpic/code-bits.css}}&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=User:NerdOfEpic/code-bits.css&amp;diff=387</id>
		<title>User:NerdOfEpic/code-bits.css</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=User:NerdOfEpic/code-bits.css&amp;diff=387"/>
		<updated>2026-09-21T19:43:42Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;.code_version { background-color: #9900FF; color: #FFFFFF; text-align: center; }&lt;br /&gt;
.seed_value { background-color: #5AB84F; color: #FFFFFF; text-align: center; }&lt;br /&gt;
.skip_tutorial { background-color: #6FA8DC; color: #FFFFFF; text-align: center; }&lt;br /&gt;
.save_restore_health { background-color: #CC4444; color: #FFFFFF; text-align: center; }&lt;br /&gt;
.save_restore_ammo { background-color: #4444CC; color: #FFFFFF; text-align: center; }&lt;br /&gt;
.map_room_type { background-color: #D08888; color: #FFFFFF; text-align: center; }&lt;br /&gt;
.rng_source { background-color: #719996; color: #FFFFFF; text-align: center; }&lt;br /&gt;
.biome_size { background-color: #FF8800; color: #FFFFFF; text-align: center; }&lt;br /&gt;
.biome_cohesion { background-color: #888800; color: #FFFFFF; text-align: center; }&lt;br /&gt;
.enemy_quantity { background-color: #992299; color: #FFFFFF; text-align: center; }&lt;br /&gt;
.enemy_difficulty { background-color: #668822; color: #FFFFFF; text-align: center; }&lt;br /&gt;
.player_skill { background-color: #666666; color: #FFFFFF; text-align: center; }&lt;br /&gt;
.exclude_pair { background-color: #55DDDD; color: #000000; text-align: center; }&lt;br /&gt;
.biome_pair { background-color: #229999; color: #FFFFFF; text-align: center; }&lt;br /&gt;
.unused { background-color: #EEEEEE; color: #000000; text-align: center; }&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Seed_Code&amp;diff=386</id>
		<title>Seed Code</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Seed_Code&amp;diff=386"/>
		<updated>2026-09-21T19:42:08Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The seed code is the definition of the world you will play in.  It includes things that drive random world generation as well as baked in settings that will be used when playing. The code is made up of 65-bits of information, but is shared using a 13-character [[Base32]] code.  Some values affect world generation and others do not. Remember that the seed code is intentionally set up so &amp;quot;seed 0&amp;quot; is a fun first world for everyone to play. This can cause slight oddities with the code, such as when 2 pairs of elements are &amp;quot;1 to exclude&amp;quot; and the rest are &amp;quot;1 to include.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Map of where the code bits go.&lt;br /&gt;
!00!!01!!02!!03!!04!!!!05!!06!!07!!08!!09!!!!10!!11!!12!!13!!14!!!!15!!16!!17!!18!!19&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;code_version&amp;quot; |V&lt;br /&gt;
| class=&amp;quot;code_version&amp;quot; |V&lt;br /&gt;
| class=&amp;quot;code_version&amp;quot; |V&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
|-&lt;br /&gt;
!20!!21!!22!!23!!24!!!!25!!26!!27!!28!!29!!!!30!!31!!32!!33!!34!!!!35!!36!!37!!38!!39&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;skip_tutorial&amp;quot; |T&lt;br /&gt;
| class=&amp;quot;save_restore_health&amp;quot; |SH&lt;br /&gt;
| class=&amp;quot;save_restore_ammo&amp;quot; |SA&lt;br /&gt;
| class=&amp;quot;map_room_type&amp;quot; |M&lt;br /&gt;
| class=&amp;quot;map_room_type&amp;quot; |M&lt;br /&gt;
|-&lt;br /&gt;
!40!!41!!42!!43!!44!!!!45!!46!!47!!48!!49!!!!50!!51!!52!!53!!54!!!!55!!56!!57!!58!!59&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;rng_source&amp;quot; |R&lt;br /&gt;
| class=&amp;quot;biome_size&amp;quot; |BS&lt;br /&gt;
| class=&amp;quot;biome_size&amp;quot; |BS&lt;br /&gt;
| class=&amp;quot;biome_cohesion&amp;quot; |BC&lt;br /&gt;
| class=&amp;quot;biome_cohesion&amp;quot; |BC&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;enemy_quantity&amp;quot; |EQ&lt;br /&gt;
| class=&amp;quot;enemy_quantity&amp;quot; |EQ&lt;br /&gt;
| class=&amp;quot;enemy_difficulty&amp;quot; |ED&lt;br /&gt;
| class=&amp;quot;enemy_difficulty&amp;quot; |ED&lt;br /&gt;
| class=&amp;quot;player_skill&amp;quot; |PS&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;player_skill&amp;quot; |PS&lt;br /&gt;
| class=&amp;quot;exclude_pair&amp;quot; |X1&lt;br /&gt;
| class=&amp;quot;exclude_pair&amp;quot; |X2&lt;br /&gt;
| class=&amp;quot;biome_pair &amp;quot; |3&lt;br /&gt;
| class=&amp;quot;biome_pair &amp;quot; |4&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;biome_pair &amp;quot; |5&lt;br /&gt;
| class=&amp;quot;biome_pair &amp;quot; |6&lt;br /&gt;
| class=&amp;quot;biome_pair &amp;quot; |7&lt;br /&gt;
| class=&amp;quot;biome_pair &amp;quot; |8&lt;br /&gt;
| class=&amp;quot;biome_pair &amp;quot; |9&lt;br /&gt;
|-&lt;br /&gt;
!60!!61!!62!!63!!64&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;biome_pair &amp;quot; |10&lt;br /&gt;
| class=&amp;quot;unused&amp;quot; |-&lt;br /&gt;
| class=&amp;quot;unused&amp;quot; |-&lt;br /&gt;
| class=&amp;quot;unused&amp;quot; |-&lt;br /&gt;
| class=&amp;quot;unused&amp;quot; |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Legend&lt;br /&gt;
!Key!!Description!!Start!!Length!!Entropy&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;code_version&amp;quot; |V||[[Code Version]]||0||3||0&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S||[[RNG Seed|World Generation RNG Seed]]||3||32||32&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;skip_tutorial&amp;quot; |T||[[Tutorial Area|Tutorial Skip]]||35||1||1&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;save_restore_health&amp;quot; |SH||[[Save Room Configuration|Save Room Health Restore]]||36||1||0&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;save_restore_ammo&amp;quot; |SA||[[Save Room Configuration|Save Room Ammo Restore]]||37||1||0&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;map_room_type&amp;quot; |M||[[Map Room Configuration|Map Room Type]]||38||2||1&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;rng_source&amp;quot; |R||[[RNG Source]]||40||1||0&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;biome_size&amp;quot; |BS||[[Biome Configuration|Biome Size]]||41||2||2&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;biome_cohesion&amp;quot; |CO||[[Biome Configuration|Biome Cohesion]]||43||2||2&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;enemy_quantity&amp;quot; |EQ||[[Enemy Configuration|Enemy Quantity]]||45||2||2&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;enemy_difficulty&amp;quot; |ED||[[Enemy Configuration|Enemy Difficulty]]||47||2||0&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;player_skill&amp;quot; |P||[[Player Skill]]||49||2||2&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;exclude_pair&amp;quot; |X#||[[Elements|Exclude Element Pairs]]&lt;br /&gt;
* X1: Fire, Ice&lt;br /&gt;
* X2: Earth, Air&lt;br /&gt;
||51||2||2&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;biome_pair&amp;quot; |#||[[Elements|Element Pairs]]&lt;br /&gt;
* 3: Water, Electric&lt;br /&gt;
* 4: Light, Dark&lt;br /&gt;
* 5: Metal, Wood &lt;br /&gt;
* 6: Chaos, Crystal&lt;br /&gt;
* 7: Life, Death&lt;br /&gt;
* 8: Blood, Ash&lt;br /&gt;
* 9: Gravity, Void&lt;br /&gt;
* 10: Time, Stasis&lt;br /&gt;
||53||8||2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possible Worlds&#039;&#039;&#039;&lt;br /&gt;
The current format of the seed code has 52 bits of entropy. That means the number of possible worlds is 4,503,599,627,370,496.&lt;br /&gt;
{{#css:User:NerdOfEpic/code-bits.css}}&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Seed_Code&amp;diff=385</id>
		<title>Seed Code</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Seed_Code&amp;diff=385"/>
		<updated>2026-09-21T19:40:07Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The seed code is the definition of the world you will play in.  It includes things that drive random world generation as well as baked in settings that will be used when playing. The code is made up of 65-bits of information, but is shared using a 13-character [[Base32]] code.  Some values affect world generation and others do not.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Map of where the code bits go.&lt;br /&gt;
!00!!01!!02!!03!!04!!!!05!!06!!07!!08!!09!!!!10!!11!!12!!13!!14!!!!15!!16!!17!!18!!19&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;code_version&amp;quot; |V&lt;br /&gt;
| class=&amp;quot;code_version&amp;quot; |V&lt;br /&gt;
| class=&amp;quot;code_version&amp;quot; |V&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
|-&lt;br /&gt;
!20!!21!!22!!23!!24!!!!25!!26!!27!!28!!29!!!!30!!31!!32!!33!!34!!!!35!!36!!37!!38!!39&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;skip_tutorial&amp;quot; |T&lt;br /&gt;
| class=&amp;quot;save_restore_health&amp;quot; |SH&lt;br /&gt;
| class=&amp;quot;save_restore_ammo&amp;quot; |SA&lt;br /&gt;
| class=&amp;quot;map_room_type&amp;quot; |M&lt;br /&gt;
| class=&amp;quot;map_room_type&amp;quot; |M&lt;br /&gt;
|-&lt;br /&gt;
!40!!41!!42!!43!!44!!!!45!!46!!47!!48!!49!!!!50!!51!!52!!53!!54!!!!55!!56!!57!!58!!59&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;rng_source&amp;quot; |R&lt;br /&gt;
| class=&amp;quot;biome_size&amp;quot; |BS&lt;br /&gt;
| class=&amp;quot;biome_size&amp;quot; |BS&lt;br /&gt;
| class=&amp;quot;biome_cohesion&amp;quot; |BC&lt;br /&gt;
| class=&amp;quot;biome_cohesion&amp;quot; |BC&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;enemy_quantity&amp;quot; |EQ&lt;br /&gt;
| class=&amp;quot;enemy_quantity&amp;quot; |EQ&lt;br /&gt;
| class=&amp;quot;enemy_difficulty&amp;quot; |ED&lt;br /&gt;
| class=&amp;quot;enemy_difficulty&amp;quot; |ED&lt;br /&gt;
| class=&amp;quot;player_skill&amp;quot; |PS&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;player_skill&amp;quot; |PS&lt;br /&gt;
| class=&amp;quot;exclude_pair&amp;quot; |X1&lt;br /&gt;
| class=&amp;quot;exclude_pair&amp;quot; |X2&lt;br /&gt;
| class=&amp;quot;biome_pair &amp;quot; |3&lt;br /&gt;
| class=&amp;quot;biome_pair &amp;quot; |4&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;biome_pair &amp;quot; |5&lt;br /&gt;
| class=&amp;quot;biome_pair &amp;quot; |6&lt;br /&gt;
| class=&amp;quot;biome_pair &amp;quot; |7&lt;br /&gt;
| class=&amp;quot;biome_pair &amp;quot; |8&lt;br /&gt;
| class=&amp;quot;biome_pair &amp;quot; |9&lt;br /&gt;
|-&lt;br /&gt;
!60!!61!!62!!63!!64&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;biome_pair &amp;quot; |10&lt;br /&gt;
| class=&amp;quot;unused&amp;quot; |-&lt;br /&gt;
| class=&amp;quot;unused&amp;quot; |-&lt;br /&gt;
| class=&amp;quot;unused&amp;quot; |-&lt;br /&gt;
| class=&amp;quot;unused&amp;quot; |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Legend&lt;br /&gt;
!Key!!Description!!Start!!Length!!Entropy&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;code_version&amp;quot; |V||[[Code Version]]||0||3||0&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S||[[RNG Seed|World Generation RNG Seed]]||3||32||32&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;skip_tutorial&amp;quot; |T||[[Tutorial Area|Tutorial Skip]]||35||1||1&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;save_restore_health&amp;quot; |SH||[[Save Room Configuration|Save Room Health Restore]]||36||1||0&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;save_restore_ammo&amp;quot; |SA||[[Save Room Configuration|Save Room Ammo Restore]]||37||1||0&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;map_room_type&amp;quot; |M||[[Map Room Configuration|Map Room Type]]||38||2||1&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;rng_source&amp;quot; |R||[[RNG Source]]||40||1||0&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;biome_size&amp;quot; |BS||[[Biome Configuration|Biome Size]]||41||2||2&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;biome_cohesion&amp;quot; |CO||[[Biome Configuration|Biome Cohesion]]||43||2||2&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;enemy_quantity&amp;quot; |EQ||[[Enemy Configuration|Enemy Quantity]]||45||2||2&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;enemy_difficulty&amp;quot; |ED||[[Enemy Configuration|Enemy Difficulty]]||47||2||0&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;player_skill&amp;quot; |P||[[Player Skill]]||49||2||2&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;exclude_pair&amp;quot; |X#||[[Elements|Exclude Element Pairs]]&lt;br /&gt;
* X1: Fire, Ice&lt;br /&gt;
* X2: Earth, Air&lt;br /&gt;
||51||2||2&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;biome_pair&amp;quot; |#||[[Elements|Element Pairs]]&lt;br /&gt;
* 3: Water, Electric&lt;br /&gt;
* 4: Light, Dark&lt;br /&gt;
* 5: Metal, Wood &lt;br /&gt;
* 6: Chaos, Crystal&lt;br /&gt;
* 7: Life, Death&lt;br /&gt;
* 8: Blood, Ash&lt;br /&gt;
* 9: Gravity, Void&lt;br /&gt;
* 10: Time, Stasis&lt;br /&gt;
||53||8||2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possible Worlds&#039;&#039;&#039;&lt;br /&gt;
The current format of the seed code has 52 bits of entropy. That means the number of possible worlds is 4,503,599,627,370,496.&lt;br /&gt;
{{#css:User:NerdOfEpic/code-bits.css}}&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Seed_Code&amp;diff=384</id>
		<title>Seed Code</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Seed_Code&amp;diff=384"/>
		<updated>2026-09-21T19:39:24Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The seed code is the definition of the world you will play in.  It includes things that drive random world generation as well as baked in settings that will be used when playing. The code is made up of 65-bits of information, but is shared using a 13-character [[Base32]] code.  Some values affect world generation and others do not.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Map of where the code bits go.&lt;br /&gt;
!00!!01!!02!!03!!04!!!!05!!06!!07!!08!!09!!!!10!!11!!12!!13!!14!!!!15!!16!!17!!18!!19&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;code_version&amp;quot; |V&lt;br /&gt;
| class=&amp;quot;code_version&amp;quot; |V&lt;br /&gt;
| class=&amp;quot;code_version&amp;quot; |V&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
|-&lt;br /&gt;
!20!!21!!22!!23!!24!!!!25!!26!!27!!28!!29!!!!30!!31!!32!!33!!34!!!!35!!36!!37!!38!!39&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;skip_tutorial&amp;quot; |T&lt;br /&gt;
| class=&amp;quot;save_restore_health&amp;quot; |SH&lt;br /&gt;
| class=&amp;quot;save_restore_ammo&amp;quot; |SA&lt;br /&gt;
| class=&amp;quot;map_room_type&amp;quot; |M&lt;br /&gt;
| class=&amp;quot;map_room_type&amp;quot; |M&lt;br /&gt;
|-&lt;br /&gt;
!40!!41!!42!!43!!44!!!!45!!46!!47!!48!!49!!!!50!!51!!52!!53!!54!!!!55!!56!!57!!58!!59&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;rng_source&amp;quot; |R&lt;br /&gt;
| class=&amp;quot;biome_size&amp;quot; |BS&lt;br /&gt;
| class=&amp;quot;biome_size&amp;quot; |BS&lt;br /&gt;
| class=&amp;quot;biome_cohesion&amp;quot; |BC&lt;br /&gt;
| class=&amp;quot;biome_cohesion&amp;quot; |BC&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;enemy_quantity&amp;quot; |EQ&lt;br /&gt;
| class=&amp;quot;enemy_quantity&amp;quot; |EQ&lt;br /&gt;
| class=&amp;quot;enemy_difficulty&amp;quot; |ED&lt;br /&gt;
| class=&amp;quot;enemy_difficulty&amp;quot; |ED&lt;br /&gt;
| class=&amp;quot;player_skill&amp;quot; |PS&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;player_skill&amp;quot; |PS&lt;br /&gt;
| class=&amp;quot;exclude_pair&amp;quot; |X1&lt;br /&gt;
| class=&amp;quot;exclude_pair&amp;quot; |X2&lt;br /&gt;
| class=&amp;quot;biome_pair &amp;quot; |3&lt;br /&gt;
| class=&amp;quot;biome_pair &amp;quot; |4&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;biome_pair &amp;quot; |5&lt;br /&gt;
| class=&amp;quot;biome_pair &amp;quot; |6&lt;br /&gt;
| class=&amp;quot;biome_pair &amp;quot; |7&lt;br /&gt;
| class=&amp;quot;biome_pair &amp;quot; |8&lt;br /&gt;
| class=&amp;quot;biome_pair &amp;quot; |9&lt;br /&gt;
|-&lt;br /&gt;
!60!!61!!62!!63!!64&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;biome_pair &amp;quot; |10&lt;br /&gt;
| class=&amp;quot;unused&amp;quot; |-&lt;br /&gt;
| class=&amp;quot;unused&amp;quot; |-&lt;br /&gt;
| class=&amp;quot;unused&amp;quot; |-&lt;br /&gt;
| class=&amp;quot;unused&amp;quot; |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Legend&lt;br /&gt;
!Key!!Description!!Start!!Length!!Entropy&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;code_version&amp;quot; |V||[[Code Version]]||0||3||0&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S||[[RNG Seed|World Generation RNG Seed]]||3||32||32&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;skip_tutorial&amp;quot; |T||[[Tutorial Area|Tutorial Skip]]||35||1||1&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;save_restore_health&amp;quot; |SH||[[Save Room Configuration|Save Room Health Restore]]||36||1||0&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;save_restore_ammo&amp;quot; |SA||[[Save Room Configuration|Save Room Ammo Restore]]||37||1||0&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;map_room_type&amp;quot; |M||[[Map Room Configuration|Map Room Type]]||38||2||1&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;rng_source&amp;quot; |R||[[RNG Source]]||40||1||0&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;biome_size&amp;quot; |BS||[[Biome Configuration|Biome Size]]||41||2||2&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;biome_cohesion&amp;quot; |CO||[[Biome Configuration|Biome Cohesion]]||43||2||2&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;enemy_quantity&amp;quot; |EQ||[[Enemy Configuration|Enemy Quantity]]||45||2||2&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;enemy_difficulty&amp;quot; |ED||[[Enemy Configuration|Enemy Difficulty]]||47||2||0&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;player_skill&amp;quot; |P||[[Player Skill]]||49||2||2&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;exclude_pair&amp;quot; |X#||[[Elements]]&lt;br /&gt;
* X1: Fire, Ice&lt;br /&gt;
* X2: Earth, Air&lt;br /&gt;
||51||2||2&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;biome_pair&amp;quot; |#||[[Element Quads]]&lt;br /&gt;
* 3: Water, Electric&lt;br /&gt;
* 4: Light, Dark&lt;br /&gt;
* 5: Metal, Wood &lt;br /&gt;
* 6: Chaos, Crystal&lt;br /&gt;
* 7: Life, Death&lt;br /&gt;
* 8: Blood, Ash&lt;br /&gt;
* 9: Gravity, Void&lt;br /&gt;
* 10: Time, Stasis&lt;br /&gt;
||53||8||2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possible Worlds&#039;&#039;&#039;&lt;br /&gt;
The current format of the seed code has 52 bits of entropy. That means the number of possible worlds is 4,503,599,627,370,496.&lt;br /&gt;
{{#css:User:NerdOfEpic/code-bits.css}}&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Seed_Code&amp;diff=383</id>
		<title>Seed Code</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Seed_Code&amp;diff=383"/>
		<updated>2026-09-21T19:36:42Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The seed code is the definition of the world you will play in.  It includes things that drive random world generation as well as baked in settings that will be used when playing. The code is made up of 65-bits of information, but is shared using a 13-character [[Base32]] code.  Some values affect world generation and others do not.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Map of where the code bits go.&lt;br /&gt;
!00!!01!!02!!03!!04!!!!05!!06!!07!!08!!09!!!!10!!11!!12!!13!!14!!!!15!!16!!17!!18!!19&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;code_version&amp;quot; |V&lt;br /&gt;
| class=&amp;quot;code_version&amp;quot; |V&lt;br /&gt;
| class=&amp;quot;code_version&amp;quot; |V&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
|-&lt;br /&gt;
!20!!21!!22!!23!!24!!!!25!!26!!27!!28!!29!!!!30!!31!!32!!33!!34!!!!35!!36!!37!!38!!39&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;skip_tutorial&amp;quot; |T&lt;br /&gt;
| class=&amp;quot;save_restore_health&amp;quot; |SH&lt;br /&gt;
| class=&amp;quot;save_restore_ammo&amp;quot; |SA&lt;br /&gt;
| class=&amp;quot;map_room_type&amp;quot; |M&lt;br /&gt;
| class=&amp;quot;map_room_type&amp;quot; |M&lt;br /&gt;
|-&lt;br /&gt;
!40!!41!!42!!43!!44!!!!45!!46!!47!!48!!49!!!!50!!51!!52!!53!!54!!!!55!!56!!57!!58!!59&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;rng_source&amp;quot; |R&lt;br /&gt;
| class=&amp;quot;biome_size&amp;quot; |BS&lt;br /&gt;
| class=&amp;quot;biome_size&amp;quot; |BS&lt;br /&gt;
| class=&amp;quot;biome_cohesion&amp;quot; |BC&lt;br /&gt;
| class=&amp;quot;biome_cohesion&amp;quot; |BC&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;enemy_quantity&amp;quot; |EQ&lt;br /&gt;
| class=&amp;quot;enemy_quantity&amp;quot; |EQ&lt;br /&gt;
| class=&amp;quot;enemy_difficulty&amp;quot; |ED&lt;br /&gt;
| class=&amp;quot;enemy_difficulty&amp;quot; |ED&lt;br /&gt;
| class=&amp;quot;player_skill&amp;quot; |PS&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;player_skill&amp;quot; |PS&lt;br /&gt;
| class=&amp;quot;exclude_pair&amp;quot; |X1&lt;br /&gt;
| class=&amp;quot;exclude_pair&amp;quot; |X2&lt;br /&gt;
| class=&amp;quot;biome_pair &amp;quot; |3&lt;br /&gt;
| class=&amp;quot;biome_pair &amp;quot; |4&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;biome_pair &amp;quot; |5&lt;br /&gt;
| class=&amp;quot;biome_pair &amp;quot; |6&lt;br /&gt;
| class=&amp;quot;biome_pair &amp;quot; |7&lt;br /&gt;
| class=&amp;quot;biome_pair &amp;quot; |8&lt;br /&gt;
| class=&amp;quot;biome_pair &amp;quot; |9&lt;br /&gt;
|-&lt;br /&gt;
!60!!61!!62!!63!!64&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;biome_pair &amp;quot; |10&lt;br /&gt;
| class=&amp;quot;unused&amp;quot; |-&lt;br /&gt;
| class=&amp;quot;unused&amp;quot; |-&lt;br /&gt;
| class=&amp;quot;unused&amp;quot; |-&lt;br /&gt;
| class=&amp;quot;unused&amp;quot; |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Legend&lt;br /&gt;
!Key!!Description!!Start!!Length!!Entropy&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;code_version&amp;quot; |V||[[Code Version]]||0||3||0&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S||[[RNG Seed|World Generation RNG Seed]]||3||32||32&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;skip_tutorial&amp;quot; |T||[[Tutorial Area|Tutorial Skip]]||35||1||1&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;save_restore_health&amp;quot; |SH||[[Save Room Configuration|Save Room Health Restore]]||36||1||0&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;save_restore_ammo&amp;quot; |SA||[[Save Room Configuration|Save Room Ammo Restore]]||37||1||0&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;map_room_type&amp;quot; |M||[[Map Room Configuration|Map Room Type]]||38||2||1&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;rng_source&amp;quot; |R||[[RNG Source]]||40||1||0&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;biome_size&amp;quot; |BS||[[Biome Configuration|Biome Size]]||41||2||2&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;biome_cohesion&amp;quot; |CO||[[Biome Configuration|Biome Cohesion]]||43||2||2&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;enemy_quantity&amp;quot; |EQ||[[Enemy Configuration|Enemy Quantity]]||45||2||2&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;enemy_difficulty&amp;quot; |ED||[[Enemy Configuration|Enemy Difficulty]]||47||2||0&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;player_skill&amp;quot; |P||[[Player Skill]]||49||2||2&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;exclude_pair&amp;quot; |X#||[[Elements]]||51||2||2&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;biome_pair&amp;quot; |#||[[Element Quads]]&lt;br /&gt;
* Q1: Light, Dark, Life, Death&lt;br /&gt;
* Q2: Earth, Air, Gravity, Void&lt;br /&gt;
||53||8||2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possible Worlds&#039;&#039;&#039;&lt;br /&gt;
The current format of the seed code has 52 bits of entropy. That means the number of possible worlds is 4,503,599,627,370,496.&lt;br /&gt;
{{#css:User:NerdOfEpic/code-bits.css}}&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Seed_Code&amp;diff=382</id>
		<title>Seed Code</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Seed_Code&amp;diff=382"/>
		<updated>2026-09-21T19:35:13Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The seed code is the definition of the world you will play in.  It includes things that drive random world generation as well as baked in settings that will be used when playing. The code is made up of 65-bits of information, but is shared using a 13-character [[Base32]] code.  Some values affect world generation and others do not.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Map of where the code bits go.&lt;br /&gt;
!00!!01!!02!!03!!04!!!!05!!06!!07!!08!!09!!!!10!!11!!12!!13!!14!!!!15!!16!!17!!18!!19&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;code_version&amp;quot; |V&lt;br /&gt;
| class=&amp;quot;code_version&amp;quot; |V&lt;br /&gt;
| class=&amp;quot;code_version&amp;quot; |V&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
|-&lt;br /&gt;
!20!!21!!22!!23!!24!!!!25!!26!!27!!28!!29!!!!30!!31!!32!!33!!34!!!!35!!36!!37!!38!!39&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;skip_tutorial&amp;quot; |T&lt;br /&gt;
| class=&amp;quot;save_restore_health&amp;quot; |SH&lt;br /&gt;
| class=&amp;quot;save_restore_ammo&amp;quot; |SA&lt;br /&gt;
| class=&amp;quot;map_room_type&amp;quot; |M&lt;br /&gt;
| class=&amp;quot;map_room_type&amp;quot; |M&lt;br /&gt;
|-&lt;br /&gt;
!40!!41!!42!!43!!44!!!!45!!46!!47!!48!!49!!!!50!!51!!52!!53!!54!!!!55!!56!!57!!58!!59&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;rng_source&amp;quot; |R&lt;br /&gt;
| class=&amp;quot;biome_size&amp;quot; |BS&lt;br /&gt;
| class=&amp;quot;biome_size&amp;quot; |BS&lt;br /&gt;
| class=&amp;quot;biome_cohesion&amp;quot; |BC&lt;br /&gt;
| class=&amp;quot;biome_cohesion&amp;quot; |BC&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;enemy_quantity&amp;quot; |EQ&lt;br /&gt;
| class=&amp;quot;enemy_quantity&amp;quot; |EQ&lt;br /&gt;
| class=&amp;quot;enemy_difficulty&amp;quot; |ED&lt;br /&gt;
| class=&amp;quot;enemy_difficulty&amp;quot; |ED&lt;br /&gt;
| class=&amp;quot;player_skill&amp;quot; |PS&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;player_skill&amp;quot; |PS&lt;br /&gt;
| class=&amp;quot;exclude_pair&amp;quot; |X1&lt;br /&gt;
| class=&amp;quot;exclude_pair&amp;quot; |X2&lt;br /&gt;
| class=&amp;quot;biome_pair &amp;quot; |3&lt;br /&gt;
| class=&amp;quot;biome_pair &amp;quot; |4&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;biome_pair &amp;quot; |5&lt;br /&gt;
| class=&amp;quot;biome_pair &amp;quot; |6&lt;br /&gt;
| class=&amp;quot;biome_pair &amp;quot; |7&lt;br /&gt;
| class=&amp;quot;biome_pair &amp;quot; |8&lt;br /&gt;
| class=&amp;quot;biome_pair &amp;quot; |9&lt;br /&gt;
|-&lt;br /&gt;
!60!!61!!62!!63!!64&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;biome_pair &amp;quot; |10&lt;br /&gt;
| class=&amp;quot;unused&amp;quot; |-&lt;br /&gt;
| class=&amp;quot;unused&amp;quot; |-&lt;br /&gt;
| class=&amp;quot;unused&amp;quot; |-&lt;br /&gt;
| class=&amp;quot;unused&amp;quot; |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Legend&lt;br /&gt;
!Key!!Description!!Start!!Length!!Entropy&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;code_version&amp;quot; |V||[[Code Version]]||0||3||0&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S||[[RNG Seed|World Generation RNG Seed]]||3||32||32&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;skip_tutorial&amp;quot; |T||[[Tutorial Area|Tutorial Skip]]||35||1||1&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;save_restore_health&amp;quot; |SH||[[Save Room Configuration|Save Room Health Restore]]||36||1||0&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;save_restore_ammo&amp;quot; |SA||[[Save Room Configuration|Save Room Ammo Restore]]||37||1||0&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;map_room_type&amp;quot; |M||[[Map Room Configuration|Map Room Type]]||38||2||1&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;biome_size&amp;quot; |BS||[[Biome Configuration|Biome Size]]||41||2||2&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;biome_cohesion&amp;quot; |CO||[[Biome Configuration|Biome Cohesion]]||43||2||2&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;enemy_quantity&amp;quot; |EQ||[[Enemy Configuration|Enemy Quantity]]||45||2||2&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;enemy_difficulty&amp;quot; |ED||[[Enemy Configuration|Enemy Difficulty]]||47||2||0&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;player_skill&amp;quot; |P||[[Player Skill]]||49||2||2&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;exclude_pair&amp;quot; |X#||[[Elements]]||51||2||2&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;biome_pair&amp;quot; |#||[[Element Quads]]&lt;br /&gt;
* Q1: Light, Dark, Life, Death&lt;br /&gt;
* Q2: Earth, Air, Gravity, Void&lt;br /&gt;
||53||8||2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possible Worlds&#039;&#039;&#039;&lt;br /&gt;
The current format of the seed code has 52 bits of entropy. That means the number of possible worlds is 4,503,599,627,370,496.&lt;br /&gt;
{{#css:User:NerdOfEpic/code-bits.css}}&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=User:NerdOfEpic/code-bits.css&amp;diff=381</id>
		<title>User:NerdOfEpic/code-bits.css</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=User:NerdOfEpic/code-bits.css&amp;diff=381"/>
		<updated>2026-09-21T19:30:46Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;.code_version { background-color: #9900FF; color: #FFFFFF; text-align: center; }&lt;br /&gt;
.seed_value { background-color: #5AB84F; color: #FFFFFF; text-align: center; }&lt;br /&gt;
.skip_tutorial { background-color: #6FA8DC; color: #FFFFFF; text-align: center; }&lt;br /&gt;
.save_restore_health { background-color: #CC4444; color: #FFFFFF; text-align: center; }&lt;br /&gt;
.save_restore_ammo { background-color: #4444CC; color: #FFFFFF; text-align: center; }&lt;br /&gt;
.map_room_type { background-color: #D08888; color: #FFFFFF; text-align: center; }&lt;br /&gt;
.rng_source { background-color: #719996; color: #FFFFFF; text-align: center; }&lt;br /&gt;
.biome_size { background-color: #FF8800; color: #FFFFFF; text-align: center; }&lt;br /&gt;
.biome_cohesion { background-color: #888800; color: #FFFFFF; text-align: center; }&lt;br /&gt;
.enemy_quantity { background-color: #992299; color: #FFFFFF; text-align: center; }&lt;br /&gt;
.enemy_difficulty { background-color: #668822; color: #FFFFFF; text-align: center; }&lt;br /&gt;
.player_skill { background-color: #666666; color: #FFFFFF; text-align: center; }&lt;br /&gt;
.exclude_pair { background-color: #55DDDD; color: #000000; text-align: center; }&lt;br /&gt;
.biome_pair { background-color: #229999; color: #FFFFFF; text-align: center; }&lt;br /&gt;
.unused { background-color: #EEEEEE; color: #FFFFFF; text-align: center; }&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Seed_Code&amp;diff=380</id>
		<title>Seed Code</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Seed_Code&amp;diff=380"/>
		<updated>2026-09-21T19:29:42Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The seed code is the definition of the world you will play in.  It includes things that drive random world generation as well as baked in settings that will be used when playing. The code is made up of 65-bits of information, but is shared using a 13-character [[Base32]] code.  Some values affect world generation and others do not.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Map of where the code bits go.&lt;br /&gt;
!00!!01!!02!!03!!04!!!!05!!06!!07!!08!!09!!!!10!!11!!12!!13!!14!!!!15!!16!!17!!18!!19&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;code_version&amp;quot; |V&lt;br /&gt;
| class=&amp;quot;code_version&amp;quot; |V&lt;br /&gt;
| class=&amp;quot;code_version&amp;quot; |V&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
|-&lt;br /&gt;
!20!!21!!22!!23!!24!!!!25!!26!!27!!28!!29!!!!30!!31!!32!!33!!34!!!!35!!36!!37!!38!!39&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;skip_tutorial&amp;quot; |T&lt;br /&gt;
| class=&amp;quot;save_restore_health&amp;quot; |SH&lt;br /&gt;
| class=&amp;quot;save_restore_ammo&amp;quot; |SA&lt;br /&gt;
| class=&amp;quot;map_room_type&amp;quot; |M&lt;br /&gt;
| class=&amp;quot;map_room_type&amp;quot; |M&lt;br /&gt;
|-&lt;br /&gt;
!40!!41!!42!!43!!44!!!!45!!46!!47!!48!!49!!!!50!!51!!52!!53!!54!!!!55!!56!!57!!58!!59&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;rng_source&amp;quot; |R&lt;br /&gt;
| class=&amp;quot;biome_size&amp;quot; |BS&lt;br /&gt;
| class=&amp;quot;biome_size&amp;quot; |BS&lt;br /&gt;
| class=&amp;quot;biome_cohesion&amp;quot; |BC&lt;br /&gt;
| class=&amp;quot;biome_cohesion&amp;quot; |BC&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;enemy_quantity&amp;quot; |EQ&lt;br /&gt;
| class=&amp;quot;enemy_quantity&amp;quot; |EQ&lt;br /&gt;
| class=&amp;quot;enemy_difficulty&amp;quot; |ED&lt;br /&gt;
| class=&amp;quot;enemy_difficulty&amp;quot; |ED&lt;br /&gt;
| class=&amp;quot;player_skill&amp;quot; |PS&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;player_skill&amp;quot; |PS&lt;br /&gt;
| class=&amp;quot;exclude_pair&amp;quot; |X1&lt;br /&gt;
| class=&amp;quot;exclude_pair&amp;quot; |X2&lt;br /&gt;
| class=&amp;quot;biome_pair &amp;quot; |3&lt;br /&gt;
| class=&amp;quot;biome_pair &amp;quot; |4&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;biome_pair &amp;quot; |5&lt;br /&gt;
| class=&amp;quot;biome_pair &amp;quot; |6&lt;br /&gt;
| class=&amp;quot;biome_pair &amp;quot; |7&lt;br /&gt;
| class=&amp;quot;biome_pair &amp;quot; |8&lt;br /&gt;
| class=&amp;quot;biome_pair &amp;quot; |9&lt;br /&gt;
|-&lt;br /&gt;
!60!!61!!62!!63!!64&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;biome_pair &amp;quot; |10&lt;br /&gt;
| class=&amp;quot;unused&amp;quot; |-&lt;br /&gt;
| class=&amp;quot;unused&amp;quot; |-&lt;br /&gt;
| class=&amp;quot;unused&amp;quot; |-&lt;br /&gt;
| class=&amp;quot;unused&amp;quot; |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Legend&lt;br /&gt;
!Key!!Description!!Start!!Length!!Entropy&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;code_version&amp;quot; |V||[[Code Version]]||0||3||0&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S||[[RNG Seed|World Generation RNG Seed]]||3||32||32&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;skip_tutorial&amp;quot; |T||[[Tutorial Area|Tutorial Skip]]||35||1||1&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;save_restore_health&amp;quot; |SH||[[Save Room Configuration|Save Room Health Restore]]||36||1||0&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;save_restore_ammo&amp;quot; |SA||[[Save Room Configuration|Save Room Ammo Restore]]||37||1||0&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;map_room_type&amp;quot; |M||[[Map Room Configuration|Map Room Type]]||38||2||1&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;biome_count&amp;quot; |BC||[[Biome Configuration|Biome Count]]||40||4||4&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;biome_size&amp;quot; |BS||[[Biome Configuration|Biome Size]]||44||2||2&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;biome_cohesion&amp;quot; |CO||[[Biome Configuration|Biome Cohesion]]||46||2||2&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;enemy_quantity&amp;quot; |EQ||[[Enemy Configuration|Enemy Quantity]]||48||2||2&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;enemy_difficulty&amp;quot; |ED||[[Enemy Configuration|Enemy Difficulty]]||50||2||0&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;player_skill&amp;quot; |P||[[Player Skill]]||52||2||2&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;rng_source&amp;quot; |R||[[RNG Source]]||54||1||0&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;element_quad&amp;quot; |Q#||[[Element Quads]]&lt;br /&gt;
* Q1: Light, Dark, Life, Death&lt;br /&gt;
* Q2: Earth, Air, Gravity, Void&lt;br /&gt;
||55||5||2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possible Worlds&#039;&#039;&#039;&lt;br /&gt;
The current format of the seed code has 48 bits of entropy. That means the number of possible worlds is 281,474,976,710,656.&lt;br /&gt;
{{#css:User:NerdOfEpic/code-bits.css}}&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=User:NerdOfEpic/code-bits.css&amp;diff=379</id>
		<title>User:NerdOfEpic/code-bits.css</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=User:NerdOfEpic/code-bits.css&amp;diff=379"/>
		<updated>2026-09-21T19:27:29Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;.code_version { background-color: #9900FF; color: #FFFFFF; text-align: center; }&lt;br /&gt;
.seed_value { background-color: #5AB84F; color: #FFFFFF; text-align: center; }&lt;br /&gt;
.skip_tutorial { background-color: #6FA8DC; color: #FFFFFF; text-align: center; }&lt;br /&gt;
.save_restore_health { background-color: #CC4444; color: #FFFFFF; text-align: center; }&lt;br /&gt;
.save_restore_ammo { background-color: #4444CC; color: #FFFFFF; text-align: center; }&lt;br /&gt;
.map_room_type { background-color: #D08888; color: #FFFFFF; text-align: center; }&lt;br /&gt;
.rng_source { background-color: #719996; color: #FFFFFF; text-align: center; }&lt;br /&gt;
.biome_size { background-color: #FF8800; color: #FFFFFF; text-align: center; }&lt;br /&gt;
.biome_cohesion { background-color: #888800; color: #FFFFFF; text-align: center; }&lt;br /&gt;
.enemy_quantity { background-color: #992299; color: #FFFFFF; text-align: center; }&lt;br /&gt;
.enemy_difficulty { background-color: #668822; color: #FFFFFF; text-align: center; }&lt;br /&gt;
.player_skill { background-color: #666666; color: #FFFFFF; text-align: center; }&lt;br /&gt;
.exclude_pair { background-color: #55EEEE; color: #FFFFFF; text-align: center; }&lt;br /&gt;
.biome_pair { background-color: #229999; color: #FFFFFF; text-align: center; }&lt;br /&gt;
.unused { background-color: #EEEEEE; color: #FFFFFF; text-align: center; }&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Design&amp;diff=378</id>
		<title>Design</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Design&amp;diff=378"/>
		<updated>2026-09-21T14:24:27Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: /* Cast of Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Story =&lt;br /&gt;
The story of this game is derived from Greek mythology, which is full of arguments between and within families.  This one involves two families of gods and the unending collection of planets that are ruined and then restored in the process.&lt;br /&gt;
&lt;br /&gt;
== Cast of Characters ==&lt;br /&gt;
Familial interconnections in mythology are often complicated and interwoven in baffling ways.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Eris&#039;&#039;&#039; - Goddess of Strife and Discord &#039;&#039;(Her human form is controlled by the player.)&#039;&#039;&lt;br /&gt;
** Daughter of Nyx&lt;br /&gt;
** Sister of Hypnos&lt;br /&gt;
** Mother of Lethe&lt;br /&gt;
* &#039;&#039;&#039;Nyx&#039;&#039;&#039; - Goddess of Night&lt;br /&gt;
** Mother of Eris and Hypnos&lt;br /&gt;
* &#039;&#039;&#039;Hypnos&#039;&#039;&#039; - God of Sleep&lt;br /&gt;
** Son of Nyx&lt;br /&gt;
** Brother of Eris&lt;br /&gt;
* &#039;&#039;&#039;Lethe&#039;&#039;&#039; - Goddess of Forgetfulness&lt;br /&gt;
** Daughter of Eris&lt;br /&gt;
* &#039;&#039;&#039;Zeus&#039;&#039;&#039; - King of the Gods&lt;br /&gt;
** Nephew and Husband to Themis&lt;br /&gt;
* &#039;&#039;&#039;Themis&#039;&#039;&#039; - Goddess of Divine Law and Order&lt;br /&gt;
** Aunt, Wife, and Advisor to Zeus&lt;br /&gt;
** Judge of other gods&lt;br /&gt;
** Daughter of Gaia&lt;br /&gt;
* &#039;&#039;&#039;Gaia&#039;&#039;&#039; - Goddess of Earth&lt;br /&gt;
** Mother of Themis&lt;br /&gt;
&lt;br /&gt;
== The Story Cycle ==&lt;br /&gt;
You are the dark goddess Eris in human form, condemned to repair the damage you caused to a planet. This story repeats in a loop indefinitely.&lt;br /&gt;
&lt;br /&gt;
# Eris causes war and destruction on a planet for her own entertainment. The destruction results in the elimination of most life and an imbalance of the elements.&lt;br /&gt;
# The destruction and imbalance of elements deeply upsets Gaia. She partner&#039;s with Zeus and her daughter Themis to put Eris on trial.&lt;br /&gt;
# Themis agrees to try Eris for what she considers to be crimes against nature.  &lt;br /&gt;
# Eris is found guilty and is sentenced to restore the elemental balance as a human placed directly on a planet she had ruined.&lt;br /&gt;
# Themis incarnates Eris to a human form to prepare for her punishment.&lt;br /&gt;
# Eris&#039; daughter Lethe and brother Hypnos are compelled by Zeus to wipe Eris&#039; memory and put her into a deep sleep. This causes her to forget being a goddess entirely and prevents her from fully understanding the nature of her condemnation.&lt;br /&gt;
# Eris is delivered to the ruined planet with an escape pod.&lt;br /&gt;
# The escape pod has a message that indicates the requirement to restore the balance of the elements, provides a basic weapon to use, and indicates it cannot be activated until the balance has been restored. There is a final warning that Eris’ presence itself is a destabilizing force on the planet.&lt;br /&gt;
# Eris wakes up near the escape pod. She doesn&#039;t know why she is here, the escape shows the message and provides the weapon to use.&lt;br /&gt;
# Driven by her desire to leave the ruined planet, Eris works to restore the balance of the elements by defeating the bosses of each biome and then a final boss in its own biome.&lt;br /&gt;
# After the defeat of the final boss with the balance finally restored, Eris must return to the escape pod prior to time running out, presumably to avoid destabilizing the elements again.&lt;br /&gt;
# When Eris gets to the escape pod and enters it ready to leave the planet, the now active escape pod ramps up in power to fly away. Instead of launching to space it violently explodes, wiping the human form of Eris from existence.&lt;br /&gt;
# With her human form annihilated in the explosion, Eris returns to the realm of the gods. Being a goddess and immortal, her memories return (but not of what she did while in human form). Being a dark goddess she resumes doing what she does best... Causing strife and discord on another planet. This returns her to step #1 in the cycle but with a new planet.&lt;br /&gt;
&lt;br /&gt;
= Upgrades =&lt;br /&gt;
As you explore the planet, you discover upgrades that improve your survivability, movement, and the ways you can attack things.&lt;br /&gt;
&lt;br /&gt;
== Core Upgrades == &lt;br /&gt;
There are typically multiple copies of each of these core upgrades and finding multiple of them increases the amount of whatever is controlled by that type of upgrade.  For example, finding an additional energy capsule will increase the amount of damage you can take before being killed and finding additional missile upgrades will increase how many missiles you can carry.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Core Upgrades&lt;br /&gt;
!Upgrade!!Category!!Base&amp;lt;br /&amp;gt;Amount!!Upgrade&amp;lt;br /&amp;gt;Count!!Amount&amp;lt;br /&amp;gt;Each!!Upgrade&amp;lt;br /&amp;gt;Amount!!Total&amp;lt;br /&amp;gt;Amount!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Health Capsule]]||Health||99||15||50||750||849||Increases the maximum amount of energy you can hold. Essentially improves the number of hits you can take before being killed.&lt;br /&gt;
|-&lt;br /&gt;
|[[Backup Health Capsule]]||Health||0||4||75||300||300||Holds energy in reserve. This is partially health with extra steps, but it provides a sort of &amp;quot;fairy in a bottle&amp;quot; mechanic that can help your survivability if you lose track of how close to dead you are.&lt;br /&gt;
|-&lt;br /&gt;
|[[Elemental Capsule]]||Ammo||25||11||25||275||300||Increases the max amount of elemental ammo you can hold. Locating the elemental gun upgrade includes a capacity of 25 shots. Elemental ammo capacity can be used for any elemental ammo type for which you have the orb. You must collect the gun before these are useful, but you can collect them even without the gun.&lt;br /&gt;
|-&lt;br /&gt;
|[[Missiles]]||Ammo||0||40||3||120||120||Increases the maximum number of missiles you can hold. These can’t be used until you have at least one.&lt;br /&gt;
|-&lt;br /&gt;
|[[Big Missiles]]||Ammo||0||15||2||30||30||Increases the maximum number of big missiles you can hold. These can’t be used until you have at least one.&lt;br /&gt;
|-&lt;br /&gt;
|[[Big Bombs]]||Ammo||0||15||3||45||45||Increases the maximum number of big bombs you can hold. These can’t be used until you have at least one. These give a small upward motion while in liquid even without the appropriate suit.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|100 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Health Transfers ===&lt;br /&gt;
Energy can be shunted back and forth between normal and backup manually at any time. Each manual transfer, regardless of size or direction, costs 10 energy to perform. An automatic transfer occurs when normal energy runs out. The full amount possible will be transferred until either the backup storage is empty or normal storage is full. Automatic transfers are considered an emergency situation and are performed without an extra energy cost.&lt;br /&gt;
&lt;br /&gt;
== Suits == &lt;br /&gt;
The environment is dangerous and suit upgrades help you survive and get around. All suit capabilities stack when active and all suits can be active simultaneously.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Suits&lt;br /&gt;
!Suit!!Effect!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Base Suit]]||Standard Damage||You&#039;re not naked, but this suit doesn&#039;t do a lot to keep you alive.&lt;br /&gt;
|-&lt;br /&gt;
|[[Defense Suit]]||-50% General Damage||Reduces damage received from everything. It should be noted that later areas have enemies that hit at least 50% harder.&lt;br /&gt;
|-&lt;br /&gt;
|[[Liquid Suit]]||+90% Liquid Movement||Restores most of the lost movement caused by being in liquids. Water is way thinner than Mud or Lava. Doesn&#039;t change damage amounts.&lt;br /&gt;
|-&lt;br /&gt;
|[[Heat Suit]]||Heat Damage Reduction||Heated areas that hurt you, now hurt you way less (2%). Lava hurts you way slower too (15%). Doesn&#039;t change damage amounts from sources that are not environments.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cold Suit]]||Cold Damage Reduction||Super cold areas that hurt you, now hurt you way less (2%). Cryo-lava hurts you way slower too (15%). Doesn&#039;t change damage amounts from sources that are not environments.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|4 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
These upgrades improve the movement capabilities of the player, which in turn control access to various places. I briefly considered a grapple hook style item, but I don’t particularly want to have to code it and make it behave well. It&#039;s my opinion that there has never been a grapple hook ability that was implemented in a way that was actually fun.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Movement Upgrades&lt;br /&gt;
!Upgrade!!Category!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[High Jump]]||Jump||Amount of vertical movement when you jump is increased. See [[Jump Mechanics]] for more details.&lt;br /&gt;
|-&lt;br /&gt;
|[[Double Jump]]||Jump||Can jump a second time while not on the ground. Stacks with High Jump to create an even higher possible jump height. See [[Jump Mechanics]] for more details.&lt;br /&gt;
|-&lt;br /&gt;
|[[Dash]]||Speed||A short range, very high speed dash that goes left or right. Can only be performed once per jump, and only while not on the ground.&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertical Launch]]||Launch||Can launch vertically from a crouch position, requires a short charge delay to activate. Consumes energy to use, will automatically stop if health drops below 100. Not usable in cat form. Automatically opens doors on impact and continues into the next room.&lt;br /&gt;
|-&lt;br /&gt;
|[[Sprint]]||Speed||Can run very fast and break sprint blocks. Requires distance to build up to max speed, consumes energy while at max speed and when breaking sprint blocks. Cannot be used with less than 100 energy and hitting 99 energy stops an active max speed sprint. It falls back to still moving faster than normal. Without this, Eris moves at her normal speed regardless of available energy.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cat Form]]||Size||Allows the player to change into a cat to move through short passages. Can drop bombs in this form if available. Automatically includes a short range swipe attack and the ability to jump as high as in human form. Not effected by high jump or double jump. &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|6 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cat Form ==&lt;br /&gt;
These upgrades improve the capabilities of the player when in the cat form. Cats can always jump, but they may not have claws.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Cat Form Upgrades&lt;br /&gt;
!Upgrade!!Category!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Cat Claws]]||Grab||Can grab onto most vertical surfaces. Allows climbing of some surfaces. When climbing, you can jump off or launch horizontally. If a wall can be stuck to up to the top, the cat can climb over onto the horizontal surface. This also gives the ability to attack as a cat with a short range melee attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cat Dash]]||Speed||A short range, very high speed dash that only goes left or right. It can be performed once per jump and not at all while on the ground.&lt;br /&gt;
|-&lt;br /&gt;
|[[Horizontal Launch]]||Launch||Can launch horizontally from a wall grab, requires a short charge delay to activate. Consumes energy to use, will automatically stop if health drops below 100. Mind your surroundings, this could get you into trouble. Automatically opens doors on impact and continues into the next room.&lt;br /&gt;
|-&lt;br /&gt;
|[[Bombs]]||Attack||Allows the dropping of small bombs when in cat form. They are unlimited ammo and break bombable blocks. They can move the player through the air, but are not strong enough to move the player in liquid without the appropriate suit. There is a small delay between dropping a bomb and it exploding.&lt;br /&gt;
|-&lt;br /&gt;
|[[Big Bombs]]||Attack||Allows the dropping of big bombs when in cat form. See the core upgrade description for more details. These can slightly move the player in liquid without the appropriate suit. There is a longer delay between dropping a big bomb and it exploding.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|4 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weapon Upgrades == &lt;br /&gt;
Your weapon can be upgraded to do more damage. This makes enemies easier to kill, allows getting past certain obstacles or opening certain doors, and in general improves your ability to survive.&lt;br /&gt;
&lt;br /&gt;
=== Standard Gun Upgrades ===&lt;br /&gt;
All effects in the table below stack but the total damage percentage improvement is relative to the base weapon. None of these require any form of ammo to use, they are your standard blaster weapons. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Weapon Upgrades&lt;br /&gt;
!Weapon!!Effect!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Blaster]]||None||The standard gun you start with. You shoot stuff, it hurts stuff.&lt;br /&gt;
|-&lt;br /&gt;
|[[Power]]||+50% Damage||Causes your gun to be more powerful. Hurts stuff more.&lt;br /&gt;
|-&lt;br /&gt;
|[[Spread]]||2 Parallel Shots||Causes your gun to fire 2 parallel shots at once (one slightly above normal and one slightly below normal). Each shot does the full damage if it hits. They are tracked separately.&lt;br /&gt;
|-&lt;br /&gt;
|[[Quantum]]||+25% Damage||Allows your shots to pass through solid things in the environment (unlimited). Has no effect on passing through enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[Phased]]||+25% Damage||Allows your shots to pass through living things. Up to 2 additional enemies can be hurt if they are behind the original target. The same enemy cannot be hit more than once by each shot with this effect. Has no effect on passing through the environment.&lt;br /&gt;
|-&lt;br /&gt;
|[[Charge]]||+25% Damage (when charged)||Allows energy to be collected in the weapon and discharged all at once. Charging takes roughly 1 second. Damage bonus only applies when weapon is charged before release. This also allows your weapon to hit like a missile against creatures that can only be damaged by missile attacks.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|5 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Elemental Upgrades ===&lt;br /&gt;
These are upgrades that provide elemental powers to your weapon. Only one can be active at a time, but effects and damage improvements are always on top of whatever other weapon upgrades are active.&lt;br /&gt;
All elements are strong against their opposite, slightly strong against the element that is similar to their opposite, slightly weak against the element that is slightly strong against them, and very weak against themselves.&lt;br /&gt;
[[File:Fracterebus_element_interactions.png|right|Graph showing how pairs of pairs of elements interact.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Elemental Weapon Features&lt;br /&gt;
!Target!!Effect!!Description&lt;br /&gt;
|-&lt;br /&gt;
|Normal or Other||+20% Damage||When something isn&#039;t associated with any particular element or is not one of the categories listed below, you still cause some extra damage when using an elemental weapon.&lt;br /&gt;
|-&lt;br /&gt;
|Same Element||-90% Damage||When something is associated with the same element you are using, you deal dramatically less damage to them.&lt;br /&gt;
|-&lt;br /&gt;
|Opposite Element||+100% Damage||When something is the opposite element to what you are using, you deal dramatically more damage to them.&lt;br /&gt;
|-&lt;br /&gt;
|Similar Element||-40% Damage||When something is from an element that is similar to the element you are using, you deal less damage.&lt;br /&gt;
|-&lt;br /&gt;
|Similar Opposite Element||+40% Damage||When something is similar to the element that is the opposite of the element you are using, you deal more damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Specific Elemental Effects ===&lt;br /&gt;
Each biome has a main boss that is the strongest form of the element from that biome and guards the weapon that is strong against it. These weapons also have a special extra feature. New biomes may be added over time, the current list of biomes is: Fire, Ice, Electric, Water, Light, Dark, Life, Death, Earth, Air, Gravity, Void.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Specific Elemental Effects&lt;br /&gt;
!Element!!Very&amp;lt;br /&amp;gt;Strong Against!!Slightly&amp;lt;br /&amp;gt;Strong Against!!Similar to&amp;lt;br /&amp;gt;Weakness!!Special Effect&lt;br /&gt;
|-&lt;br /&gt;
|Fire||Ice||Water||Electric||Allows burning of certain environmental barriers.&lt;br /&gt;
|-&lt;br /&gt;
|Ice||Fire||Electric||Water||If an enemy would take lethal damage, they are instead frozen in place and can be used as a platform.&lt;br /&gt;
|-&lt;br /&gt;
|Electric||Water||Ice||Fire||Can activate unpowered electrical things.&lt;br /&gt;
|-&lt;br /&gt;
|Water||Electric||Fire||Ice||Can short out electrical things.&lt;br /&gt;
|-&lt;br /&gt;
|Light||Dark||Death||Life||Can light very dark areas.&lt;br /&gt;
|-&lt;br /&gt;
|Dark||Light||Life||Death||Can dim very bright lights.&lt;br /&gt;
|-&lt;br /&gt;
|Life||Death||Dark||Light||Can create a barrier out of new life.&lt;br /&gt;
|-&lt;br /&gt;
|Death||Life||Light||Dark||Can wither certain environmental barriers.&lt;br /&gt;
|-&lt;br /&gt;
|Earth||Air||Void||Gravity||Allows downward shots to form a small pile of dirt that can be used to get slightly higher.&lt;br /&gt;
|-&lt;br /&gt;
|Air||Earth||Gravity||Void||Allows upward shots to form a small tornado that pulls you slightly higher.&lt;br /&gt;
|-&lt;br /&gt;
|Gravity||Void||Air||Earth||Crushes things?&lt;br /&gt;
|-&lt;br /&gt;
|Void||Gravity||Earth||Air||Explodes things?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Item Drops =&lt;br /&gt;
These are the things that drop when enemies are killed. Their purpose is to refill various consumables. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Item Drops&lt;br /&gt;
!Drop!!Category!!Amount!!Description&lt;br /&gt;
|-&lt;br /&gt;
|Small Energy||Health||+5||Small increase in current health up to allowed max health. Overflow redirected to backup.&lt;br /&gt;
|-&lt;br /&gt;
|Large Energy||Health||+25||Large increase in current health up to allowed max health. Overflow redirected to backup.&lt;br /&gt;
|-&lt;br /&gt;
|Huge Energy||Health||+100||Very rare massive increase in current health up to allowed max health. Overflow redirected to backup.&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||Elemental||+10||Small increase in current elemental ammo amount up to allowed max capacity.&lt;br /&gt;
|-&lt;br /&gt;
|Large Elemental||Elemental||+25||Large increase in current elemental ammo amount up to allowed max capacity.&lt;br /&gt;
|-&lt;br /&gt;
|Missile||Missile||+2||Adds missiles to your current count, up to the max number of missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Missile Bunch||Missile||+5||Adds missiles to your current count, up to the max number of missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Big Missile||Big Missile||+1||Adds a big missile to your current count, up to the max number of big missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Big Missile Bunch||Big Missile||+3||Adds big missiles to your current count, up to the max number of big missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Big Bomb||Big Bomb||+1||Adds a big bomb to your current count, up to the max number of big bombs.&lt;br /&gt;
|-&lt;br /&gt;
|Big Bomb Bunch||Big Bomb||+3||Adds big bombs to your current count, up to the max number of big bombs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Loot Tables =&lt;br /&gt;
Enemies have different loot tables that associate item drops with a weight. The weight controls the odds of each item dropping. At the time the enemy dies, the required loot table for that enemy is loaded and then adjusted based on the player&#039;s current needs. For example, a player that is already full of missiles won&#039;t see missile drops most of the time. This results in a reduction of time sunk into farming for supplies and an overall better player experience. &lt;br /&gt;
&lt;br /&gt;
== Base Loot Tables ==&lt;br /&gt;
Loot tables are set up in a way that only configures possible items. Any item that is not explicitly configured has essentially no chance of dropping.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Example Loot Table&lt;br /&gt;
!Drop!!Weight!!Effective%&lt;br /&gt;
|-&lt;br /&gt;
|Nothing||5||5%&lt;br /&gt;
|-&lt;br /&gt;
|Anything||5||5%&lt;br /&gt;
|-&lt;br /&gt;
|Small Health||50||50%&lt;br /&gt;
|-&lt;br /&gt;
|Large Health||10||10%&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||15||15%&lt;br /&gt;
|-&lt;br /&gt;
|Missile||15||15%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;||100||100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Player State Adjustment ==&lt;br /&gt;
Adjustments for player state are made by item category. (Health, Elemental, Missile, BigMissile, and BigBomb.) Anything the player already has their max capacity of is removed from the loot table. Using the above loot table as an example, if the player is full on health, the two possible health drops are removed from the table. This changes the probability of the remaining options automatically.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ When Player Has Max Health&lt;br /&gt;
!Drop!!Weight!!Effective%&lt;br /&gt;
|-&lt;br /&gt;
|Nothing||5||12.5%&lt;br /&gt;
|-&lt;br /&gt;
|Anything||5||12.5%&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||15||37.5%&lt;br /&gt;
|-&lt;br /&gt;
|Missile||15||37.5%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;||40||100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There is also a special adjustment made if the player is below 50 health. Loot tables in that situation are modified to favor health drops over other things to try to help the player recover. Note that a loot table that doesn&#039;t have health drops will not be affected by this. The way it works is that each health item in the list has 20 weight added to it. Using the same example above, that would change the table to this.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Critical Health Loot Table&lt;br /&gt;
!Drop!!Weight!!Effective%&lt;br /&gt;
|-&lt;br /&gt;
|Nothing||5||3.6%&lt;br /&gt;
|-&lt;br /&gt;
|Anything||5||3.6%&lt;br /&gt;
|-&lt;br /&gt;
|Small Health||70||50.0%&lt;br /&gt;
|-&lt;br /&gt;
|Large Health||30||21.4%&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||15||10.7%&lt;br /&gt;
|-&lt;br /&gt;
|Missile||15||10.7%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;||140||100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Special Options ==&lt;br /&gt;
&lt;br /&gt;
The special categories of &amp;quot;Nothing&amp;quot; and &amp;quot;Anything&amp;quot; are for making loot feel more exciting. If a loot roll lands on Nothing, then obviously there is no drop   at all. (Sorry.) If a loot roll lands on Anything, a loot reroll occurs that uses a table that has every item being both possible and equally likely. Nothing and Anything are not part of this special table. This results in every in the game being capable of dropping every item. It may not be especially likely, but it can happen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Special &amp;quot;Anything&amp;quot; Loot Table&lt;br /&gt;
!Drop!!Weight!!Effective%&lt;br /&gt;
|-&lt;br /&gt;
|Small Health||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Large Energy||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Huge Energy||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Large Elemental||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Missile||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Missile Bunch||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Big Missile||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Big Missile Bunch||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Big Bomb||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Big Bomb Bunch||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;||11||100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Controls =&lt;br /&gt;
The player is expected to be reasonably agile and controlling Eris should feel responsive, but it has to follow a standard set of rules. The standard unit of measure is a tile, think of it as a small square amount of space. &lt;br /&gt;
&lt;br /&gt;
== Attacking ==&lt;br /&gt;
The primary form of attack is through the use of a projectile weapon without melee attack options. When in tiny form attacks can be performed using explosives. All tile measurements are actually relative to the player, but are described as from the ground for easier explanation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shooting Options&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;When NOT Moving:&#039;&#039;&lt;br /&gt;
** Standing:&lt;br /&gt;
*** The standard aim will fire a projectile forward at a height 1.5 tiles off of the ground (in the middle of the 2nd tile up from the ground).&lt;br /&gt;
*** The spread shot fires 2 projectiles at 1.0 and 2.0 tiles off the ground.&lt;br /&gt;
*** You can aim straight up.&lt;br /&gt;
*** You can aim diagonal attacks at 45 degrees either up or down.&lt;br /&gt;
** Crouching:&lt;br /&gt;
*** The standard aim will fire a projectile closer to the ground at a height of 0.7 tiles off the ground.&lt;br /&gt;
*** The spread shot fires 2 projectiles at 0.4 and 1.0 tiles off the ground.&lt;br /&gt;
*** You can aim straight up.&lt;br /&gt;
*** You can aim diagonal attacks at 45 degrees either up or down.&lt;br /&gt;
* &#039;&#039;When Moving:&#039;&#039;&lt;br /&gt;
** The standard aim will fire a projectile forward at a height 1.5 tiles off of the ground (in the middle of the 2nd tile up from the ground).&lt;br /&gt;
** The spread shot fires 2 projectiles at 1.0 and 2.0 tiles off the ground.&lt;br /&gt;
** You can aim straight up.&lt;br /&gt;
** You can aim diagonal attacks at 45 degrees either up or down.&lt;br /&gt;
** (You cannot move while crouching.)&lt;br /&gt;
* &#039;&#039;When Jumping:&#039;&#039;&lt;br /&gt;
** The standard aim will fire a projectile forward at a height 1.5 tiles off of the ground (in the middle of the 2nd tile up from the ground).&lt;br /&gt;
** The spread shot fires 2 projectiles at 1.0 and 2.0 tiles off the ground.&lt;br /&gt;
** You can aim straight up.&lt;br /&gt;
** You can aim diagonal attacks at 45 degrees either up or down.&lt;br /&gt;
** While not on the ground, you can fire a projectile straight down.&lt;br /&gt;
&lt;br /&gt;
== Exploring ==&lt;br /&gt;
The player is roughly 2.5 tiles tall and 1 tile wide. Most environments have vertical clearance of at least 3 tiles and gaps will be at least 1 tile wide. This includes doorways and hallways. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement Options&#039;&#039;&#039;&lt;br /&gt;
* While standing at full height, the player can move left and right.&lt;br /&gt;
* While on the ground, the player can jump or crouch.&lt;br /&gt;
* While not on the ground, the player can still control their left and right trajectory.&lt;br /&gt;
* While crouching, the player can shrink to tiny form. Moving or jumping while crouching will result in standing up first.&lt;br /&gt;
* While in tiny form, you can move left and right, remaining in tiny form.&lt;br /&gt;
* There are many movement upgrades that add to this list when they have been found and are enabled.&lt;br /&gt;
&lt;br /&gt;
= Escape =&lt;br /&gt;
After beating the final boss, a mad dash must be made to the escape pod. &lt;br /&gt;
* All save, recharge, and map stations are disabled.&lt;br /&gt;
* All doors are changed to blue regardless of previous requirements for opening them.&lt;br /&gt;
* There will still be environmental difficulties such as water and lava.&lt;br /&gt;
* Enemies are no longer present.&lt;br /&gt;
* Uncollected items will still be present in the world and can still be collected.&lt;br /&gt;
* This event will be timed. &lt;br /&gt;
** No free movement abilities will be granted, so it may be difficult to finish on time.&lt;br /&gt;
** The available time will be calculated by the number of rooms required for the escape, plus some comfortable padding.&lt;br /&gt;
** The calculation assumes all available movement abilities have been collected, but it should be possible to finish with some missing.&lt;br /&gt;
* Failing the escape&lt;br /&gt;
** Will place you at your last save prior to the final boss.&lt;br /&gt;
** You can avoid the final boss chamber and instead go to gather more uncollected upgrades.&lt;br /&gt;
** If you try the escape again immediately, the final boss will already be defeated.&lt;br /&gt;
** The final boss will be reset to alive if any additional upgrade is collected.&lt;br /&gt;
** If the final boss is already dead, the timer will start again when you enter the final boss chamber.&lt;br /&gt;
** The escape pod is not active unless the timer has been started.&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Design&amp;diff=377</id>
		<title>Design</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Design&amp;diff=377"/>
		<updated>2026-09-21T00:49:38Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: /* Suits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Story =&lt;br /&gt;
The story of this game is derived from Greek mythology, which is full of arguments between and within families.  This one involves two families of gods and the unending collection of planets that are ruined and then restored in the process.&lt;br /&gt;
&lt;br /&gt;
== Cast of Characters ==&lt;br /&gt;
* &#039;&#039;&#039;Eris&#039;&#039;&#039; - Goddess of Strife and Discord &#039;&#039;(Her human form is controlled by the player.)&#039;&#039;&lt;br /&gt;
** Daughter of Nyx&lt;br /&gt;
** Sister of Hypnos&lt;br /&gt;
** Mother of Lethe&lt;br /&gt;
* &#039;&#039;&#039;Nyx&#039;&#039;&#039; - Goddess of Night&lt;br /&gt;
** Mother of Eris and Hypnos&lt;br /&gt;
* &#039;&#039;&#039;Hypnos&#039;&#039;&#039; - God of Sleep&lt;br /&gt;
** Son of Nyx&lt;br /&gt;
** Brother of Eris&lt;br /&gt;
* &#039;&#039;&#039;Lethe&#039;&#039;&#039; - Goddess of Forgetfulness&lt;br /&gt;
** Daughter of Eris&lt;br /&gt;
* &#039;&#039;&#039;Themis&#039;&#039;&#039; - Goddess of Divine Law and Order&lt;br /&gt;
** Advisor to Zeus&lt;br /&gt;
** Judge of other gods&lt;br /&gt;
** Daughter of Uranus and Gaia&lt;br /&gt;
* &#039;&#039;&#039;Gaia&#039;&#039;&#039; - Goddess of Earth&lt;br /&gt;
** Mother of Themis&lt;br /&gt;
&lt;br /&gt;
== The Story Cycle ==&lt;br /&gt;
You are the dark goddess Eris in human form, condemned to repair the damage you caused to a planet. This story repeats in a loop indefinitely.&lt;br /&gt;
&lt;br /&gt;
# Eris causes war and destruction on a planet for her own entertainment. The destruction results in the elimination of most life and an imbalance of the elements.&lt;br /&gt;
# The destruction and imbalance of elements deeply upsets Gaia. She partner&#039;s with Zeus and her daughter Themis to put Eris on trial.&lt;br /&gt;
# Themis agrees to try Eris for what she considers to be crimes against nature.  &lt;br /&gt;
# Eris is found guilty and is sentenced to restore the elemental balance as a human placed directly on a planet she had ruined.&lt;br /&gt;
# Themis incarnates Eris to a human form to prepare for her punishment.&lt;br /&gt;
# Eris&#039; daughter Lethe and brother Hypnos are compelled by Zeus to wipe Eris&#039; memory and put her into a deep sleep. This causes her to forget being a goddess entirely and prevents her from fully understanding the nature of her condemnation.&lt;br /&gt;
# Eris is delivered to the ruined planet with an escape pod.&lt;br /&gt;
# The escape pod has a message that indicates the requirement to restore the balance of the elements, provides a basic weapon to use, and indicates it cannot be activated until the balance has been restored. There is a final warning that Eris’ presence itself is a destabilizing force on the planet.&lt;br /&gt;
# Eris wakes up near the escape pod. She doesn&#039;t know why she is here, the escape shows the message and provides the weapon to use.&lt;br /&gt;
# Driven by her desire to leave the ruined planet, Eris works to restore the balance of the elements by defeating the bosses of each biome and then a final boss in its own biome.&lt;br /&gt;
# After the defeat of the final boss with the balance finally restored, Eris must return to the escape pod prior to time running out, presumably to avoid destabilizing the elements again.&lt;br /&gt;
# When Eris gets to the escape pod and enters it ready to leave the planet, the now active escape pod ramps up in power to fly away. Instead of launching to space it violently explodes, wiping the human form of Eris from existence.&lt;br /&gt;
# With her human form annihilated in the explosion, Eris returns to the realm of the gods. Being a goddess and immortal, her memories return (but not of what she did while in human form). Being a dark goddess she resumes doing what she does best... Causing strife and discord on another planet. This returns her to step #1 in the cycle but with a new planet.&lt;br /&gt;
&lt;br /&gt;
= Upgrades =&lt;br /&gt;
As you explore the planet, you discover upgrades that improve your survivability, movement, and the ways you can attack things.&lt;br /&gt;
&lt;br /&gt;
== Core Upgrades == &lt;br /&gt;
There are typically multiple copies of each of these core upgrades and finding multiple of them increases the amount of whatever is controlled by that type of upgrade.  For example, finding an additional energy capsule will increase the amount of damage you can take before being killed and finding additional missile upgrades will increase how many missiles you can carry.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Core Upgrades&lt;br /&gt;
!Upgrade!!Category!!Base&amp;lt;br /&amp;gt;Amount!!Upgrade&amp;lt;br /&amp;gt;Count!!Amount&amp;lt;br /&amp;gt;Each!!Upgrade&amp;lt;br /&amp;gt;Amount!!Total&amp;lt;br /&amp;gt;Amount!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Health Capsule]]||Health||99||15||50||750||849||Increases the maximum amount of energy you can hold. Essentially improves the number of hits you can take before being killed.&lt;br /&gt;
|-&lt;br /&gt;
|[[Backup Health Capsule]]||Health||0||4||75||300||300||Holds energy in reserve. This is partially health with extra steps, but it provides a sort of &amp;quot;fairy in a bottle&amp;quot; mechanic that can help your survivability if you lose track of how close to dead you are.&lt;br /&gt;
|-&lt;br /&gt;
|[[Elemental Capsule]]||Ammo||25||11||25||275||300||Increases the max amount of elemental ammo you can hold. Locating the elemental gun upgrade includes a capacity of 25 shots. Elemental ammo capacity can be used for any elemental ammo type for which you have the orb. You must collect the gun before these are useful, but you can collect them even without the gun.&lt;br /&gt;
|-&lt;br /&gt;
|[[Missiles]]||Ammo||0||40||3||120||120||Increases the maximum number of missiles you can hold. These can’t be used until you have at least one.&lt;br /&gt;
|-&lt;br /&gt;
|[[Big Missiles]]||Ammo||0||15||2||30||30||Increases the maximum number of big missiles you can hold. These can’t be used until you have at least one.&lt;br /&gt;
|-&lt;br /&gt;
|[[Big Bombs]]||Ammo||0||15||3||45||45||Increases the maximum number of big bombs you can hold. These can’t be used until you have at least one. These give a small upward motion while in liquid even without the appropriate suit.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|100 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Health Transfers ===&lt;br /&gt;
Energy can be shunted back and forth between normal and backup manually at any time. Each manual transfer, regardless of size or direction, costs 10 energy to perform. An automatic transfer occurs when normal energy runs out. The full amount possible will be transferred until either the backup storage is empty or normal storage is full. Automatic transfers are considered an emergency situation and are performed without an extra energy cost.&lt;br /&gt;
&lt;br /&gt;
== Suits == &lt;br /&gt;
The environment is dangerous and suit upgrades help you survive and get around. All suit capabilities stack when active and all suits can be active simultaneously.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Suits&lt;br /&gt;
!Suit!!Effect!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Base Suit]]||Standard Damage||You&#039;re not naked, but this suit doesn&#039;t do a lot to keep you alive.&lt;br /&gt;
|-&lt;br /&gt;
|[[Defense Suit]]||-50% General Damage||Reduces damage received from everything. It should be noted that later areas have enemies that hit at least 50% harder.&lt;br /&gt;
|-&lt;br /&gt;
|[[Liquid Suit]]||+90% Liquid Movement||Restores most of the lost movement caused by being in liquids. Water is way thinner than Mud or Lava. Doesn&#039;t change damage amounts.&lt;br /&gt;
|-&lt;br /&gt;
|[[Heat Suit]]||Heat Damage Reduction||Heated areas that hurt you, now hurt you way less (2%). Lava hurts you way slower too (15%). Doesn&#039;t change damage amounts from sources that are not environments.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cold Suit]]||Cold Damage Reduction||Super cold areas that hurt you, now hurt you way less (2%). Cryo-lava hurts you way slower too (15%). Doesn&#039;t change damage amounts from sources that are not environments.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|4 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
These upgrades improve the movement capabilities of the player, which in turn control access to various places. I briefly considered a grapple hook style item, but I don’t particularly want to have to code it and make it behave well. It&#039;s my opinion that there has never been a grapple hook ability that was implemented in a way that was actually fun.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Movement Upgrades&lt;br /&gt;
!Upgrade!!Category!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[High Jump]]||Jump||Amount of vertical movement when you jump is increased. See [[Jump Mechanics]] for more details.&lt;br /&gt;
|-&lt;br /&gt;
|[[Double Jump]]||Jump||Can jump a second time while not on the ground. Stacks with High Jump to create an even higher possible jump height. See [[Jump Mechanics]] for more details.&lt;br /&gt;
|-&lt;br /&gt;
|[[Dash]]||Speed||A short range, very high speed dash that goes left or right. Can only be performed once per jump, and only while not on the ground.&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertical Launch]]||Launch||Can launch vertically from a crouch position, requires a short charge delay to activate. Consumes energy to use, will automatically stop if health drops below 100. Not usable in cat form. Automatically opens doors on impact and continues into the next room.&lt;br /&gt;
|-&lt;br /&gt;
|[[Sprint]]||Speed||Can run very fast and break sprint blocks. Requires distance to build up to max speed, consumes energy while at max speed and when breaking sprint blocks. Cannot be used with less than 100 energy and hitting 99 energy stops an active max speed sprint. It falls back to still moving faster than normal. Without this, Eris moves at her normal speed regardless of available energy.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cat Form]]||Size||Allows the player to change into a cat to move through short passages. Can drop bombs in this form if available. Automatically includes a short range swipe attack and the ability to jump as high as in human form. Not effected by high jump or double jump. &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|6 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cat Form ==&lt;br /&gt;
These upgrades improve the capabilities of the player when in the cat form. Cats can always jump, but they may not have claws.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Cat Form Upgrades&lt;br /&gt;
!Upgrade!!Category!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Cat Claws]]||Grab||Can grab onto most vertical surfaces. Allows climbing of some surfaces. When climbing, you can jump off or launch horizontally. If a wall can be stuck to up to the top, the cat can climb over onto the horizontal surface. This also gives the ability to attack as a cat with a short range melee attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cat Dash]]||Speed||A short range, very high speed dash that only goes left or right. It can be performed once per jump and not at all while on the ground.&lt;br /&gt;
|-&lt;br /&gt;
|[[Horizontal Launch]]||Launch||Can launch horizontally from a wall grab, requires a short charge delay to activate. Consumes energy to use, will automatically stop if health drops below 100. Mind your surroundings, this could get you into trouble. Automatically opens doors on impact and continues into the next room.&lt;br /&gt;
|-&lt;br /&gt;
|[[Bombs]]||Attack||Allows the dropping of small bombs when in cat form. They are unlimited ammo and break bombable blocks. They can move the player through the air, but are not strong enough to move the player in liquid without the appropriate suit. There is a small delay between dropping a bomb and it exploding.&lt;br /&gt;
|-&lt;br /&gt;
|[[Big Bombs]]||Attack||Allows the dropping of big bombs when in cat form. See the core upgrade description for more details. These can slightly move the player in liquid without the appropriate suit. There is a longer delay between dropping a big bomb and it exploding.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|4 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weapon Upgrades == &lt;br /&gt;
Your weapon can be upgraded to do more damage. This makes enemies easier to kill, allows getting past certain obstacles or opening certain doors, and in general improves your ability to survive.&lt;br /&gt;
&lt;br /&gt;
=== Standard Gun Upgrades ===&lt;br /&gt;
All effects in the table below stack but the total damage percentage improvement is relative to the base weapon. None of these require any form of ammo to use, they are your standard blaster weapons. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Weapon Upgrades&lt;br /&gt;
!Weapon!!Effect!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Blaster]]||None||The standard gun you start with. You shoot stuff, it hurts stuff.&lt;br /&gt;
|-&lt;br /&gt;
|[[Power]]||+50% Damage||Causes your gun to be more powerful. Hurts stuff more.&lt;br /&gt;
|-&lt;br /&gt;
|[[Spread]]||2 Parallel Shots||Causes your gun to fire 2 parallel shots at once (one slightly above normal and one slightly below normal). Each shot does the full damage if it hits. They are tracked separately.&lt;br /&gt;
|-&lt;br /&gt;
|[[Quantum]]||+25% Damage||Allows your shots to pass through solid things in the environment (unlimited). Has no effect on passing through enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[Phased]]||+25% Damage||Allows your shots to pass through living things. Up to 2 additional enemies can be hurt if they are behind the original target. The same enemy cannot be hit more than once by each shot with this effect. Has no effect on passing through the environment.&lt;br /&gt;
|-&lt;br /&gt;
|[[Charge]]||+25% Damage (when charged)||Allows energy to be collected in the weapon and discharged all at once. Charging takes roughly 1 second. Damage bonus only applies when weapon is charged before release. This also allows your weapon to hit like a missile against creatures that can only be damaged by missile attacks.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|5 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Elemental Upgrades ===&lt;br /&gt;
These are upgrades that provide elemental powers to your weapon. Only one can be active at a time, but effects and damage improvements are always on top of whatever other weapon upgrades are active.&lt;br /&gt;
All elements are strong against their opposite, slightly strong against the element that is similar to their opposite, slightly weak against the element that is slightly strong against them, and very weak against themselves.&lt;br /&gt;
[[File:Fracterebus_element_interactions.png|right|Graph showing how pairs of pairs of elements interact.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Elemental Weapon Features&lt;br /&gt;
!Target!!Effect!!Description&lt;br /&gt;
|-&lt;br /&gt;
|Normal or Other||+20% Damage||When something isn&#039;t associated with any particular element or is not one of the categories listed below, you still cause some extra damage when using an elemental weapon.&lt;br /&gt;
|-&lt;br /&gt;
|Same Element||-90% Damage||When something is associated with the same element you are using, you deal dramatically less damage to them.&lt;br /&gt;
|-&lt;br /&gt;
|Opposite Element||+100% Damage||When something is the opposite element to what you are using, you deal dramatically more damage to them.&lt;br /&gt;
|-&lt;br /&gt;
|Similar Element||-40% Damage||When something is from an element that is similar to the element you are using, you deal less damage.&lt;br /&gt;
|-&lt;br /&gt;
|Similar Opposite Element||+40% Damage||When something is similar to the element that is the opposite of the element you are using, you deal more damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Specific Elemental Effects ===&lt;br /&gt;
Each biome has a main boss that is the strongest form of the element from that biome and guards the weapon that is strong against it. These weapons also have a special extra feature. New biomes may be added over time, the current list of biomes is: Fire, Ice, Electric, Water, Light, Dark, Life, Death, Earth, Air, Gravity, Void.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Specific Elemental Effects&lt;br /&gt;
!Element!!Very&amp;lt;br /&amp;gt;Strong Against!!Slightly&amp;lt;br /&amp;gt;Strong Against!!Similar to&amp;lt;br /&amp;gt;Weakness!!Special Effect&lt;br /&gt;
|-&lt;br /&gt;
|Fire||Ice||Water||Electric||Allows burning of certain environmental barriers.&lt;br /&gt;
|-&lt;br /&gt;
|Ice||Fire||Electric||Water||If an enemy would take lethal damage, they are instead frozen in place and can be used as a platform.&lt;br /&gt;
|-&lt;br /&gt;
|Electric||Water||Ice||Fire||Can activate unpowered electrical things.&lt;br /&gt;
|-&lt;br /&gt;
|Water||Electric||Fire||Ice||Can short out electrical things.&lt;br /&gt;
|-&lt;br /&gt;
|Light||Dark||Death||Life||Can light very dark areas.&lt;br /&gt;
|-&lt;br /&gt;
|Dark||Light||Life||Death||Can dim very bright lights.&lt;br /&gt;
|-&lt;br /&gt;
|Life||Death||Dark||Light||Can create a barrier out of new life.&lt;br /&gt;
|-&lt;br /&gt;
|Death||Life||Light||Dark||Can wither certain environmental barriers.&lt;br /&gt;
|-&lt;br /&gt;
|Earth||Air||Void||Gravity||Allows downward shots to form a small pile of dirt that can be used to get slightly higher.&lt;br /&gt;
|-&lt;br /&gt;
|Air||Earth||Gravity||Void||Allows upward shots to form a small tornado that pulls you slightly higher.&lt;br /&gt;
|-&lt;br /&gt;
|Gravity||Void||Air||Earth||Crushes things?&lt;br /&gt;
|-&lt;br /&gt;
|Void||Gravity||Earth||Air||Explodes things?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Item Drops =&lt;br /&gt;
These are the things that drop when enemies are killed. Their purpose is to refill various consumables. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Item Drops&lt;br /&gt;
!Drop!!Category!!Amount!!Description&lt;br /&gt;
|-&lt;br /&gt;
|Small Energy||Health||+5||Small increase in current health up to allowed max health. Overflow redirected to backup.&lt;br /&gt;
|-&lt;br /&gt;
|Large Energy||Health||+25||Large increase in current health up to allowed max health. Overflow redirected to backup.&lt;br /&gt;
|-&lt;br /&gt;
|Huge Energy||Health||+100||Very rare massive increase in current health up to allowed max health. Overflow redirected to backup.&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||Elemental||+10||Small increase in current elemental ammo amount up to allowed max capacity.&lt;br /&gt;
|-&lt;br /&gt;
|Large Elemental||Elemental||+25||Large increase in current elemental ammo amount up to allowed max capacity.&lt;br /&gt;
|-&lt;br /&gt;
|Missile||Missile||+2||Adds missiles to your current count, up to the max number of missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Missile Bunch||Missile||+5||Adds missiles to your current count, up to the max number of missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Big Missile||Big Missile||+1||Adds a big missile to your current count, up to the max number of big missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Big Missile Bunch||Big Missile||+3||Adds big missiles to your current count, up to the max number of big missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Big Bomb||Big Bomb||+1||Adds a big bomb to your current count, up to the max number of big bombs.&lt;br /&gt;
|-&lt;br /&gt;
|Big Bomb Bunch||Big Bomb||+3||Adds big bombs to your current count, up to the max number of big bombs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Loot Tables =&lt;br /&gt;
Enemies have different loot tables that associate item drops with a weight. The weight controls the odds of each item dropping. At the time the enemy dies, the required loot table for that enemy is loaded and then adjusted based on the player&#039;s current needs. For example, a player that is already full of missiles won&#039;t see missile drops most of the time. This results in a reduction of time sunk into farming for supplies and an overall better player experience. &lt;br /&gt;
&lt;br /&gt;
== Base Loot Tables ==&lt;br /&gt;
Loot tables are set up in a way that only configures possible items. Any item that is not explicitly configured has essentially no chance of dropping.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Example Loot Table&lt;br /&gt;
!Drop!!Weight!!Effective%&lt;br /&gt;
|-&lt;br /&gt;
|Nothing||5||5%&lt;br /&gt;
|-&lt;br /&gt;
|Anything||5||5%&lt;br /&gt;
|-&lt;br /&gt;
|Small Health||50||50%&lt;br /&gt;
|-&lt;br /&gt;
|Large Health||10||10%&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||15||15%&lt;br /&gt;
|-&lt;br /&gt;
|Missile||15||15%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;||100||100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Player State Adjustment ==&lt;br /&gt;
Adjustments for player state are made by item category. (Health, Elemental, Missile, BigMissile, and BigBomb.) Anything the player already has their max capacity of is removed from the loot table. Using the above loot table as an example, if the player is full on health, the two possible health drops are removed from the table. This changes the probability of the remaining options automatically.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ When Player Has Max Health&lt;br /&gt;
!Drop!!Weight!!Effective%&lt;br /&gt;
|-&lt;br /&gt;
|Nothing||5||12.5%&lt;br /&gt;
|-&lt;br /&gt;
|Anything||5||12.5%&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||15||37.5%&lt;br /&gt;
|-&lt;br /&gt;
|Missile||15||37.5%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;||40||100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There is also a special adjustment made if the player is below 50 health. Loot tables in that situation are modified to favor health drops over other things to try to help the player recover. Note that a loot table that doesn&#039;t have health drops will not be affected by this. The way it works is that each health item in the list has 20 weight added to it. Using the same example above, that would change the table to this.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Critical Health Loot Table&lt;br /&gt;
!Drop!!Weight!!Effective%&lt;br /&gt;
|-&lt;br /&gt;
|Nothing||5||3.6%&lt;br /&gt;
|-&lt;br /&gt;
|Anything||5||3.6%&lt;br /&gt;
|-&lt;br /&gt;
|Small Health||70||50.0%&lt;br /&gt;
|-&lt;br /&gt;
|Large Health||30||21.4%&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||15||10.7%&lt;br /&gt;
|-&lt;br /&gt;
|Missile||15||10.7%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;||140||100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Special Options ==&lt;br /&gt;
&lt;br /&gt;
The special categories of &amp;quot;Nothing&amp;quot; and &amp;quot;Anything&amp;quot; are for making loot feel more exciting. If a loot roll lands on Nothing, then obviously there is no drop   at all. (Sorry.) If a loot roll lands on Anything, a loot reroll occurs that uses a table that has every item being both possible and equally likely. Nothing and Anything are not part of this special table. This results in every in the game being capable of dropping every item. It may not be especially likely, but it can happen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Special &amp;quot;Anything&amp;quot; Loot Table&lt;br /&gt;
!Drop!!Weight!!Effective%&lt;br /&gt;
|-&lt;br /&gt;
|Small Health||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Large Energy||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Huge Energy||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Large Elemental||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Missile||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Missile Bunch||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Big Missile||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Big Missile Bunch||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Big Bomb||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Big Bomb Bunch||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;||11||100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Controls =&lt;br /&gt;
The player is expected to be reasonably agile and controlling Eris should feel responsive, but it has to follow a standard set of rules. The standard unit of measure is a tile, think of it as a small square amount of space. &lt;br /&gt;
&lt;br /&gt;
== Attacking ==&lt;br /&gt;
The primary form of attack is through the use of a projectile weapon without melee attack options. When in tiny form attacks can be performed using explosives. All tile measurements are actually relative to the player, but are described as from the ground for easier explanation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shooting Options&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;When NOT Moving:&#039;&#039;&lt;br /&gt;
** Standing:&lt;br /&gt;
*** The standard aim will fire a projectile forward at a height 1.5 tiles off of the ground (in the middle of the 2nd tile up from the ground).&lt;br /&gt;
*** The spread shot fires 2 projectiles at 1.0 and 2.0 tiles off the ground.&lt;br /&gt;
*** You can aim straight up.&lt;br /&gt;
*** You can aim diagonal attacks at 45 degrees either up or down.&lt;br /&gt;
** Crouching:&lt;br /&gt;
*** The standard aim will fire a projectile closer to the ground at a height of 0.7 tiles off the ground.&lt;br /&gt;
*** The spread shot fires 2 projectiles at 0.4 and 1.0 tiles off the ground.&lt;br /&gt;
*** You can aim straight up.&lt;br /&gt;
*** You can aim diagonal attacks at 45 degrees either up or down.&lt;br /&gt;
* &#039;&#039;When Moving:&#039;&#039;&lt;br /&gt;
** The standard aim will fire a projectile forward at a height 1.5 tiles off of the ground (in the middle of the 2nd tile up from the ground).&lt;br /&gt;
** The spread shot fires 2 projectiles at 1.0 and 2.0 tiles off the ground.&lt;br /&gt;
** You can aim straight up.&lt;br /&gt;
** You can aim diagonal attacks at 45 degrees either up or down.&lt;br /&gt;
** (You cannot move while crouching.)&lt;br /&gt;
* &#039;&#039;When Jumping:&#039;&#039;&lt;br /&gt;
** The standard aim will fire a projectile forward at a height 1.5 tiles off of the ground (in the middle of the 2nd tile up from the ground).&lt;br /&gt;
** The spread shot fires 2 projectiles at 1.0 and 2.0 tiles off the ground.&lt;br /&gt;
** You can aim straight up.&lt;br /&gt;
** You can aim diagonal attacks at 45 degrees either up or down.&lt;br /&gt;
** While not on the ground, you can fire a projectile straight down.&lt;br /&gt;
&lt;br /&gt;
== Exploring ==&lt;br /&gt;
The player is roughly 2.5 tiles tall and 1 tile wide. Most environments have vertical clearance of at least 3 tiles and gaps will be at least 1 tile wide. This includes doorways and hallways. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement Options&#039;&#039;&#039;&lt;br /&gt;
* While standing at full height, the player can move left and right.&lt;br /&gt;
* While on the ground, the player can jump or crouch.&lt;br /&gt;
* While not on the ground, the player can still control their left and right trajectory.&lt;br /&gt;
* While crouching, the player can shrink to tiny form. Moving or jumping while crouching will result in standing up first.&lt;br /&gt;
* While in tiny form, you can move left and right, remaining in tiny form.&lt;br /&gt;
* There are many movement upgrades that add to this list when they have been found and are enabled.&lt;br /&gt;
&lt;br /&gt;
= Escape =&lt;br /&gt;
After beating the final boss, a mad dash must be made to the escape pod. &lt;br /&gt;
* All save, recharge, and map stations are disabled.&lt;br /&gt;
* All doors are changed to blue regardless of previous requirements for opening them.&lt;br /&gt;
* There will still be environmental difficulties such as water and lava.&lt;br /&gt;
* Enemies are no longer present.&lt;br /&gt;
* Uncollected items will still be present in the world and can still be collected.&lt;br /&gt;
* This event will be timed. &lt;br /&gt;
** No free movement abilities will be granted, so it may be difficult to finish on time.&lt;br /&gt;
** The available time will be calculated by the number of rooms required for the escape, plus some comfortable padding.&lt;br /&gt;
** The calculation assumes all available movement abilities have been collected, but it should be possible to finish with some missing.&lt;br /&gt;
* Failing the escape&lt;br /&gt;
** Will place you at your last save prior to the final boss.&lt;br /&gt;
** You can avoid the final boss chamber and instead go to gather more uncollected upgrades.&lt;br /&gt;
** If you try the escape again immediately, the final boss will already be defeated.&lt;br /&gt;
** The final boss will be reset to alive if any additional upgrade is collected.&lt;br /&gt;
** If the final boss is already dead, the timer will start again when you enter the final boss chamber.&lt;br /&gt;
** The escape pod is not active unless the timer has been started.&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Design&amp;diff=376</id>
		<title>Design</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Design&amp;diff=376"/>
		<updated>2026-09-21T00:47:08Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: /* Suits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Story =&lt;br /&gt;
The story of this game is derived from Greek mythology, which is full of arguments between and within families.  This one involves two families of gods and the unending collection of planets that are ruined and then restored in the process.&lt;br /&gt;
&lt;br /&gt;
== Cast of Characters ==&lt;br /&gt;
* &#039;&#039;&#039;Eris&#039;&#039;&#039; - Goddess of Strife and Discord &#039;&#039;(Her human form is controlled by the player.)&#039;&#039;&lt;br /&gt;
** Daughter of Nyx&lt;br /&gt;
** Sister of Hypnos&lt;br /&gt;
** Mother of Lethe&lt;br /&gt;
* &#039;&#039;&#039;Nyx&#039;&#039;&#039; - Goddess of Night&lt;br /&gt;
** Mother of Eris and Hypnos&lt;br /&gt;
* &#039;&#039;&#039;Hypnos&#039;&#039;&#039; - God of Sleep&lt;br /&gt;
** Son of Nyx&lt;br /&gt;
** Brother of Eris&lt;br /&gt;
* &#039;&#039;&#039;Lethe&#039;&#039;&#039; - Goddess of Forgetfulness&lt;br /&gt;
** Daughter of Eris&lt;br /&gt;
* &#039;&#039;&#039;Themis&#039;&#039;&#039; - Goddess of Divine Law and Order&lt;br /&gt;
** Advisor to Zeus&lt;br /&gt;
** Judge of other gods&lt;br /&gt;
** Daughter of Uranus and Gaia&lt;br /&gt;
* &#039;&#039;&#039;Gaia&#039;&#039;&#039; - Goddess of Earth&lt;br /&gt;
** Mother of Themis&lt;br /&gt;
&lt;br /&gt;
== The Story Cycle ==&lt;br /&gt;
You are the dark goddess Eris in human form, condemned to repair the damage you caused to a planet. This story repeats in a loop indefinitely.&lt;br /&gt;
&lt;br /&gt;
# Eris causes war and destruction on a planet for her own entertainment. The destruction results in the elimination of most life and an imbalance of the elements.&lt;br /&gt;
# The destruction and imbalance of elements deeply upsets Gaia. She partner&#039;s with Zeus and her daughter Themis to put Eris on trial.&lt;br /&gt;
# Themis agrees to try Eris for what she considers to be crimes against nature.  &lt;br /&gt;
# Eris is found guilty and is sentenced to restore the elemental balance as a human placed directly on a planet she had ruined.&lt;br /&gt;
# Themis incarnates Eris to a human form to prepare for her punishment.&lt;br /&gt;
# Eris&#039; daughter Lethe and brother Hypnos are compelled by Zeus to wipe Eris&#039; memory and put her into a deep sleep. This causes her to forget being a goddess entirely and prevents her from fully understanding the nature of her condemnation.&lt;br /&gt;
# Eris is delivered to the ruined planet with an escape pod.&lt;br /&gt;
# The escape pod has a message that indicates the requirement to restore the balance of the elements, provides a basic weapon to use, and indicates it cannot be activated until the balance has been restored. There is a final warning that Eris’ presence itself is a destabilizing force on the planet.&lt;br /&gt;
# Eris wakes up near the escape pod. She doesn&#039;t know why she is here, the escape shows the message and provides the weapon to use.&lt;br /&gt;
# Driven by her desire to leave the ruined planet, Eris works to restore the balance of the elements by defeating the bosses of each biome and then a final boss in its own biome.&lt;br /&gt;
# After the defeat of the final boss with the balance finally restored, Eris must return to the escape pod prior to time running out, presumably to avoid destabilizing the elements again.&lt;br /&gt;
# When Eris gets to the escape pod and enters it ready to leave the planet, the now active escape pod ramps up in power to fly away. Instead of launching to space it violently explodes, wiping the human form of Eris from existence.&lt;br /&gt;
# With her human form annihilated in the explosion, Eris returns to the realm of the gods. Being a goddess and immortal, her memories return (but not of what she did while in human form). Being a dark goddess she resumes doing what she does best... Causing strife and discord on another planet. This returns her to step #1 in the cycle but with a new planet.&lt;br /&gt;
&lt;br /&gt;
= Upgrades =&lt;br /&gt;
As you explore the planet, you discover upgrades that improve your survivability, movement, and the ways you can attack things.&lt;br /&gt;
&lt;br /&gt;
== Core Upgrades == &lt;br /&gt;
There are typically multiple copies of each of these core upgrades and finding multiple of them increases the amount of whatever is controlled by that type of upgrade.  For example, finding an additional energy capsule will increase the amount of damage you can take before being killed and finding additional missile upgrades will increase how many missiles you can carry.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Core Upgrades&lt;br /&gt;
!Upgrade!!Category!!Base&amp;lt;br /&amp;gt;Amount!!Upgrade&amp;lt;br /&amp;gt;Count!!Amount&amp;lt;br /&amp;gt;Each!!Upgrade&amp;lt;br /&amp;gt;Amount!!Total&amp;lt;br /&amp;gt;Amount!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Health Capsule]]||Health||99||15||50||750||849||Increases the maximum amount of energy you can hold. Essentially improves the number of hits you can take before being killed.&lt;br /&gt;
|-&lt;br /&gt;
|[[Backup Health Capsule]]||Health||0||4||75||300||300||Holds energy in reserve. This is partially health with extra steps, but it provides a sort of &amp;quot;fairy in a bottle&amp;quot; mechanic that can help your survivability if you lose track of how close to dead you are.&lt;br /&gt;
|-&lt;br /&gt;
|[[Elemental Capsule]]||Ammo||25||11||25||275||300||Increases the max amount of elemental ammo you can hold. Locating the elemental gun upgrade includes a capacity of 25 shots. Elemental ammo capacity can be used for any elemental ammo type for which you have the orb. You must collect the gun before these are useful, but you can collect them even without the gun.&lt;br /&gt;
|-&lt;br /&gt;
|[[Missiles]]||Ammo||0||40||3||120||120||Increases the maximum number of missiles you can hold. These can’t be used until you have at least one.&lt;br /&gt;
|-&lt;br /&gt;
|[[Big Missiles]]||Ammo||0||15||2||30||30||Increases the maximum number of big missiles you can hold. These can’t be used until you have at least one.&lt;br /&gt;
|-&lt;br /&gt;
|[[Big Bombs]]||Ammo||0||15||3||45||45||Increases the maximum number of big bombs you can hold. These can’t be used until you have at least one. These give a small upward motion while in liquid even without the appropriate suit.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|100 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Health Transfers ===&lt;br /&gt;
Energy can be shunted back and forth between normal and backup manually at any time. Each manual transfer, regardless of size or direction, costs 10 energy to perform. An automatic transfer occurs when normal energy runs out. The full amount possible will be transferred until either the backup storage is empty or normal storage is full. Automatic transfers are considered an emergency situation and are performed without an extra energy cost.&lt;br /&gt;
&lt;br /&gt;
== Suits == &lt;br /&gt;
The environment is dangerous and suit upgrades help you survive and get around. All suit capabilities stack when active and all suits can be active simultaneously.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Suits&lt;br /&gt;
!Suit!!Effect!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Base Suit]]||Standard Damage||You&#039;re not naked, but this suit doesn&#039;t do a lot to keep you alive.&lt;br /&gt;
|-&lt;br /&gt;
|[[Defense Suit]]||-50% General Damage||Reduces damage received from everything. It should be noted that later areas have enemies that hit at least 50% harder.&lt;br /&gt;
|-&lt;br /&gt;
|[[Liquid Suit]]||+90% Liquid Movement||Restores most of the lost movement caused by being in liquids. Water is way thinner than Mud or Lava. Doesn&#039;t change damage amounts.&lt;br /&gt;
|-&lt;br /&gt;
|[[Heat Suit]]||Heat Damage Reduction||Heated areas that hurt you, now hurt you way less (2%). Lava hurts you way slower too (15%). Doesn&#039;t change damage amounts from sources that are not environments.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cold Suit]]||Cold Damage Reduction||Super cold areas that hurt you, now hurt you way less (2%). Cold water hurts you way slower too (15%). Doesn&#039;t change damage amounts from sources that are not environments.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|4 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
These upgrades improve the movement capabilities of the player, which in turn control access to various places. I briefly considered a grapple hook style item, but I don’t particularly want to have to code it and make it behave well. It&#039;s my opinion that there has never been a grapple hook ability that was implemented in a way that was actually fun.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Movement Upgrades&lt;br /&gt;
!Upgrade!!Category!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[High Jump]]||Jump||Amount of vertical movement when you jump is increased. See [[Jump Mechanics]] for more details.&lt;br /&gt;
|-&lt;br /&gt;
|[[Double Jump]]||Jump||Can jump a second time while not on the ground. Stacks with High Jump to create an even higher possible jump height. See [[Jump Mechanics]] for more details.&lt;br /&gt;
|-&lt;br /&gt;
|[[Dash]]||Speed||A short range, very high speed dash that goes left or right. Can only be performed once per jump, and only while not on the ground.&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertical Launch]]||Launch||Can launch vertically from a crouch position, requires a short charge delay to activate. Consumes energy to use, will automatically stop if health drops below 100. Not usable in cat form. Automatically opens doors on impact and continues into the next room.&lt;br /&gt;
|-&lt;br /&gt;
|[[Sprint]]||Speed||Can run very fast and break sprint blocks. Requires distance to build up to max speed, consumes energy while at max speed and when breaking sprint blocks. Cannot be used with less than 100 energy and hitting 99 energy stops an active max speed sprint. It falls back to still moving faster than normal. Without this, Eris moves at her normal speed regardless of available energy.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cat Form]]||Size||Allows the player to change into a cat to move through short passages. Can drop bombs in this form if available. Automatically includes a short range swipe attack and the ability to jump as high as in human form. Not effected by high jump or double jump. &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|6 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cat Form ==&lt;br /&gt;
These upgrades improve the capabilities of the player when in the cat form. Cats can always jump, but they may not have claws.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Cat Form Upgrades&lt;br /&gt;
!Upgrade!!Category!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Cat Claws]]||Grab||Can grab onto most vertical surfaces. Allows climbing of some surfaces. When climbing, you can jump off or launch horizontally. If a wall can be stuck to up to the top, the cat can climb over onto the horizontal surface. This also gives the ability to attack as a cat with a short range melee attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cat Dash]]||Speed||A short range, very high speed dash that only goes left or right. It can be performed once per jump and not at all while on the ground.&lt;br /&gt;
|-&lt;br /&gt;
|[[Horizontal Launch]]||Launch||Can launch horizontally from a wall grab, requires a short charge delay to activate. Consumes energy to use, will automatically stop if health drops below 100. Mind your surroundings, this could get you into trouble. Automatically opens doors on impact and continues into the next room.&lt;br /&gt;
|-&lt;br /&gt;
|[[Bombs]]||Attack||Allows the dropping of small bombs when in cat form. They are unlimited ammo and break bombable blocks. They can move the player through the air, but are not strong enough to move the player in liquid without the appropriate suit. There is a small delay between dropping a bomb and it exploding.&lt;br /&gt;
|-&lt;br /&gt;
|[[Big Bombs]]||Attack||Allows the dropping of big bombs when in cat form. See the core upgrade description for more details. These can slightly move the player in liquid without the appropriate suit. There is a longer delay between dropping a big bomb and it exploding.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|4 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weapon Upgrades == &lt;br /&gt;
Your weapon can be upgraded to do more damage. This makes enemies easier to kill, allows getting past certain obstacles or opening certain doors, and in general improves your ability to survive.&lt;br /&gt;
&lt;br /&gt;
=== Standard Gun Upgrades ===&lt;br /&gt;
All effects in the table below stack but the total damage percentage improvement is relative to the base weapon. None of these require any form of ammo to use, they are your standard blaster weapons. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Weapon Upgrades&lt;br /&gt;
!Weapon!!Effect!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Blaster]]||None||The standard gun you start with. You shoot stuff, it hurts stuff.&lt;br /&gt;
|-&lt;br /&gt;
|[[Power]]||+50% Damage||Causes your gun to be more powerful. Hurts stuff more.&lt;br /&gt;
|-&lt;br /&gt;
|[[Spread]]||2 Parallel Shots||Causes your gun to fire 2 parallel shots at once (one slightly above normal and one slightly below normal). Each shot does the full damage if it hits. They are tracked separately.&lt;br /&gt;
|-&lt;br /&gt;
|[[Quantum]]||+25% Damage||Allows your shots to pass through solid things in the environment (unlimited). Has no effect on passing through enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[Phased]]||+25% Damage||Allows your shots to pass through living things. Up to 2 additional enemies can be hurt if they are behind the original target. The same enemy cannot be hit more than once by each shot with this effect. Has no effect on passing through the environment.&lt;br /&gt;
|-&lt;br /&gt;
|[[Charge]]||+25% Damage (when charged)||Allows energy to be collected in the weapon and discharged all at once. Charging takes roughly 1 second. Damage bonus only applies when weapon is charged before release. This also allows your weapon to hit like a missile against creatures that can only be damaged by missile attacks.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|5 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Elemental Upgrades ===&lt;br /&gt;
These are upgrades that provide elemental powers to your weapon. Only one can be active at a time, but effects and damage improvements are always on top of whatever other weapon upgrades are active.&lt;br /&gt;
All elements are strong against their opposite, slightly strong against the element that is similar to their opposite, slightly weak against the element that is slightly strong against them, and very weak against themselves.&lt;br /&gt;
[[File:Fracterebus_element_interactions.png|right|Graph showing how pairs of pairs of elements interact.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Elemental Weapon Features&lt;br /&gt;
!Target!!Effect!!Description&lt;br /&gt;
|-&lt;br /&gt;
|Normal or Other||+20% Damage||When something isn&#039;t associated with any particular element or is not one of the categories listed below, you still cause some extra damage when using an elemental weapon.&lt;br /&gt;
|-&lt;br /&gt;
|Same Element||-90% Damage||When something is associated with the same element you are using, you deal dramatically less damage to them.&lt;br /&gt;
|-&lt;br /&gt;
|Opposite Element||+100% Damage||When something is the opposite element to what you are using, you deal dramatically more damage to them.&lt;br /&gt;
|-&lt;br /&gt;
|Similar Element||-40% Damage||When something is from an element that is similar to the element you are using, you deal less damage.&lt;br /&gt;
|-&lt;br /&gt;
|Similar Opposite Element||+40% Damage||When something is similar to the element that is the opposite of the element you are using, you deal more damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Specific Elemental Effects ===&lt;br /&gt;
Each biome has a main boss that is the strongest form of the element from that biome and guards the weapon that is strong against it. These weapons also have a special extra feature. New biomes may be added over time, the current list of biomes is: Fire, Ice, Electric, Water, Light, Dark, Life, Death, Earth, Air, Gravity, Void.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Specific Elemental Effects&lt;br /&gt;
!Element!!Very&amp;lt;br /&amp;gt;Strong Against!!Slightly&amp;lt;br /&amp;gt;Strong Against!!Similar to&amp;lt;br /&amp;gt;Weakness!!Special Effect&lt;br /&gt;
|-&lt;br /&gt;
|Fire||Ice||Water||Electric||Allows burning of certain environmental barriers.&lt;br /&gt;
|-&lt;br /&gt;
|Ice||Fire||Electric||Water||If an enemy would take lethal damage, they are instead frozen in place and can be used as a platform.&lt;br /&gt;
|-&lt;br /&gt;
|Electric||Water||Ice||Fire||Can activate unpowered electrical things.&lt;br /&gt;
|-&lt;br /&gt;
|Water||Electric||Fire||Ice||Can short out electrical things.&lt;br /&gt;
|-&lt;br /&gt;
|Light||Dark||Death||Life||Can light very dark areas.&lt;br /&gt;
|-&lt;br /&gt;
|Dark||Light||Life||Death||Can dim very bright lights.&lt;br /&gt;
|-&lt;br /&gt;
|Life||Death||Dark||Light||Can create a barrier out of new life.&lt;br /&gt;
|-&lt;br /&gt;
|Death||Life||Light||Dark||Can wither certain environmental barriers.&lt;br /&gt;
|-&lt;br /&gt;
|Earth||Air||Void||Gravity||Allows downward shots to form a small pile of dirt that can be used to get slightly higher.&lt;br /&gt;
|-&lt;br /&gt;
|Air||Earth||Gravity||Void||Allows upward shots to form a small tornado that pulls you slightly higher.&lt;br /&gt;
|-&lt;br /&gt;
|Gravity||Void||Air||Earth||Crushes things?&lt;br /&gt;
|-&lt;br /&gt;
|Void||Gravity||Earth||Air||Explodes things?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Item Drops =&lt;br /&gt;
These are the things that drop when enemies are killed. Their purpose is to refill various consumables. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Item Drops&lt;br /&gt;
!Drop!!Category!!Amount!!Description&lt;br /&gt;
|-&lt;br /&gt;
|Small Energy||Health||+5||Small increase in current health up to allowed max health. Overflow redirected to backup.&lt;br /&gt;
|-&lt;br /&gt;
|Large Energy||Health||+25||Large increase in current health up to allowed max health. Overflow redirected to backup.&lt;br /&gt;
|-&lt;br /&gt;
|Huge Energy||Health||+100||Very rare massive increase in current health up to allowed max health. Overflow redirected to backup.&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||Elemental||+10||Small increase in current elemental ammo amount up to allowed max capacity.&lt;br /&gt;
|-&lt;br /&gt;
|Large Elemental||Elemental||+25||Large increase in current elemental ammo amount up to allowed max capacity.&lt;br /&gt;
|-&lt;br /&gt;
|Missile||Missile||+2||Adds missiles to your current count, up to the max number of missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Missile Bunch||Missile||+5||Adds missiles to your current count, up to the max number of missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Big Missile||Big Missile||+1||Adds a big missile to your current count, up to the max number of big missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Big Missile Bunch||Big Missile||+3||Adds big missiles to your current count, up to the max number of big missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Big Bomb||Big Bomb||+1||Adds a big bomb to your current count, up to the max number of big bombs.&lt;br /&gt;
|-&lt;br /&gt;
|Big Bomb Bunch||Big Bomb||+3||Adds big bombs to your current count, up to the max number of big bombs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Loot Tables =&lt;br /&gt;
Enemies have different loot tables that associate item drops with a weight. The weight controls the odds of each item dropping. At the time the enemy dies, the required loot table for that enemy is loaded and then adjusted based on the player&#039;s current needs. For example, a player that is already full of missiles won&#039;t see missile drops most of the time. This results in a reduction of time sunk into farming for supplies and an overall better player experience. &lt;br /&gt;
&lt;br /&gt;
== Base Loot Tables ==&lt;br /&gt;
Loot tables are set up in a way that only configures possible items. Any item that is not explicitly configured has essentially no chance of dropping.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Example Loot Table&lt;br /&gt;
!Drop!!Weight!!Effective%&lt;br /&gt;
|-&lt;br /&gt;
|Nothing||5||5%&lt;br /&gt;
|-&lt;br /&gt;
|Anything||5||5%&lt;br /&gt;
|-&lt;br /&gt;
|Small Health||50||50%&lt;br /&gt;
|-&lt;br /&gt;
|Large Health||10||10%&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||15||15%&lt;br /&gt;
|-&lt;br /&gt;
|Missile||15||15%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;||100||100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Player State Adjustment ==&lt;br /&gt;
Adjustments for player state are made by item category. (Health, Elemental, Missile, BigMissile, and BigBomb.) Anything the player already has their max capacity of is removed from the loot table. Using the above loot table as an example, if the player is full on health, the two possible health drops are removed from the table. This changes the probability of the remaining options automatically.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ When Player Has Max Health&lt;br /&gt;
!Drop!!Weight!!Effective%&lt;br /&gt;
|-&lt;br /&gt;
|Nothing||5||12.5%&lt;br /&gt;
|-&lt;br /&gt;
|Anything||5||12.5%&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||15||37.5%&lt;br /&gt;
|-&lt;br /&gt;
|Missile||15||37.5%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;||40||100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There is also a special adjustment made if the player is below 50 health. Loot tables in that situation are modified to favor health drops over other things to try to help the player recover. Note that a loot table that doesn&#039;t have health drops will not be affected by this. The way it works is that each health item in the list has 20 weight added to it. Using the same example above, that would change the table to this.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Critical Health Loot Table&lt;br /&gt;
!Drop!!Weight!!Effective%&lt;br /&gt;
|-&lt;br /&gt;
|Nothing||5||3.6%&lt;br /&gt;
|-&lt;br /&gt;
|Anything||5||3.6%&lt;br /&gt;
|-&lt;br /&gt;
|Small Health||70||50.0%&lt;br /&gt;
|-&lt;br /&gt;
|Large Health||30||21.4%&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||15||10.7%&lt;br /&gt;
|-&lt;br /&gt;
|Missile||15||10.7%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;||140||100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Special Options ==&lt;br /&gt;
&lt;br /&gt;
The special categories of &amp;quot;Nothing&amp;quot; and &amp;quot;Anything&amp;quot; are for making loot feel more exciting. If a loot roll lands on Nothing, then obviously there is no drop   at all. (Sorry.) If a loot roll lands on Anything, a loot reroll occurs that uses a table that has every item being both possible and equally likely. Nothing and Anything are not part of this special table. This results in every in the game being capable of dropping every item. It may not be especially likely, but it can happen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Special &amp;quot;Anything&amp;quot; Loot Table&lt;br /&gt;
!Drop!!Weight!!Effective%&lt;br /&gt;
|-&lt;br /&gt;
|Small Health||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Large Energy||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Huge Energy||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Large Elemental||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Missile||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Missile Bunch||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Big Missile||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Big Missile Bunch||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Big Bomb||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Big Bomb Bunch||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;||11||100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Controls =&lt;br /&gt;
The player is expected to be reasonably agile and controlling Eris should feel responsive, but it has to follow a standard set of rules. The standard unit of measure is a tile, think of it as a small square amount of space. &lt;br /&gt;
&lt;br /&gt;
== Attacking ==&lt;br /&gt;
The primary form of attack is through the use of a projectile weapon without melee attack options. When in tiny form attacks can be performed using explosives. All tile measurements are actually relative to the player, but are described as from the ground for easier explanation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shooting Options&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;When NOT Moving:&#039;&#039;&lt;br /&gt;
** Standing:&lt;br /&gt;
*** The standard aim will fire a projectile forward at a height 1.5 tiles off of the ground (in the middle of the 2nd tile up from the ground).&lt;br /&gt;
*** The spread shot fires 2 projectiles at 1.0 and 2.0 tiles off the ground.&lt;br /&gt;
*** You can aim straight up.&lt;br /&gt;
*** You can aim diagonal attacks at 45 degrees either up or down.&lt;br /&gt;
** Crouching:&lt;br /&gt;
*** The standard aim will fire a projectile closer to the ground at a height of 0.7 tiles off the ground.&lt;br /&gt;
*** The spread shot fires 2 projectiles at 0.4 and 1.0 tiles off the ground.&lt;br /&gt;
*** You can aim straight up.&lt;br /&gt;
*** You can aim diagonal attacks at 45 degrees either up or down.&lt;br /&gt;
* &#039;&#039;When Moving:&#039;&#039;&lt;br /&gt;
** The standard aim will fire a projectile forward at a height 1.5 tiles off of the ground (in the middle of the 2nd tile up from the ground).&lt;br /&gt;
** The spread shot fires 2 projectiles at 1.0 and 2.0 tiles off the ground.&lt;br /&gt;
** You can aim straight up.&lt;br /&gt;
** You can aim diagonal attacks at 45 degrees either up or down.&lt;br /&gt;
** (You cannot move while crouching.)&lt;br /&gt;
* &#039;&#039;When Jumping:&#039;&#039;&lt;br /&gt;
** The standard aim will fire a projectile forward at a height 1.5 tiles off of the ground (in the middle of the 2nd tile up from the ground).&lt;br /&gt;
** The spread shot fires 2 projectiles at 1.0 and 2.0 tiles off the ground.&lt;br /&gt;
** You can aim straight up.&lt;br /&gt;
** You can aim diagonal attacks at 45 degrees either up or down.&lt;br /&gt;
** While not on the ground, you can fire a projectile straight down.&lt;br /&gt;
&lt;br /&gt;
== Exploring ==&lt;br /&gt;
The player is roughly 2.5 tiles tall and 1 tile wide. Most environments have vertical clearance of at least 3 tiles and gaps will be at least 1 tile wide. This includes doorways and hallways. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement Options&#039;&#039;&#039;&lt;br /&gt;
* While standing at full height, the player can move left and right.&lt;br /&gt;
* While on the ground, the player can jump or crouch.&lt;br /&gt;
* While not on the ground, the player can still control their left and right trajectory.&lt;br /&gt;
* While crouching, the player can shrink to tiny form. Moving or jumping while crouching will result in standing up first.&lt;br /&gt;
* While in tiny form, you can move left and right, remaining in tiny form.&lt;br /&gt;
* There are many movement upgrades that add to this list when they have been found and are enabled.&lt;br /&gt;
&lt;br /&gt;
= Escape =&lt;br /&gt;
After beating the final boss, a mad dash must be made to the escape pod. &lt;br /&gt;
* All save, recharge, and map stations are disabled.&lt;br /&gt;
* All doors are changed to blue regardless of previous requirements for opening them.&lt;br /&gt;
* There will still be environmental difficulties such as water and lava.&lt;br /&gt;
* Enemies are no longer present.&lt;br /&gt;
* Uncollected items will still be present in the world and can still be collected.&lt;br /&gt;
* This event will be timed. &lt;br /&gt;
** No free movement abilities will be granted, so it may be difficult to finish on time.&lt;br /&gt;
** The available time will be calculated by the number of rooms required for the escape, plus some comfortable padding.&lt;br /&gt;
** The calculation assumes all available movement abilities have been collected, but it should be possible to finish with some missing.&lt;br /&gt;
* Failing the escape&lt;br /&gt;
** Will place you at your last save prior to the final boss.&lt;br /&gt;
** You can avoid the final boss chamber and instead go to gather more uncollected upgrades.&lt;br /&gt;
** If you try the escape again immediately, the final boss will already be defeated.&lt;br /&gt;
** The final boss will be reset to alive if any additional upgrade is collected.&lt;br /&gt;
** If the final boss is already dead, the timer will start again when you enter the final boss chamber.&lt;br /&gt;
** The escape pod is not active unless the timer has been started.&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Design&amp;diff=375</id>
		<title>Design</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Design&amp;diff=375"/>
		<updated>2026-09-21T00:45:06Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: /* Cat Form */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Story =&lt;br /&gt;
The story of this game is derived from Greek mythology, which is full of arguments between and within families.  This one involves two families of gods and the unending collection of planets that are ruined and then restored in the process.&lt;br /&gt;
&lt;br /&gt;
== Cast of Characters ==&lt;br /&gt;
* &#039;&#039;&#039;Eris&#039;&#039;&#039; - Goddess of Strife and Discord &#039;&#039;(Her human form is controlled by the player.)&#039;&#039;&lt;br /&gt;
** Daughter of Nyx&lt;br /&gt;
** Sister of Hypnos&lt;br /&gt;
** Mother of Lethe&lt;br /&gt;
* &#039;&#039;&#039;Nyx&#039;&#039;&#039; - Goddess of Night&lt;br /&gt;
** Mother of Eris and Hypnos&lt;br /&gt;
* &#039;&#039;&#039;Hypnos&#039;&#039;&#039; - God of Sleep&lt;br /&gt;
** Son of Nyx&lt;br /&gt;
** Brother of Eris&lt;br /&gt;
* &#039;&#039;&#039;Lethe&#039;&#039;&#039; - Goddess of Forgetfulness&lt;br /&gt;
** Daughter of Eris&lt;br /&gt;
* &#039;&#039;&#039;Themis&#039;&#039;&#039; - Goddess of Divine Law and Order&lt;br /&gt;
** Advisor to Zeus&lt;br /&gt;
** Judge of other gods&lt;br /&gt;
** Daughter of Uranus and Gaia&lt;br /&gt;
* &#039;&#039;&#039;Gaia&#039;&#039;&#039; - Goddess of Earth&lt;br /&gt;
** Mother of Themis&lt;br /&gt;
&lt;br /&gt;
== The Story Cycle ==&lt;br /&gt;
You are the dark goddess Eris in human form, condemned to repair the damage you caused to a planet. This story repeats in a loop indefinitely.&lt;br /&gt;
&lt;br /&gt;
# Eris causes war and destruction on a planet for her own entertainment. The destruction results in the elimination of most life and an imbalance of the elements.&lt;br /&gt;
# The destruction and imbalance of elements deeply upsets Gaia. She partner&#039;s with Zeus and her daughter Themis to put Eris on trial.&lt;br /&gt;
# Themis agrees to try Eris for what she considers to be crimes against nature.  &lt;br /&gt;
# Eris is found guilty and is sentenced to restore the elemental balance as a human placed directly on a planet she had ruined.&lt;br /&gt;
# Themis incarnates Eris to a human form to prepare for her punishment.&lt;br /&gt;
# Eris&#039; daughter Lethe and brother Hypnos are compelled by Zeus to wipe Eris&#039; memory and put her into a deep sleep. This causes her to forget being a goddess entirely and prevents her from fully understanding the nature of her condemnation.&lt;br /&gt;
# Eris is delivered to the ruined planet with an escape pod.&lt;br /&gt;
# The escape pod has a message that indicates the requirement to restore the balance of the elements, provides a basic weapon to use, and indicates it cannot be activated until the balance has been restored. There is a final warning that Eris’ presence itself is a destabilizing force on the planet.&lt;br /&gt;
# Eris wakes up near the escape pod. She doesn&#039;t know why she is here, the escape shows the message and provides the weapon to use.&lt;br /&gt;
# Driven by her desire to leave the ruined planet, Eris works to restore the balance of the elements by defeating the bosses of each biome and then a final boss in its own biome.&lt;br /&gt;
# After the defeat of the final boss with the balance finally restored, Eris must return to the escape pod prior to time running out, presumably to avoid destabilizing the elements again.&lt;br /&gt;
# When Eris gets to the escape pod and enters it ready to leave the planet, the now active escape pod ramps up in power to fly away. Instead of launching to space it violently explodes, wiping the human form of Eris from existence.&lt;br /&gt;
# With her human form annihilated in the explosion, Eris returns to the realm of the gods. Being a goddess and immortal, her memories return (but not of what she did while in human form). Being a dark goddess she resumes doing what she does best... Causing strife and discord on another planet. This returns her to step #1 in the cycle but with a new planet.&lt;br /&gt;
&lt;br /&gt;
= Upgrades =&lt;br /&gt;
As you explore the planet, you discover upgrades that improve your survivability, movement, and the ways you can attack things.&lt;br /&gt;
&lt;br /&gt;
== Core Upgrades == &lt;br /&gt;
There are typically multiple copies of each of these core upgrades and finding multiple of them increases the amount of whatever is controlled by that type of upgrade.  For example, finding an additional energy capsule will increase the amount of damage you can take before being killed and finding additional missile upgrades will increase how many missiles you can carry.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Core Upgrades&lt;br /&gt;
!Upgrade!!Category!!Base&amp;lt;br /&amp;gt;Amount!!Upgrade&amp;lt;br /&amp;gt;Count!!Amount&amp;lt;br /&amp;gt;Each!!Upgrade&amp;lt;br /&amp;gt;Amount!!Total&amp;lt;br /&amp;gt;Amount!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Health Capsule]]||Health||99||15||50||750||849||Increases the maximum amount of energy you can hold. Essentially improves the number of hits you can take before being killed.&lt;br /&gt;
|-&lt;br /&gt;
|[[Backup Health Capsule]]||Health||0||4||75||300||300||Holds energy in reserve. This is partially health with extra steps, but it provides a sort of &amp;quot;fairy in a bottle&amp;quot; mechanic that can help your survivability if you lose track of how close to dead you are.&lt;br /&gt;
|-&lt;br /&gt;
|[[Elemental Capsule]]||Ammo||25||11||25||275||300||Increases the max amount of elemental ammo you can hold. Locating the elemental gun upgrade includes a capacity of 25 shots. Elemental ammo capacity can be used for any elemental ammo type for which you have the orb. You must collect the gun before these are useful, but you can collect them even without the gun.&lt;br /&gt;
|-&lt;br /&gt;
|[[Missiles]]||Ammo||0||40||3||120||120||Increases the maximum number of missiles you can hold. These can’t be used until you have at least one.&lt;br /&gt;
|-&lt;br /&gt;
|[[Big Missiles]]||Ammo||0||15||2||30||30||Increases the maximum number of big missiles you can hold. These can’t be used until you have at least one.&lt;br /&gt;
|-&lt;br /&gt;
|[[Big Bombs]]||Ammo||0||15||3||45||45||Increases the maximum number of big bombs you can hold. These can’t be used until you have at least one. These give a small upward motion while in liquid even without the appropriate suit.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|100 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Health Transfers ===&lt;br /&gt;
Energy can be shunted back and forth between normal and backup manually at any time. Each manual transfer, regardless of size or direction, costs 10 energy to perform. An automatic transfer occurs when normal energy runs out. The full amount possible will be transferred until either the backup storage is empty or normal storage is full. Automatic transfers are considered an emergency situation and are performed without an extra energy cost.&lt;br /&gt;
&lt;br /&gt;
== Suits == &lt;br /&gt;
The environment is dangerous and suit upgrades help you survive and get around. All suit capabilities stack when active and all suits can be active simultaneously.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Suits&lt;br /&gt;
!Suit!!Effect!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Defense Suit]]||-50% General Damage||Reduces damage received from everything. It should be noted that later areas have enemies that hit at least 50% harder.&lt;br /&gt;
|-&lt;br /&gt;
|[[Liquid Suit]]||+90% Liquid Movement||Restores most of the lost movement caused by being in liquids. Water is way thinner than Mud or Lava. Doesn&#039;t change damage amounts.&lt;br /&gt;
|-&lt;br /&gt;
|[[Heat Suit]]||Heat Damage Reduction||Heated areas that hurt you, now hurt you way less (2%). Lava hurts you way slower too (15%). Doesn&#039;t change damage amounts from sources that are not environments.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cold Suit]]||Cold Damage Reduction||Super cold areas that hurt you, now hurt you way less (2%). Cold water hurts you way slower too (15%). Doesn&#039;t change damage amounts from sources that are not environments.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|4 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
These upgrades improve the movement capabilities of the player, which in turn control access to various places. I briefly considered a grapple hook style item, but I don’t particularly want to have to code it and make it behave well. It&#039;s my opinion that there has never been a grapple hook ability that was implemented in a way that was actually fun.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Movement Upgrades&lt;br /&gt;
!Upgrade!!Category!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[High Jump]]||Jump||Amount of vertical movement when you jump is increased. See [[Jump Mechanics]] for more details.&lt;br /&gt;
|-&lt;br /&gt;
|[[Double Jump]]||Jump||Can jump a second time while not on the ground. Stacks with High Jump to create an even higher possible jump height. See [[Jump Mechanics]] for more details.&lt;br /&gt;
|-&lt;br /&gt;
|[[Dash]]||Speed||A short range, very high speed dash that goes left or right. Can only be performed once per jump, and only while not on the ground.&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertical Launch]]||Launch||Can launch vertically from a crouch position, requires a short charge delay to activate. Consumes energy to use, will automatically stop if health drops below 100. Not usable in cat form. Automatically opens doors on impact and continues into the next room.&lt;br /&gt;
|-&lt;br /&gt;
|[[Sprint]]||Speed||Can run very fast and break sprint blocks. Requires distance to build up to max speed, consumes energy while at max speed and when breaking sprint blocks. Cannot be used with less than 100 energy and hitting 99 energy stops an active max speed sprint. It falls back to still moving faster than normal. Without this, Eris moves at her normal speed regardless of available energy.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cat Form]]||Size||Allows the player to change into a cat to move through short passages. Can drop bombs in this form if available. Automatically includes a short range swipe attack and the ability to jump as high as in human form. Not effected by high jump or double jump. &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|6 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cat Form ==&lt;br /&gt;
These upgrades improve the capabilities of the player when in the cat form. Cats can always jump, but they may not have claws.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Cat Form Upgrades&lt;br /&gt;
!Upgrade!!Category!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Cat Claws]]||Grab||Can grab onto most vertical surfaces. Allows climbing of some surfaces. When climbing, you can jump off or launch horizontally. If a wall can be stuck to up to the top, the cat can climb over onto the horizontal surface. This also gives the ability to attack as a cat with a short range melee attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cat Dash]]||Speed||A short range, very high speed dash that only goes left or right. It can be performed once per jump and not at all while on the ground.&lt;br /&gt;
|-&lt;br /&gt;
|[[Horizontal Launch]]||Launch||Can launch horizontally from a wall grab, requires a short charge delay to activate. Consumes energy to use, will automatically stop if health drops below 100. Mind your surroundings, this could get you into trouble. Automatically opens doors on impact and continues into the next room.&lt;br /&gt;
|-&lt;br /&gt;
|[[Bombs]]||Attack||Allows the dropping of small bombs when in cat form. They are unlimited ammo and break bombable blocks. They can move the player through the air, but are not strong enough to move the player in liquid without the appropriate suit. There is a small delay between dropping a bomb and it exploding.&lt;br /&gt;
|-&lt;br /&gt;
|[[Big Bombs]]||Attack||Allows the dropping of big bombs when in cat form. See the core upgrade description for more details. These can slightly move the player in liquid without the appropriate suit. There is a longer delay between dropping a big bomb and it exploding.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|4 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weapon Upgrades == &lt;br /&gt;
Your weapon can be upgraded to do more damage. This makes enemies easier to kill, allows getting past certain obstacles or opening certain doors, and in general improves your ability to survive.&lt;br /&gt;
&lt;br /&gt;
=== Standard Gun Upgrades ===&lt;br /&gt;
All effects in the table below stack but the total damage percentage improvement is relative to the base weapon. None of these require any form of ammo to use, they are your standard blaster weapons. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Weapon Upgrades&lt;br /&gt;
!Weapon!!Effect!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Blaster]]||None||The standard gun you start with. You shoot stuff, it hurts stuff.&lt;br /&gt;
|-&lt;br /&gt;
|[[Power]]||+50% Damage||Causes your gun to be more powerful. Hurts stuff more.&lt;br /&gt;
|-&lt;br /&gt;
|[[Spread]]||2 Parallel Shots||Causes your gun to fire 2 parallel shots at once (one slightly above normal and one slightly below normal). Each shot does the full damage if it hits. They are tracked separately.&lt;br /&gt;
|-&lt;br /&gt;
|[[Quantum]]||+25% Damage||Allows your shots to pass through solid things in the environment (unlimited). Has no effect on passing through enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[Phased]]||+25% Damage||Allows your shots to pass through living things. Up to 2 additional enemies can be hurt if they are behind the original target. The same enemy cannot be hit more than once by each shot with this effect. Has no effect on passing through the environment.&lt;br /&gt;
|-&lt;br /&gt;
|[[Charge]]||+25% Damage (when charged)||Allows energy to be collected in the weapon and discharged all at once. Charging takes roughly 1 second. Damage bonus only applies when weapon is charged before release. This also allows your weapon to hit like a missile against creatures that can only be damaged by missile attacks.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|5 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Elemental Upgrades ===&lt;br /&gt;
These are upgrades that provide elemental powers to your weapon. Only one can be active at a time, but effects and damage improvements are always on top of whatever other weapon upgrades are active.&lt;br /&gt;
All elements are strong against their opposite, slightly strong against the element that is similar to their opposite, slightly weak against the element that is slightly strong against them, and very weak against themselves.&lt;br /&gt;
[[File:Fracterebus_element_interactions.png|right|Graph showing how pairs of pairs of elements interact.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Elemental Weapon Features&lt;br /&gt;
!Target!!Effect!!Description&lt;br /&gt;
|-&lt;br /&gt;
|Normal or Other||+20% Damage||When something isn&#039;t associated with any particular element or is not one of the categories listed below, you still cause some extra damage when using an elemental weapon.&lt;br /&gt;
|-&lt;br /&gt;
|Same Element||-90% Damage||When something is associated with the same element you are using, you deal dramatically less damage to them.&lt;br /&gt;
|-&lt;br /&gt;
|Opposite Element||+100% Damage||When something is the opposite element to what you are using, you deal dramatically more damage to them.&lt;br /&gt;
|-&lt;br /&gt;
|Similar Element||-40% Damage||When something is from an element that is similar to the element you are using, you deal less damage.&lt;br /&gt;
|-&lt;br /&gt;
|Similar Opposite Element||+40% Damage||When something is similar to the element that is the opposite of the element you are using, you deal more damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Specific Elemental Effects ===&lt;br /&gt;
Each biome has a main boss that is the strongest form of the element from that biome and guards the weapon that is strong against it. These weapons also have a special extra feature. New biomes may be added over time, the current list of biomes is: Fire, Ice, Electric, Water, Light, Dark, Life, Death, Earth, Air, Gravity, Void.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Specific Elemental Effects&lt;br /&gt;
!Element!!Very&amp;lt;br /&amp;gt;Strong Against!!Slightly&amp;lt;br /&amp;gt;Strong Against!!Similar to&amp;lt;br /&amp;gt;Weakness!!Special Effect&lt;br /&gt;
|-&lt;br /&gt;
|Fire||Ice||Water||Electric||Allows burning of certain environmental barriers.&lt;br /&gt;
|-&lt;br /&gt;
|Ice||Fire||Electric||Water||If an enemy would take lethal damage, they are instead frozen in place and can be used as a platform.&lt;br /&gt;
|-&lt;br /&gt;
|Electric||Water||Ice||Fire||Can activate unpowered electrical things.&lt;br /&gt;
|-&lt;br /&gt;
|Water||Electric||Fire||Ice||Can short out electrical things.&lt;br /&gt;
|-&lt;br /&gt;
|Light||Dark||Death||Life||Can light very dark areas.&lt;br /&gt;
|-&lt;br /&gt;
|Dark||Light||Life||Death||Can dim very bright lights.&lt;br /&gt;
|-&lt;br /&gt;
|Life||Death||Dark||Light||Can create a barrier out of new life.&lt;br /&gt;
|-&lt;br /&gt;
|Death||Life||Light||Dark||Can wither certain environmental barriers.&lt;br /&gt;
|-&lt;br /&gt;
|Earth||Air||Void||Gravity||Allows downward shots to form a small pile of dirt that can be used to get slightly higher.&lt;br /&gt;
|-&lt;br /&gt;
|Air||Earth||Gravity||Void||Allows upward shots to form a small tornado that pulls you slightly higher.&lt;br /&gt;
|-&lt;br /&gt;
|Gravity||Void||Air||Earth||Crushes things?&lt;br /&gt;
|-&lt;br /&gt;
|Void||Gravity||Earth||Air||Explodes things?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Item Drops =&lt;br /&gt;
These are the things that drop when enemies are killed. Their purpose is to refill various consumables. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Item Drops&lt;br /&gt;
!Drop!!Category!!Amount!!Description&lt;br /&gt;
|-&lt;br /&gt;
|Small Energy||Health||+5||Small increase in current health up to allowed max health. Overflow redirected to backup.&lt;br /&gt;
|-&lt;br /&gt;
|Large Energy||Health||+25||Large increase in current health up to allowed max health. Overflow redirected to backup.&lt;br /&gt;
|-&lt;br /&gt;
|Huge Energy||Health||+100||Very rare massive increase in current health up to allowed max health. Overflow redirected to backup.&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||Elemental||+10||Small increase in current elemental ammo amount up to allowed max capacity.&lt;br /&gt;
|-&lt;br /&gt;
|Large Elemental||Elemental||+25||Large increase in current elemental ammo amount up to allowed max capacity.&lt;br /&gt;
|-&lt;br /&gt;
|Missile||Missile||+2||Adds missiles to your current count, up to the max number of missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Missile Bunch||Missile||+5||Adds missiles to your current count, up to the max number of missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Big Missile||Big Missile||+1||Adds a big missile to your current count, up to the max number of big missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Big Missile Bunch||Big Missile||+3||Adds big missiles to your current count, up to the max number of big missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Big Bomb||Big Bomb||+1||Adds a big bomb to your current count, up to the max number of big bombs.&lt;br /&gt;
|-&lt;br /&gt;
|Big Bomb Bunch||Big Bomb||+3||Adds big bombs to your current count, up to the max number of big bombs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Loot Tables =&lt;br /&gt;
Enemies have different loot tables that associate item drops with a weight. The weight controls the odds of each item dropping. At the time the enemy dies, the required loot table for that enemy is loaded and then adjusted based on the player&#039;s current needs. For example, a player that is already full of missiles won&#039;t see missile drops most of the time. This results in a reduction of time sunk into farming for supplies and an overall better player experience. &lt;br /&gt;
&lt;br /&gt;
== Base Loot Tables ==&lt;br /&gt;
Loot tables are set up in a way that only configures possible items. Any item that is not explicitly configured has essentially no chance of dropping.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Example Loot Table&lt;br /&gt;
!Drop!!Weight!!Effective%&lt;br /&gt;
|-&lt;br /&gt;
|Nothing||5||5%&lt;br /&gt;
|-&lt;br /&gt;
|Anything||5||5%&lt;br /&gt;
|-&lt;br /&gt;
|Small Health||50||50%&lt;br /&gt;
|-&lt;br /&gt;
|Large Health||10||10%&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||15||15%&lt;br /&gt;
|-&lt;br /&gt;
|Missile||15||15%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;||100||100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Player State Adjustment ==&lt;br /&gt;
Adjustments for player state are made by item category. (Health, Elemental, Missile, BigMissile, and BigBomb.) Anything the player already has their max capacity of is removed from the loot table. Using the above loot table as an example, if the player is full on health, the two possible health drops are removed from the table. This changes the probability of the remaining options automatically.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ When Player Has Max Health&lt;br /&gt;
!Drop!!Weight!!Effective%&lt;br /&gt;
|-&lt;br /&gt;
|Nothing||5||12.5%&lt;br /&gt;
|-&lt;br /&gt;
|Anything||5||12.5%&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||15||37.5%&lt;br /&gt;
|-&lt;br /&gt;
|Missile||15||37.5%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;||40||100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There is also a special adjustment made if the player is below 50 health. Loot tables in that situation are modified to favor health drops over other things to try to help the player recover. Note that a loot table that doesn&#039;t have health drops will not be affected by this. The way it works is that each health item in the list has 20 weight added to it. Using the same example above, that would change the table to this.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Critical Health Loot Table&lt;br /&gt;
!Drop!!Weight!!Effective%&lt;br /&gt;
|-&lt;br /&gt;
|Nothing||5||3.6%&lt;br /&gt;
|-&lt;br /&gt;
|Anything||5||3.6%&lt;br /&gt;
|-&lt;br /&gt;
|Small Health||70||50.0%&lt;br /&gt;
|-&lt;br /&gt;
|Large Health||30||21.4%&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||15||10.7%&lt;br /&gt;
|-&lt;br /&gt;
|Missile||15||10.7%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;||140||100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Special Options ==&lt;br /&gt;
&lt;br /&gt;
The special categories of &amp;quot;Nothing&amp;quot; and &amp;quot;Anything&amp;quot; are for making loot feel more exciting. If a loot roll lands on Nothing, then obviously there is no drop   at all. (Sorry.) If a loot roll lands on Anything, a loot reroll occurs that uses a table that has every item being both possible and equally likely. Nothing and Anything are not part of this special table. This results in every in the game being capable of dropping every item. It may not be especially likely, but it can happen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Special &amp;quot;Anything&amp;quot; Loot Table&lt;br /&gt;
!Drop!!Weight!!Effective%&lt;br /&gt;
|-&lt;br /&gt;
|Small Health||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Large Energy||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Huge Energy||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Large Elemental||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Missile||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Missile Bunch||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Big Missile||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Big Missile Bunch||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Big Bomb||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Big Bomb Bunch||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;||11||100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Controls =&lt;br /&gt;
The player is expected to be reasonably agile and controlling Eris should feel responsive, but it has to follow a standard set of rules. The standard unit of measure is a tile, think of it as a small square amount of space. &lt;br /&gt;
&lt;br /&gt;
== Attacking ==&lt;br /&gt;
The primary form of attack is through the use of a projectile weapon without melee attack options. When in tiny form attacks can be performed using explosives. All tile measurements are actually relative to the player, but are described as from the ground for easier explanation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shooting Options&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;When NOT Moving:&#039;&#039;&lt;br /&gt;
** Standing:&lt;br /&gt;
*** The standard aim will fire a projectile forward at a height 1.5 tiles off of the ground (in the middle of the 2nd tile up from the ground).&lt;br /&gt;
*** The spread shot fires 2 projectiles at 1.0 and 2.0 tiles off the ground.&lt;br /&gt;
*** You can aim straight up.&lt;br /&gt;
*** You can aim diagonal attacks at 45 degrees either up or down.&lt;br /&gt;
** Crouching:&lt;br /&gt;
*** The standard aim will fire a projectile closer to the ground at a height of 0.7 tiles off the ground.&lt;br /&gt;
*** The spread shot fires 2 projectiles at 0.4 and 1.0 tiles off the ground.&lt;br /&gt;
*** You can aim straight up.&lt;br /&gt;
*** You can aim diagonal attacks at 45 degrees either up or down.&lt;br /&gt;
* &#039;&#039;When Moving:&#039;&#039;&lt;br /&gt;
** The standard aim will fire a projectile forward at a height 1.5 tiles off of the ground (in the middle of the 2nd tile up from the ground).&lt;br /&gt;
** The spread shot fires 2 projectiles at 1.0 and 2.0 tiles off the ground.&lt;br /&gt;
** You can aim straight up.&lt;br /&gt;
** You can aim diagonal attacks at 45 degrees either up or down.&lt;br /&gt;
** (You cannot move while crouching.)&lt;br /&gt;
* &#039;&#039;When Jumping:&#039;&#039;&lt;br /&gt;
** The standard aim will fire a projectile forward at a height 1.5 tiles off of the ground (in the middle of the 2nd tile up from the ground).&lt;br /&gt;
** The spread shot fires 2 projectiles at 1.0 and 2.0 tiles off the ground.&lt;br /&gt;
** You can aim straight up.&lt;br /&gt;
** You can aim diagonal attacks at 45 degrees either up or down.&lt;br /&gt;
** While not on the ground, you can fire a projectile straight down.&lt;br /&gt;
&lt;br /&gt;
== Exploring ==&lt;br /&gt;
The player is roughly 2.5 tiles tall and 1 tile wide. Most environments have vertical clearance of at least 3 tiles and gaps will be at least 1 tile wide. This includes doorways and hallways. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement Options&#039;&#039;&#039;&lt;br /&gt;
* While standing at full height, the player can move left and right.&lt;br /&gt;
* While on the ground, the player can jump or crouch.&lt;br /&gt;
* While not on the ground, the player can still control their left and right trajectory.&lt;br /&gt;
* While crouching, the player can shrink to tiny form. Moving or jumping while crouching will result in standing up first.&lt;br /&gt;
* While in tiny form, you can move left and right, remaining in tiny form.&lt;br /&gt;
* There are many movement upgrades that add to this list when they have been found and are enabled.&lt;br /&gt;
&lt;br /&gt;
= Escape =&lt;br /&gt;
After beating the final boss, a mad dash must be made to the escape pod. &lt;br /&gt;
* All save, recharge, and map stations are disabled.&lt;br /&gt;
* All doors are changed to blue regardless of previous requirements for opening them.&lt;br /&gt;
* There will still be environmental difficulties such as water and lava.&lt;br /&gt;
* Enemies are no longer present.&lt;br /&gt;
* Uncollected items will still be present in the world and can still be collected.&lt;br /&gt;
* This event will be timed. &lt;br /&gt;
** No free movement abilities will be granted, so it may be difficult to finish on time.&lt;br /&gt;
** The available time will be calculated by the number of rooms required for the escape, plus some comfortable padding.&lt;br /&gt;
** The calculation assumes all available movement abilities have been collected, but it should be possible to finish with some missing.&lt;br /&gt;
* Failing the escape&lt;br /&gt;
** Will place you at your last save prior to the final boss.&lt;br /&gt;
** You can avoid the final boss chamber and instead go to gather more uncollected upgrades.&lt;br /&gt;
** If you try the escape again immediately, the final boss will already be defeated.&lt;br /&gt;
** The final boss will be reset to alive if any additional upgrade is collected.&lt;br /&gt;
** If the final boss is already dead, the timer will start again when you enter the final boss chamber.&lt;br /&gt;
** The escape pod is not active unless the timer has been started.&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Design&amp;diff=374</id>
		<title>Design</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Design&amp;diff=374"/>
		<updated>2026-09-21T00:39:49Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: /* Cat Form */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Story =&lt;br /&gt;
The story of this game is derived from Greek mythology, which is full of arguments between and within families.  This one involves two families of gods and the unending collection of planets that are ruined and then restored in the process.&lt;br /&gt;
&lt;br /&gt;
== Cast of Characters ==&lt;br /&gt;
* &#039;&#039;&#039;Eris&#039;&#039;&#039; - Goddess of Strife and Discord &#039;&#039;(Her human form is controlled by the player.)&#039;&#039;&lt;br /&gt;
** Daughter of Nyx&lt;br /&gt;
** Sister of Hypnos&lt;br /&gt;
** Mother of Lethe&lt;br /&gt;
* &#039;&#039;&#039;Nyx&#039;&#039;&#039; - Goddess of Night&lt;br /&gt;
** Mother of Eris and Hypnos&lt;br /&gt;
* &#039;&#039;&#039;Hypnos&#039;&#039;&#039; - God of Sleep&lt;br /&gt;
** Son of Nyx&lt;br /&gt;
** Brother of Eris&lt;br /&gt;
* &#039;&#039;&#039;Lethe&#039;&#039;&#039; - Goddess of Forgetfulness&lt;br /&gt;
** Daughter of Eris&lt;br /&gt;
* &#039;&#039;&#039;Themis&#039;&#039;&#039; - Goddess of Divine Law and Order&lt;br /&gt;
** Advisor to Zeus&lt;br /&gt;
** Judge of other gods&lt;br /&gt;
** Daughter of Uranus and Gaia&lt;br /&gt;
* &#039;&#039;&#039;Gaia&#039;&#039;&#039; - Goddess of Earth&lt;br /&gt;
** Mother of Themis&lt;br /&gt;
&lt;br /&gt;
== The Story Cycle ==&lt;br /&gt;
You are the dark goddess Eris in human form, condemned to repair the damage you caused to a planet. This story repeats in a loop indefinitely.&lt;br /&gt;
&lt;br /&gt;
# Eris causes war and destruction on a planet for her own entertainment. The destruction results in the elimination of most life and an imbalance of the elements.&lt;br /&gt;
# The destruction and imbalance of elements deeply upsets Gaia. She partner&#039;s with Zeus and her daughter Themis to put Eris on trial.&lt;br /&gt;
# Themis agrees to try Eris for what she considers to be crimes against nature.  &lt;br /&gt;
# Eris is found guilty and is sentenced to restore the elemental balance as a human placed directly on a planet she had ruined.&lt;br /&gt;
# Themis incarnates Eris to a human form to prepare for her punishment.&lt;br /&gt;
# Eris&#039; daughter Lethe and brother Hypnos are compelled by Zeus to wipe Eris&#039; memory and put her into a deep sleep. This causes her to forget being a goddess entirely and prevents her from fully understanding the nature of her condemnation.&lt;br /&gt;
# Eris is delivered to the ruined planet with an escape pod.&lt;br /&gt;
# The escape pod has a message that indicates the requirement to restore the balance of the elements, provides a basic weapon to use, and indicates it cannot be activated until the balance has been restored. There is a final warning that Eris’ presence itself is a destabilizing force on the planet.&lt;br /&gt;
# Eris wakes up near the escape pod. She doesn&#039;t know why she is here, the escape shows the message and provides the weapon to use.&lt;br /&gt;
# Driven by her desire to leave the ruined planet, Eris works to restore the balance of the elements by defeating the bosses of each biome and then a final boss in its own biome.&lt;br /&gt;
# After the defeat of the final boss with the balance finally restored, Eris must return to the escape pod prior to time running out, presumably to avoid destabilizing the elements again.&lt;br /&gt;
# When Eris gets to the escape pod and enters it ready to leave the planet, the now active escape pod ramps up in power to fly away. Instead of launching to space it violently explodes, wiping the human form of Eris from existence.&lt;br /&gt;
# With her human form annihilated in the explosion, Eris returns to the realm of the gods. Being a goddess and immortal, her memories return (but not of what she did while in human form). Being a dark goddess she resumes doing what she does best... Causing strife and discord on another planet. This returns her to step #1 in the cycle but with a new planet.&lt;br /&gt;
&lt;br /&gt;
= Upgrades =&lt;br /&gt;
As you explore the planet, you discover upgrades that improve your survivability, movement, and the ways you can attack things.&lt;br /&gt;
&lt;br /&gt;
== Core Upgrades == &lt;br /&gt;
There are typically multiple copies of each of these core upgrades and finding multiple of them increases the amount of whatever is controlled by that type of upgrade.  For example, finding an additional energy capsule will increase the amount of damage you can take before being killed and finding additional missile upgrades will increase how many missiles you can carry.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Core Upgrades&lt;br /&gt;
!Upgrade!!Category!!Base&amp;lt;br /&amp;gt;Amount!!Upgrade&amp;lt;br /&amp;gt;Count!!Amount&amp;lt;br /&amp;gt;Each!!Upgrade&amp;lt;br /&amp;gt;Amount!!Total&amp;lt;br /&amp;gt;Amount!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Health Capsule]]||Health||99||15||50||750||849||Increases the maximum amount of energy you can hold. Essentially improves the number of hits you can take before being killed.&lt;br /&gt;
|-&lt;br /&gt;
|[[Backup Health Capsule]]||Health||0||4||75||300||300||Holds energy in reserve. This is partially health with extra steps, but it provides a sort of &amp;quot;fairy in a bottle&amp;quot; mechanic that can help your survivability if you lose track of how close to dead you are.&lt;br /&gt;
|-&lt;br /&gt;
|[[Elemental Capsule]]||Ammo||25||11||25||275||300||Increases the max amount of elemental ammo you can hold. Locating the elemental gun upgrade includes a capacity of 25 shots. Elemental ammo capacity can be used for any elemental ammo type for which you have the orb. You must collect the gun before these are useful, but you can collect them even without the gun.&lt;br /&gt;
|-&lt;br /&gt;
|[[Missiles]]||Ammo||0||40||3||120||120||Increases the maximum number of missiles you can hold. These can’t be used until you have at least one.&lt;br /&gt;
|-&lt;br /&gt;
|[[Big Missiles]]||Ammo||0||15||2||30||30||Increases the maximum number of big missiles you can hold. These can’t be used until you have at least one.&lt;br /&gt;
|-&lt;br /&gt;
|[[Big Bombs]]||Ammo||0||15||3||45||45||Increases the maximum number of big bombs you can hold. These can’t be used until you have at least one. These give a small upward motion while in liquid even without the appropriate suit.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|100 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Health Transfers ===&lt;br /&gt;
Energy can be shunted back and forth between normal and backup manually at any time. Each manual transfer, regardless of size or direction, costs 10 energy to perform. An automatic transfer occurs when normal energy runs out. The full amount possible will be transferred until either the backup storage is empty or normal storage is full. Automatic transfers are considered an emergency situation and are performed without an extra energy cost.&lt;br /&gt;
&lt;br /&gt;
== Suits == &lt;br /&gt;
The environment is dangerous and suit upgrades help you survive and get around. All suit capabilities stack when active and all suits can be active simultaneously.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Suits&lt;br /&gt;
!Suit!!Effect!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Defense Suit]]||-50% General Damage||Reduces damage received from everything. It should be noted that later areas have enemies that hit at least 50% harder.&lt;br /&gt;
|-&lt;br /&gt;
|[[Liquid Suit]]||+90% Liquid Movement||Restores most of the lost movement caused by being in liquids. Water is way thinner than Mud or Lava. Doesn&#039;t change damage amounts.&lt;br /&gt;
|-&lt;br /&gt;
|[[Heat Suit]]||Heat Damage Reduction||Heated areas that hurt you, now hurt you way less (2%). Lava hurts you way slower too (15%). Doesn&#039;t change damage amounts from sources that are not environments.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cold Suit]]||Cold Damage Reduction||Super cold areas that hurt you, now hurt you way less (2%). Cold water hurts you way slower too (15%). Doesn&#039;t change damage amounts from sources that are not environments.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|4 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
These upgrades improve the movement capabilities of the player, which in turn control access to various places. I briefly considered a grapple hook style item, but I don’t particularly want to have to code it and make it behave well. It&#039;s my opinion that there has never been a grapple hook ability that was implemented in a way that was actually fun.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Movement Upgrades&lt;br /&gt;
!Upgrade!!Category!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[High Jump]]||Jump||Amount of vertical movement when you jump is increased. See [[Jump Mechanics]] for more details.&lt;br /&gt;
|-&lt;br /&gt;
|[[Double Jump]]||Jump||Can jump a second time while not on the ground. Stacks with High Jump to create an even higher possible jump height. See [[Jump Mechanics]] for more details.&lt;br /&gt;
|-&lt;br /&gt;
|[[Dash]]||Speed||A short range, very high speed dash that goes left or right. Can only be performed once per jump, and only while not on the ground.&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertical Launch]]||Launch||Can launch vertically from a crouch position, requires a short charge delay to activate. Consumes energy to use, will automatically stop if health drops below 100. Not usable in cat form. Automatically opens doors on impact and continues into the next room.&lt;br /&gt;
|-&lt;br /&gt;
|[[Sprint]]||Speed||Can run very fast and break sprint blocks. Requires distance to build up to max speed, consumes energy while at max speed and when breaking sprint blocks. Cannot be used with less than 100 energy and hitting 99 energy stops an active max speed sprint. It falls back to still moving faster than normal. Without this, Eris moves at her normal speed regardless of available energy.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cat Form]]||Size||Allows the player to change into a cat to move through short passages. Can drop bombs in this form if available. Automatically includes a short range swipe attack and the ability to jump as high as in human form. Not effected by high jump or double jump. &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|6 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cat Form ==&lt;br /&gt;
These upgrades improve the capabilities of the player when in the cat form. Cats can always jump, but they may not have claws.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Cat Form Upgrades&lt;br /&gt;
!Upgrade!!Category!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Cat Claws]]||Grab||Can grab onto most vertical surfaces. Allows climbing of some surfaces. When climbing, you can jump off or launch horizontally. This also gives the ability to attack as a cat with a short range melee attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cat Dash]]||Speed||A short range, very high speed dash that only goes left or right. It can be performed once per jump, but as a cat it can also be performed on the ground to clear small drops in tunnels. It has a cooldown delay that effectively guarantees it is slower than sprinting when repeating it over and over. This is to avoid the problem where shield dash is the exclusive means of travel in Castlevania: Symphony of the Night for speed running.&lt;br /&gt;
|-&lt;br /&gt;
|[[Horizontal Launch]]||Launch||Can launch horizontally from a wall grab, requires a short charge delay to activate. Consumes energy to use, will automatically stop if health drops below 100. Mind your surroundings, this could get you into trouble. Automatically opens doors on impact and continues into the next room.&lt;br /&gt;
|-&lt;br /&gt;
|[[Bombs]]||Attack||Allows the dropping of small bombs when in cat form. They are unlimited ammo and break bombable blocks. They are not strong enough to move the player in liquid without the appropriate suit.&lt;br /&gt;
|-&lt;br /&gt;
|[[Big Bombs]]||Attack||Allows the dropping of big bombs when in cat form. See the core upgrade description for more details. These can slightly move the player in liquid without the appropriate suit.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|4 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weapon Upgrades == &lt;br /&gt;
Your weapon can be upgraded to do more damage. This makes enemies easier to kill, allows getting past certain obstacles or opening certain doors, and in general improves your ability to survive.&lt;br /&gt;
&lt;br /&gt;
=== Standard Gun Upgrades ===&lt;br /&gt;
All effects in the table below stack but the total damage percentage improvement is relative to the base weapon. None of these require any form of ammo to use, they are your standard blaster weapons. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Weapon Upgrades&lt;br /&gt;
!Weapon!!Effect!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Blaster]]||None||The standard gun you start with. You shoot stuff, it hurts stuff.&lt;br /&gt;
|-&lt;br /&gt;
|[[Power]]||+50% Damage||Causes your gun to be more powerful. Hurts stuff more.&lt;br /&gt;
|-&lt;br /&gt;
|[[Spread]]||2 Parallel Shots||Causes your gun to fire 2 parallel shots at once (one slightly above normal and one slightly below normal). Each shot does the full damage if it hits. They are tracked separately.&lt;br /&gt;
|-&lt;br /&gt;
|[[Quantum]]||+25% Damage||Allows your shots to pass through solid things in the environment (unlimited). Has no effect on passing through enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[Phased]]||+25% Damage||Allows your shots to pass through living things. Up to 2 additional enemies can be hurt if they are behind the original target. The same enemy cannot be hit more than once by each shot with this effect. Has no effect on passing through the environment.&lt;br /&gt;
|-&lt;br /&gt;
|[[Charge]]||+25% Damage (when charged)||Allows energy to be collected in the weapon and discharged all at once. Charging takes roughly 1 second. Damage bonus only applies when weapon is charged before release. This also allows your weapon to hit like a missile against creatures that can only be damaged by missile attacks.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|5 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Elemental Upgrades ===&lt;br /&gt;
These are upgrades that provide elemental powers to your weapon. Only one can be active at a time, but effects and damage improvements are always on top of whatever other weapon upgrades are active.&lt;br /&gt;
All elements are strong against their opposite, slightly strong against the element that is similar to their opposite, slightly weak against the element that is slightly strong against them, and very weak against themselves.&lt;br /&gt;
[[File:Fracterebus_element_interactions.png|right|Graph showing how pairs of pairs of elements interact.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Elemental Weapon Features&lt;br /&gt;
!Target!!Effect!!Description&lt;br /&gt;
|-&lt;br /&gt;
|Normal or Other||+20% Damage||When something isn&#039;t associated with any particular element or is not one of the categories listed below, you still cause some extra damage when using an elemental weapon.&lt;br /&gt;
|-&lt;br /&gt;
|Same Element||-90% Damage||When something is associated with the same element you are using, you deal dramatically less damage to them.&lt;br /&gt;
|-&lt;br /&gt;
|Opposite Element||+100% Damage||When something is the opposite element to what you are using, you deal dramatically more damage to them.&lt;br /&gt;
|-&lt;br /&gt;
|Similar Element||-40% Damage||When something is from an element that is similar to the element you are using, you deal less damage.&lt;br /&gt;
|-&lt;br /&gt;
|Similar Opposite Element||+40% Damage||When something is similar to the element that is the opposite of the element you are using, you deal more damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Specific Elemental Effects ===&lt;br /&gt;
Each biome has a main boss that is the strongest form of the element from that biome and guards the weapon that is strong against it. These weapons also have a special extra feature. New biomes may be added over time, the current list of biomes is: Fire, Ice, Electric, Water, Light, Dark, Life, Death, Earth, Air, Gravity, Void.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Specific Elemental Effects&lt;br /&gt;
!Element!!Very&amp;lt;br /&amp;gt;Strong Against!!Slightly&amp;lt;br /&amp;gt;Strong Against!!Similar to&amp;lt;br /&amp;gt;Weakness!!Special Effect&lt;br /&gt;
|-&lt;br /&gt;
|Fire||Ice||Water||Electric||Allows burning of certain environmental barriers.&lt;br /&gt;
|-&lt;br /&gt;
|Ice||Fire||Electric||Water||If an enemy would take lethal damage, they are instead frozen in place and can be used as a platform.&lt;br /&gt;
|-&lt;br /&gt;
|Electric||Water||Ice||Fire||Can activate unpowered electrical things.&lt;br /&gt;
|-&lt;br /&gt;
|Water||Electric||Fire||Ice||Can short out electrical things.&lt;br /&gt;
|-&lt;br /&gt;
|Light||Dark||Death||Life||Can light very dark areas.&lt;br /&gt;
|-&lt;br /&gt;
|Dark||Light||Life||Death||Can dim very bright lights.&lt;br /&gt;
|-&lt;br /&gt;
|Life||Death||Dark||Light||Can create a barrier out of new life.&lt;br /&gt;
|-&lt;br /&gt;
|Death||Life||Light||Dark||Can wither certain environmental barriers.&lt;br /&gt;
|-&lt;br /&gt;
|Earth||Air||Void||Gravity||Allows downward shots to form a small pile of dirt that can be used to get slightly higher.&lt;br /&gt;
|-&lt;br /&gt;
|Air||Earth||Gravity||Void||Allows upward shots to form a small tornado that pulls you slightly higher.&lt;br /&gt;
|-&lt;br /&gt;
|Gravity||Void||Air||Earth||Crushes things?&lt;br /&gt;
|-&lt;br /&gt;
|Void||Gravity||Earth||Air||Explodes things?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Item Drops =&lt;br /&gt;
These are the things that drop when enemies are killed. Their purpose is to refill various consumables. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Item Drops&lt;br /&gt;
!Drop!!Category!!Amount!!Description&lt;br /&gt;
|-&lt;br /&gt;
|Small Energy||Health||+5||Small increase in current health up to allowed max health. Overflow redirected to backup.&lt;br /&gt;
|-&lt;br /&gt;
|Large Energy||Health||+25||Large increase in current health up to allowed max health. Overflow redirected to backup.&lt;br /&gt;
|-&lt;br /&gt;
|Huge Energy||Health||+100||Very rare massive increase in current health up to allowed max health. Overflow redirected to backup.&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||Elemental||+10||Small increase in current elemental ammo amount up to allowed max capacity.&lt;br /&gt;
|-&lt;br /&gt;
|Large Elemental||Elemental||+25||Large increase in current elemental ammo amount up to allowed max capacity.&lt;br /&gt;
|-&lt;br /&gt;
|Missile||Missile||+2||Adds missiles to your current count, up to the max number of missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Missile Bunch||Missile||+5||Adds missiles to your current count, up to the max number of missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Big Missile||Big Missile||+1||Adds a big missile to your current count, up to the max number of big missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Big Missile Bunch||Big Missile||+3||Adds big missiles to your current count, up to the max number of big missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Big Bomb||Big Bomb||+1||Adds a big bomb to your current count, up to the max number of big bombs.&lt;br /&gt;
|-&lt;br /&gt;
|Big Bomb Bunch||Big Bomb||+3||Adds big bombs to your current count, up to the max number of big bombs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Loot Tables =&lt;br /&gt;
Enemies have different loot tables that associate item drops with a weight. The weight controls the odds of each item dropping. At the time the enemy dies, the required loot table for that enemy is loaded and then adjusted based on the player&#039;s current needs. For example, a player that is already full of missiles won&#039;t see missile drops most of the time. This results in a reduction of time sunk into farming for supplies and an overall better player experience. &lt;br /&gt;
&lt;br /&gt;
== Base Loot Tables ==&lt;br /&gt;
Loot tables are set up in a way that only configures possible items. Any item that is not explicitly configured has essentially no chance of dropping.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Example Loot Table&lt;br /&gt;
!Drop!!Weight!!Effective%&lt;br /&gt;
|-&lt;br /&gt;
|Nothing||5||5%&lt;br /&gt;
|-&lt;br /&gt;
|Anything||5||5%&lt;br /&gt;
|-&lt;br /&gt;
|Small Health||50||50%&lt;br /&gt;
|-&lt;br /&gt;
|Large Health||10||10%&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||15||15%&lt;br /&gt;
|-&lt;br /&gt;
|Missile||15||15%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;||100||100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Player State Adjustment ==&lt;br /&gt;
Adjustments for player state are made by item category. (Health, Elemental, Missile, BigMissile, and BigBomb.) Anything the player already has their max capacity of is removed from the loot table. Using the above loot table as an example, if the player is full on health, the two possible health drops are removed from the table. This changes the probability of the remaining options automatically.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ When Player Has Max Health&lt;br /&gt;
!Drop!!Weight!!Effective%&lt;br /&gt;
|-&lt;br /&gt;
|Nothing||5||12.5%&lt;br /&gt;
|-&lt;br /&gt;
|Anything||5||12.5%&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||15||37.5%&lt;br /&gt;
|-&lt;br /&gt;
|Missile||15||37.5%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;||40||100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There is also a special adjustment made if the player is below 50 health. Loot tables in that situation are modified to favor health drops over other things to try to help the player recover. Note that a loot table that doesn&#039;t have health drops will not be affected by this. The way it works is that each health item in the list has 20 weight added to it. Using the same example above, that would change the table to this.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Critical Health Loot Table&lt;br /&gt;
!Drop!!Weight!!Effective%&lt;br /&gt;
|-&lt;br /&gt;
|Nothing||5||3.6%&lt;br /&gt;
|-&lt;br /&gt;
|Anything||5||3.6%&lt;br /&gt;
|-&lt;br /&gt;
|Small Health||70||50.0%&lt;br /&gt;
|-&lt;br /&gt;
|Large Health||30||21.4%&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||15||10.7%&lt;br /&gt;
|-&lt;br /&gt;
|Missile||15||10.7%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;||140||100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Special Options ==&lt;br /&gt;
&lt;br /&gt;
The special categories of &amp;quot;Nothing&amp;quot; and &amp;quot;Anything&amp;quot; are for making loot feel more exciting. If a loot roll lands on Nothing, then obviously there is no drop   at all. (Sorry.) If a loot roll lands on Anything, a loot reroll occurs that uses a table that has every item being both possible and equally likely. Nothing and Anything are not part of this special table. This results in every in the game being capable of dropping every item. It may not be especially likely, but it can happen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Special &amp;quot;Anything&amp;quot; Loot Table&lt;br /&gt;
!Drop!!Weight!!Effective%&lt;br /&gt;
|-&lt;br /&gt;
|Small Health||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Large Energy||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Huge Energy||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Large Elemental||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Missile||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Missile Bunch||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Big Missile||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Big Missile Bunch||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Big Bomb||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Big Bomb Bunch||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;||11||100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Controls =&lt;br /&gt;
The player is expected to be reasonably agile and controlling Eris should feel responsive, but it has to follow a standard set of rules. The standard unit of measure is a tile, think of it as a small square amount of space. &lt;br /&gt;
&lt;br /&gt;
== Attacking ==&lt;br /&gt;
The primary form of attack is through the use of a projectile weapon without melee attack options. When in tiny form attacks can be performed using explosives. All tile measurements are actually relative to the player, but are described as from the ground for easier explanation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shooting Options&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;When NOT Moving:&#039;&#039;&lt;br /&gt;
** Standing:&lt;br /&gt;
*** The standard aim will fire a projectile forward at a height 1.5 tiles off of the ground (in the middle of the 2nd tile up from the ground).&lt;br /&gt;
*** The spread shot fires 2 projectiles at 1.0 and 2.0 tiles off the ground.&lt;br /&gt;
*** You can aim straight up.&lt;br /&gt;
*** You can aim diagonal attacks at 45 degrees either up or down.&lt;br /&gt;
** Crouching:&lt;br /&gt;
*** The standard aim will fire a projectile closer to the ground at a height of 0.7 tiles off the ground.&lt;br /&gt;
*** The spread shot fires 2 projectiles at 0.4 and 1.0 tiles off the ground.&lt;br /&gt;
*** You can aim straight up.&lt;br /&gt;
*** You can aim diagonal attacks at 45 degrees either up or down.&lt;br /&gt;
* &#039;&#039;When Moving:&#039;&#039;&lt;br /&gt;
** The standard aim will fire a projectile forward at a height 1.5 tiles off of the ground (in the middle of the 2nd tile up from the ground).&lt;br /&gt;
** The spread shot fires 2 projectiles at 1.0 and 2.0 tiles off the ground.&lt;br /&gt;
** You can aim straight up.&lt;br /&gt;
** You can aim diagonal attacks at 45 degrees either up or down.&lt;br /&gt;
** (You cannot move while crouching.)&lt;br /&gt;
* &#039;&#039;When Jumping:&#039;&#039;&lt;br /&gt;
** The standard aim will fire a projectile forward at a height 1.5 tiles off of the ground (in the middle of the 2nd tile up from the ground).&lt;br /&gt;
** The spread shot fires 2 projectiles at 1.0 and 2.0 tiles off the ground.&lt;br /&gt;
** You can aim straight up.&lt;br /&gt;
** You can aim diagonal attacks at 45 degrees either up or down.&lt;br /&gt;
** While not on the ground, you can fire a projectile straight down.&lt;br /&gt;
&lt;br /&gt;
== Exploring ==&lt;br /&gt;
The player is roughly 2.5 tiles tall and 1 tile wide. Most environments have vertical clearance of at least 3 tiles and gaps will be at least 1 tile wide. This includes doorways and hallways. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement Options&#039;&#039;&#039;&lt;br /&gt;
* While standing at full height, the player can move left and right.&lt;br /&gt;
* While on the ground, the player can jump or crouch.&lt;br /&gt;
* While not on the ground, the player can still control their left and right trajectory.&lt;br /&gt;
* While crouching, the player can shrink to tiny form. Moving or jumping while crouching will result in standing up first.&lt;br /&gt;
* While in tiny form, you can move left and right, remaining in tiny form.&lt;br /&gt;
* There are many movement upgrades that add to this list when they have been found and are enabled.&lt;br /&gt;
&lt;br /&gt;
= Escape =&lt;br /&gt;
After beating the final boss, a mad dash must be made to the escape pod. &lt;br /&gt;
* All save, recharge, and map stations are disabled.&lt;br /&gt;
* All doors are changed to blue regardless of previous requirements for opening them.&lt;br /&gt;
* There will still be environmental difficulties such as water and lava.&lt;br /&gt;
* Enemies are no longer present.&lt;br /&gt;
* Uncollected items will still be present in the world and can still be collected.&lt;br /&gt;
* This event will be timed. &lt;br /&gt;
** No free movement abilities will be granted, so it may be difficult to finish on time.&lt;br /&gt;
** The available time will be calculated by the number of rooms required for the escape, plus some comfortable padding.&lt;br /&gt;
** The calculation assumes all available movement abilities have been collected, but it should be possible to finish with some missing.&lt;br /&gt;
* Failing the escape&lt;br /&gt;
** Will place you at your last save prior to the final boss.&lt;br /&gt;
** You can avoid the final boss chamber and instead go to gather more uncollected upgrades.&lt;br /&gt;
** If you try the escape again immediately, the final boss will already be defeated.&lt;br /&gt;
** The final boss will be reset to alive if any additional upgrade is collected.&lt;br /&gt;
** If the final boss is already dead, the timer will start again when you enter the final boss chamber.&lt;br /&gt;
** The escape pod is not active unless the timer has been started.&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Design&amp;diff=373</id>
		<title>Design</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Design&amp;diff=373"/>
		<updated>2026-09-21T00:31:49Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: /* Standard Gun Upgrades */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Story =&lt;br /&gt;
The story of this game is derived from Greek mythology, which is full of arguments between and within families.  This one involves two families of gods and the unending collection of planets that are ruined and then restored in the process.&lt;br /&gt;
&lt;br /&gt;
== Cast of Characters ==&lt;br /&gt;
* &#039;&#039;&#039;Eris&#039;&#039;&#039; - Goddess of Strife and Discord &#039;&#039;(Her human form is controlled by the player.)&#039;&#039;&lt;br /&gt;
** Daughter of Nyx&lt;br /&gt;
** Sister of Hypnos&lt;br /&gt;
** Mother of Lethe&lt;br /&gt;
* &#039;&#039;&#039;Nyx&#039;&#039;&#039; - Goddess of Night&lt;br /&gt;
** Mother of Eris and Hypnos&lt;br /&gt;
* &#039;&#039;&#039;Hypnos&#039;&#039;&#039; - God of Sleep&lt;br /&gt;
** Son of Nyx&lt;br /&gt;
** Brother of Eris&lt;br /&gt;
* &#039;&#039;&#039;Lethe&#039;&#039;&#039; - Goddess of Forgetfulness&lt;br /&gt;
** Daughter of Eris&lt;br /&gt;
* &#039;&#039;&#039;Themis&#039;&#039;&#039; - Goddess of Divine Law and Order&lt;br /&gt;
** Advisor to Zeus&lt;br /&gt;
** Judge of other gods&lt;br /&gt;
** Daughter of Uranus and Gaia&lt;br /&gt;
* &#039;&#039;&#039;Gaia&#039;&#039;&#039; - Goddess of Earth&lt;br /&gt;
** Mother of Themis&lt;br /&gt;
&lt;br /&gt;
== The Story Cycle ==&lt;br /&gt;
You are the dark goddess Eris in human form, condemned to repair the damage you caused to a planet. This story repeats in a loop indefinitely.&lt;br /&gt;
&lt;br /&gt;
# Eris causes war and destruction on a planet for her own entertainment. The destruction results in the elimination of most life and an imbalance of the elements.&lt;br /&gt;
# The destruction and imbalance of elements deeply upsets Gaia. She partner&#039;s with Zeus and her daughter Themis to put Eris on trial.&lt;br /&gt;
# Themis agrees to try Eris for what she considers to be crimes against nature.  &lt;br /&gt;
# Eris is found guilty and is sentenced to restore the elemental balance as a human placed directly on a planet she had ruined.&lt;br /&gt;
# Themis incarnates Eris to a human form to prepare for her punishment.&lt;br /&gt;
# Eris&#039; daughter Lethe and brother Hypnos are compelled by Zeus to wipe Eris&#039; memory and put her into a deep sleep. This causes her to forget being a goddess entirely and prevents her from fully understanding the nature of her condemnation.&lt;br /&gt;
# Eris is delivered to the ruined planet with an escape pod.&lt;br /&gt;
# The escape pod has a message that indicates the requirement to restore the balance of the elements, provides a basic weapon to use, and indicates it cannot be activated until the balance has been restored. There is a final warning that Eris’ presence itself is a destabilizing force on the planet.&lt;br /&gt;
# Eris wakes up near the escape pod. She doesn&#039;t know why she is here, the escape shows the message and provides the weapon to use.&lt;br /&gt;
# Driven by her desire to leave the ruined planet, Eris works to restore the balance of the elements by defeating the bosses of each biome and then a final boss in its own biome.&lt;br /&gt;
# After the defeat of the final boss with the balance finally restored, Eris must return to the escape pod prior to time running out, presumably to avoid destabilizing the elements again.&lt;br /&gt;
# When Eris gets to the escape pod and enters it ready to leave the planet, the now active escape pod ramps up in power to fly away. Instead of launching to space it violently explodes, wiping the human form of Eris from existence.&lt;br /&gt;
# With her human form annihilated in the explosion, Eris returns to the realm of the gods. Being a goddess and immortal, her memories return (but not of what she did while in human form). Being a dark goddess she resumes doing what she does best... Causing strife and discord on another planet. This returns her to step #1 in the cycle but with a new planet.&lt;br /&gt;
&lt;br /&gt;
= Upgrades =&lt;br /&gt;
As you explore the planet, you discover upgrades that improve your survivability, movement, and the ways you can attack things.&lt;br /&gt;
&lt;br /&gt;
== Core Upgrades == &lt;br /&gt;
There are typically multiple copies of each of these core upgrades and finding multiple of them increases the amount of whatever is controlled by that type of upgrade.  For example, finding an additional energy capsule will increase the amount of damage you can take before being killed and finding additional missile upgrades will increase how many missiles you can carry.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Core Upgrades&lt;br /&gt;
!Upgrade!!Category!!Base&amp;lt;br /&amp;gt;Amount!!Upgrade&amp;lt;br /&amp;gt;Count!!Amount&amp;lt;br /&amp;gt;Each!!Upgrade&amp;lt;br /&amp;gt;Amount!!Total&amp;lt;br /&amp;gt;Amount!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Health Capsule]]||Health||99||15||50||750||849||Increases the maximum amount of energy you can hold. Essentially improves the number of hits you can take before being killed.&lt;br /&gt;
|-&lt;br /&gt;
|[[Backup Health Capsule]]||Health||0||4||75||300||300||Holds energy in reserve. This is partially health with extra steps, but it provides a sort of &amp;quot;fairy in a bottle&amp;quot; mechanic that can help your survivability if you lose track of how close to dead you are.&lt;br /&gt;
|-&lt;br /&gt;
|[[Elemental Capsule]]||Ammo||25||11||25||275||300||Increases the max amount of elemental ammo you can hold. Locating the elemental gun upgrade includes a capacity of 25 shots. Elemental ammo capacity can be used for any elemental ammo type for which you have the orb. You must collect the gun before these are useful, but you can collect them even without the gun.&lt;br /&gt;
|-&lt;br /&gt;
|[[Missiles]]||Ammo||0||40||3||120||120||Increases the maximum number of missiles you can hold. These can’t be used until you have at least one.&lt;br /&gt;
|-&lt;br /&gt;
|[[Big Missiles]]||Ammo||0||15||2||30||30||Increases the maximum number of big missiles you can hold. These can’t be used until you have at least one.&lt;br /&gt;
|-&lt;br /&gt;
|[[Big Bombs]]||Ammo||0||15||3||45||45||Increases the maximum number of big bombs you can hold. These can’t be used until you have at least one. These give a small upward motion while in liquid even without the appropriate suit.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|100 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Health Transfers ===&lt;br /&gt;
Energy can be shunted back and forth between normal and backup manually at any time. Each manual transfer, regardless of size or direction, costs 10 energy to perform. An automatic transfer occurs when normal energy runs out. The full amount possible will be transferred until either the backup storage is empty or normal storage is full. Automatic transfers are considered an emergency situation and are performed without an extra energy cost.&lt;br /&gt;
&lt;br /&gt;
== Suits == &lt;br /&gt;
The environment is dangerous and suit upgrades help you survive and get around. All suit capabilities stack when active and all suits can be active simultaneously.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Suits&lt;br /&gt;
!Suit!!Effect!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Defense Suit]]||-50% General Damage||Reduces damage received from everything. It should be noted that later areas have enemies that hit at least 50% harder.&lt;br /&gt;
|-&lt;br /&gt;
|[[Liquid Suit]]||+90% Liquid Movement||Restores most of the lost movement caused by being in liquids. Water is way thinner than Mud or Lava. Doesn&#039;t change damage amounts.&lt;br /&gt;
|-&lt;br /&gt;
|[[Heat Suit]]||Heat Damage Reduction||Heated areas that hurt you, now hurt you way less (2%). Lava hurts you way slower too (15%). Doesn&#039;t change damage amounts from sources that are not environments.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cold Suit]]||Cold Damage Reduction||Super cold areas that hurt you, now hurt you way less (2%). Cold water hurts you way slower too (15%). Doesn&#039;t change damage amounts from sources that are not environments.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|4 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
These upgrades improve the movement capabilities of the player, which in turn control access to various places. I briefly considered a grapple hook style item, but I don’t particularly want to have to code it and make it behave well. It&#039;s my opinion that there has never been a grapple hook ability that was implemented in a way that was actually fun.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Movement Upgrades&lt;br /&gt;
!Upgrade!!Category!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[High Jump]]||Jump||Amount of vertical movement when you jump is increased. See [[Jump Mechanics]] for more details.&lt;br /&gt;
|-&lt;br /&gt;
|[[Double Jump]]||Jump||Can jump a second time while not on the ground. Stacks with High Jump to create an even higher possible jump height. See [[Jump Mechanics]] for more details.&lt;br /&gt;
|-&lt;br /&gt;
|[[Dash]]||Speed||A short range, very high speed dash that goes left or right. Can only be performed once per jump, and only while not on the ground.&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertical Launch]]||Launch||Can launch vertically from a crouch position, requires a short charge delay to activate. Consumes energy to use, will automatically stop if health drops below 100. Not usable in cat form. Automatically opens doors on impact and continues into the next room.&lt;br /&gt;
|-&lt;br /&gt;
|[[Sprint]]||Speed||Can run very fast and break sprint blocks. Requires distance to build up to max speed, consumes energy while at max speed and when breaking sprint blocks. Cannot be used with less than 100 energy and hitting 99 energy stops an active max speed sprint. It falls back to still moving faster than normal. Without this, Eris moves at her normal speed regardless of available energy.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cat Form]]||Size||Allows the player to change into a cat to move through short passages. Can drop bombs in this form if available. Automatically includes a short range swipe attack and the ability to jump as high as in human form. Not effected by high jump or double jump. &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|6 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cat Form ==&lt;br /&gt;
These upgrades improve the capabilities of the player when in the cat form.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Cat Form Upgrades&lt;br /&gt;
!Upgrade!!Category!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Cat Dash]]||Speed||A short range, very high speed dash that goes left or right. Can only be performed once per jump, but as a cat it can also be performed on the ground to clear small drops in tunnels. It has a cooldown delay that effectively guarantees it is slower than sprinting when repeating it over and over. This is to avoid the problem where shield dash is the exclusive means of travel in Castlevania: Symphony of the Night for speed running.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cat Claws]]||Grab||Can grab onto certain walls. Allows climbing of some surfaces, and jumping or horizontal launching off of them when attached. This only works in cat form.&lt;br /&gt;
|-&lt;br /&gt;
|[[Horizontal Launch]]||Launch||Can launch horizontally from a wall grab, requires a short charge delay to activate. Consumes energy to use, will automatically stop if health drops below 100. Mind your surroundings, this could get you into trouble. Automatically opens doors on impact and continues into the next room.&lt;br /&gt;
|-&lt;br /&gt;
|[[Bombs]]||Attack||Allows the dropping of small bombs when in cat form. They are unlimited ammo and break bombable blocks. They are not strong enough to move the player in liquid without the appropriate suit.&lt;br /&gt;
|-&lt;br /&gt;
|[[Big Bombs]]||Attack||Allows the dropping of big bombs when in cat form. See the core upgrade description for more details. These can slightly move the player in liquid without the appropriate suit.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|4 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weapon Upgrades == &lt;br /&gt;
Your weapon can be upgraded to do more damage. This makes enemies easier to kill, allows getting past certain obstacles or opening certain doors, and in general improves your ability to survive.&lt;br /&gt;
&lt;br /&gt;
=== Standard Gun Upgrades ===&lt;br /&gt;
All effects in the table below stack but the total damage percentage improvement is relative to the base weapon. None of these require any form of ammo to use, they are your standard blaster weapons. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Weapon Upgrades&lt;br /&gt;
!Weapon!!Effect!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Blaster]]||None||The standard gun you start with. You shoot stuff, it hurts stuff.&lt;br /&gt;
|-&lt;br /&gt;
|[[Power]]||+50% Damage||Causes your gun to be more powerful. Hurts stuff more.&lt;br /&gt;
|-&lt;br /&gt;
|[[Spread]]||2 Parallel Shots||Causes your gun to fire 2 parallel shots at once (one slightly above normal and one slightly below normal). Each shot does the full damage if it hits. They are tracked separately.&lt;br /&gt;
|-&lt;br /&gt;
|[[Quantum]]||+25% Damage||Allows your shots to pass through solid things in the environment (unlimited). Has no effect on passing through enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[Phased]]||+25% Damage||Allows your shots to pass through living things. Up to 2 additional enemies can be hurt if they are behind the original target. The same enemy cannot be hit more than once by each shot with this effect. Has no effect on passing through the environment.&lt;br /&gt;
|-&lt;br /&gt;
|[[Charge]]||+25% Damage (when charged)||Allows energy to be collected in the weapon and discharged all at once. Charging takes roughly 1 second. Damage bonus only applies when weapon is charged before release. This also allows your weapon to hit like a missile against creatures that can only be damaged by missile attacks.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|5 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Elemental Upgrades ===&lt;br /&gt;
These are upgrades that provide elemental powers to your weapon. Only one can be active at a time, but effects and damage improvements are always on top of whatever other weapon upgrades are active.&lt;br /&gt;
All elements are strong against their opposite, slightly strong against the element that is similar to their opposite, slightly weak against the element that is slightly strong against them, and very weak against themselves.&lt;br /&gt;
[[File:Fracterebus_element_interactions.png|right|Graph showing how pairs of pairs of elements interact.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Elemental Weapon Features&lt;br /&gt;
!Target!!Effect!!Description&lt;br /&gt;
|-&lt;br /&gt;
|Normal or Other||+20% Damage||When something isn&#039;t associated with any particular element or is not one of the categories listed below, you still cause some extra damage when using an elemental weapon.&lt;br /&gt;
|-&lt;br /&gt;
|Same Element||-90% Damage||When something is associated with the same element you are using, you deal dramatically less damage to them.&lt;br /&gt;
|-&lt;br /&gt;
|Opposite Element||+100% Damage||When something is the opposite element to what you are using, you deal dramatically more damage to them.&lt;br /&gt;
|-&lt;br /&gt;
|Similar Element||-40% Damage||When something is from an element that is similar to the element you are using, you deal less damage.&lt;br /&gt;
|-&lt;br /&gt;
|Similar Opposite Element||+40% Damage||When something is similar to the element that is the opposite of the element you are using, you deal more damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Specific Elemental Effects ===&lt;br /&gt;
Each biome has a main boss that is the strongest form of the element from that biome and guards the weapon that is strong against it. These weapons also have a special extra feature. New biomes may be added over time, the current list of biomes is: Fire, Ice, Electric, Water, Light, Dark, Life, Death, Earth, Air, Gravity, Void.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Specific Elemental Effects&lt;br /&gt;
!Element!!Very&amp;lt;br /&amp;gt;Strong Against!!Slightly&amp;lt;br /&amp;gt;Strong Against!!Similar to&amp;lt;br /&amp;gt;Weakness!!Special Effect&lt;br /&gt;
|-&lt;br /&gt;
|Fire||Ice||Water||Electric||Allows burning of certain environmental barriers.&lt;br /&gt;
|-&lt;br /&gt;
|Ice||Fire||Electric||Water||If an enemy would take lethal damage, they are instead frozen in place and can be used as a platform.&lt;br /&gt;
|-&lt;br /&gt;
|Electric||Water||Ice||Fire||Can activate unpowered electrical things.&lt;br /&gt;
|-&lt;br /&gt;
|Water||Electric||Fire||Ice||Can short out electrical things.&lt;br /&gt;
|-&lt;br /&gt;
|Light||Dark||Death||Life||Can light very dark areas.&lt;br /&gt;
|-&lt;br /&gt;
|Dark||Light||Life||Death||Can dim very bright lights.&lt;br /&gt;
|-&lt;br /&gt;
|Life||Death||Dark||Light||Can create a barrier out of new life.&lt;br /&gt;
|-&lt;br /&gt;
|Death||Life||Light||Dark||Can wither certain environmental barriers.&lt;br /&gt;
|-&lt;br /&gt;
|Earth||Air||Void||Gravity||Allows downward shots to form a small pile of dirt that can be used to get slightly higher.&lt;br /&gt;
|-&lt;br /&gt;
|Air||Earth||Gravity||Void||Allows upward shots to form a small tornado that pulls you slightly higher.&lt;br /&gt;
|-&lt;br /&gt;
|Gravity||Void||Air||Earth||Crushes things?&lt;br /&gt;
|-&lt;br /&gt;
|Void||Gravity||Earth||Air||Explodes things?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Item Drops =&lt;br /&gt;
These are the things that drop when enemies are killed. Their purpose is to refill various consumables. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Item Drops&lt;br /&gt;
!Drop!!Category!!Amount!!Description&lt;br /&gt;
|-&lt;br /&gt;
|Small Energy||Health||+5||Small increase in current health up to allowed max health. Overflow redirected to backup.&lt;br /&gt;
|-&lt;br /&gt;
|Large Energy||Health||+25||Large increase in current health up to allowed max health. Overflow redirected to backup.&lt;br /&gt;
|-&lt;br /&gt;
|Huge Energy||Health||+100||Very rare massive increase in current health up to allowed max health. Overflow redirected to backup.&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||Elemental||+10||Small increase in current elemental ammo amount up to allowed max capacity.&lt;br /&gt;
|-&lt;br /&gt;
|Large Elemental||Elemental||+25||Large increase in current elemental ammo amount up to allowed max capacity.&lt;br /&gt;
|-&lt;br /&gt;
|Missile||Missile||+2||Adds missiles to your current count, up to the max number of missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Missile Bunch||Missile||+5||Adds missiles to your current count, up to the max number of missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Big Missile||Big Missile||+1||Adds a big missile to your current count, up to the max number of big missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Big Missile Bunch||Big Missile||+3||Adds big missiles to your current count, up to the max number of big missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Big Bomb||Big Bomb||+1||Adds a big bomb to your current count, up to the max number of big bombs.&lt;br /&gt;
|-&lt;br /&gt;
|Big Bomb Bunch||Big Bomb||+3||Adds big bombs to your current count, up to the max number of big bombs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Loot Tables =&lt;br /&gt;
Enemies have different loot tables that associate item drops with a weight. The weight controls the odds of each item dropping. At the time the enemy dies, the required loot table for that enemy is loaded and then adjusted based on the player&#039;s current needs. For example, a player that is already full of missiles won&#039;t see missile drops most of the time. This results in a reduction of time sunk into farming for supplies and an overall better player experience. &lt;br /&gt;
&lt;br /&gt;
== Base Loot Tables ==&lt;br /&gt;
Loot tables are set up in a way that only configures possible items. Any item that is not explicitly configured has essentially no chance of dropping.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Example Loot Table&lt;br /&gt;
!Drop!!Weight!!Effective%&lt;br /&gt;
|-&lt;br /&gt;
|Nothing||5||5%&lt;br /&gt;
|-&lt;br /&gt;
|Anything||5||5%&lt;br /&gt;
|-&lt;br /&gt;
|Small Health||50||50%&lt;br /&gt;
|-&lt;br /&gt;
|Large Health||10||10%&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||15||15%&lt;br /&gt;
|-&lt;br /&gt;
|Missile||15||15%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;||100||100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Player State Adjustment ==&lt;br /&gt;
Adjustments for player state are made by item category. (Health, Elemental, Missile, BigMissile, and BigBomb.) Anything the player already has their max capacity of is removed from the loot table. Using the above loot table as an example, if the player is full on health, the two possible health drops are removed from the table. This changes the probability of the remaining options automatically.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ When Player Has Max Health&lt;br /&gt;
!Drop!!Weight!!Effective%&lt;br /&gt;
|-&lt;br /&gt;
|Nothing||5||12.5%&lt;br /&gt;
|-&lt;br /&gt;
|Anything||5||12.5%&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||15||37.5%&lt;br /&gt;
|-&lt;br /&gt;
|Missile||15||37.5%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;||40||100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There is also a special adjustment made if the player is below 50 health. Loot tables in that situation are modified to favor health drops over other things to try to help the player recover. Note that a loot table that doesn&#039;t have health drops will not be affected by this. The way it works is that each health item in the list has 20 weight added to it. Using the same example above, that would change the table to this.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Critical Health Loot Table&lt;br /&gt;
!Drop!!Weight!!Effective%&lt;br /&gt;
|-&lt;br /&gt;
|Nothing||5||3.6%&lt;br /&gt;
|-&lt;br /&gt;
|Anything||5||3.6%&lt;br /&gt;
|-&lt;br /&gt;
|Small Health||70||50.0%&lt;br /&gt;
|-&lt;br /&gt;
|Large Health||30||21.4%&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||15||10.7%&lt;br /&gt;
|-&lt;br /&gt;
|Missile||15||10.7%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;||140||100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Special Options ==&lt;br /&gt;
&lt;br /&gt;
The special categories of &amp;quot;Nothing&amp;quot; and &amp;quot;Anything&amp;quot; are for making loot feel more exciting. If a loot roll lands on Nothing, then obviously there is no drop   at all. (Sorry.) If a loot roll lands on Anything, a loot reroll occurs that uses a table that has every item being both possible and equally likely. Nothing and Anything are not part of this special table. This results in every in the game being capable of dropping every item. It may not be especially likely, but it can happen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Special &amp;quot;Anything&amp;quot; Loot Table&lt;br /&gt;
!Drop!!Weight!!Effective%&lt;br /&gt;
|-&lt;br /&gt;
|Small Health||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Large Energy||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Huge Energy||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Large Elemental||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Missile||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Missile Bunch||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Big Missile||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Big Missile Bunch||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Big Bomb||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Big Bomb Bunch||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;||11||100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Controls =&lt;br /&gt;
The player is expected to be reasonably agile and controlling Eris should feel responsive, but it has to follow a standard set of rules. The standard unit of measure is a tile, think of it as a small square amount of space. &lt;br /&gt;
&lt;br /&gt;
== Attacking ==&lt;br /&gt;
The primary form of attack is through the use of a projectile weapon without melee attack options. When in tiny form attacks can be performed using explosives. All tile measurements are actually relative to the player, but are described as from the ground for easier explanation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shooting Options&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;When NOT Moving:&#039;&#039;&lt;br /&gt;
** Standing:&lt;br /&gt;
*** The standard aim will fire a projectile forward at a height 1.5 tiles off of the ground (in the middle of the 2nd tile up from the ground).&lt;br /&gt;
*** The spread shot fires 2 projectiles at 1.0 and 2.0 tiles off the ground.&lt;br /&gt;
*** You can aim straight up.&lt;br /&gt;
*** You can aim diagonal attacks at 45 degrees either up or down.&lt;br /&gt;
** Crouching:&lt;br /&gt;
*** The standard aim will fire a projectile closer to the ground at a height of 0.7 tiles off the ground.&lt;br /&gt;
*** The spread shot fires 2 projectiles at 0.4 and 1.0 tiles off the ground.&lt;br /&gt;
*** You can aim straight up.&lt;br /&gt;
*** You can aim diagonal attacks at 45 degrees either up or down.&lt;br /&gt;
* &#039;&#039;When Moving:&#039;&#039;&lt;br /&gt;
** The standard aim will fire a projectile forward at a height 1.5 tiles off of the ground (in the middle of the 2nd tile up from the ground).&lt;br /&gt;
** The spread shot fires 2 projectiles at 1.0 and 2.0 tiles off the ground.&lt;br /&gt;
** You can aim straight up.&lt;br /&gt;
** You can aim diagonal attacks at 45 degrees either up or down.&lt;br /&gt;
** (You cannot move while crouching.)&lt;br /&gt;
* &#039;&#039;When Jumping:&#039;&#039;&lt;br /&gt;
** The standard aim will fire a projectile forward at a height 1.5 tiles off of the ground (in the middle of the 2nd tile up from the ground).&lt;br /&gt;
** The spread shot fires 2 projectiles at 1.0 and 2.0 tiles off the ground.&lt;br /&gt;
** You can aim straight up.&lt;br /&gt;
** You can aim diagonal attacks at 45 degrees either up or down.&lt;br /&gt;
** While not on the ground, you can fire a projectile straight down.&lt;br /&gt;
&lt;br /&gt;
== Exploring ==&lt;br /&gt;
The player is roughly 2.5 tiles tall and 1 tile wide. Most environments have vertical clearance of at least 3 tiles and gaps will be at least 1 tile wide. This includes doorways and hallways. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement Options&#039;&#039;&#039;&lt;br /&gt;
* While standing at full height, the player can move left and right.&lt;br /&gt;
* While on the ground, the player can jump or crouch.&lt;br /&gt;
* While not on the ground, the player can still control their left and right trajectory.&lt;br /&gt;
* While crouching, the player can shrink to tiny form. Moving or jumping while crouching will result in standing up first.&lt;br /&gt;
* While in tiny form, you can move left and right, remaining in tiny form.&lt;br /&gt;
* There are many movement upgrades that add to this list when they have been found and are enabled.&lt;br /&gt;
&lt;br /&gt;
= Escape =&lt;br /&gt;
After beating the final boss, a mad dash must be made to the escape pod. &lt;br /&gt;
* All save, recharge, and map stations are disabled.&lt;br /&gt;
* All doors are changed to blue regardless of previous requirements for opening them.&lt;br /&gt;
* There will still be environmental difficulties such as water and lava.&lt;br /&gt;
* Enemies are no longer present.&lt;br /&gt;
* Uncollected items will still be present in the world and can still be collected.&lt;br /&gt;
* This event will be timed. &lt;br /&gt;
** No free movement abilities will be granted, so it may be difficult to finish on time.&lt;br /&gt;
** The available time will be calculated by the number of rooms required for the escape, plus some comfortable padding.&lt;br /&gt;
** The calculation assumes all available movement abilities have been collected, but it should be possible to finish with some missing.&lt;br /&gt;
* Failing the escape&lt;br /&gt;
** Will place you at your last save prior to the final boss.&lt;br /&gt;
** You can avoid the final boss chamber and instead go to gather more uncollected upgrades.&lt;br /&gt;
** If you try the escape again immediately, the final boss will already be defeated.&lt;br /&gt;
** The final boss will be reset to alive if any additional upgrade is collected.&lt;br /&gt;
** If the final boss is already dead, the timer will start again when you enter the final boss chamber.&lt;br /&gt;
** The escape pod is not active unless the timer has been started.&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Design&amp;diff=372</id>
		<title>Design</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Design&amp;diff=372"/>
		<updated>2026-09-21T00:29:40Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: /* Core Upgrades */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Story =&lt;br /&gt;
The story of this game is derived from Greek mythology, which is full of arguments between and within families.  This one involves two families of gods and the unending collection of planets that are ruined and then restored in the process.&lt;br /&gt;
&lt;br /&gt;
== Cast of Characters ==&lt;br /&gt;
* &#039;&#039;&#039;Eris&#039;&#039;&#039; - Goddess of Strife and Discord &#039;&#039;(Her human form is controlled by the player.)&#039;&#039;&lt;br /&gt;
** Daughter of Nyx&lt;br /&gt;
** Sister of Hypnos&lt;br /&gt;
** Mother of Lethe&lt;br /&gt;
* &#039;&#039;&#039;Nyx&#039;&#039;&#039; - Goddess of Night&lt;br /&gt;
** Mother of Eris and Hypnos&lt;br /&gt;
* &#039;&#039;&#039;Hypnos&#039;&#039;&#039; - God of Sleep&lt;br /&gt;
** Son of Nyx&lt;br /&gt;
** Brother of Eris&lt;br /&gt;
* &#039;&#039;&#039;Lethe&#039;&#039;&#039; - Goddess of Forgetfulness&lt;br /&gt;
** Daughter of Eris&lt;br /&gt;
* &#039;&#039;&#039;Themis&#039;&#039;&#039; - Goddess of Divine Law and Order&lt;br /&gt;
** Advisor to Zeus&lt;br /&gt;
** Judge of other gods&lt;br /&gt;
** Daughter of Uranus and Gaia&lt;br /&gt;
* &#039;&#039;&#039;Gaia&#039;&#039;&#039; - Goddess of Earth&lt;br /&gt;
** Mother of Themis&lt;br /&gt;
&lt;br /&gt;
== The Story Cycle ==&lt;br /&gt;
You are the dark goddess Eris in human form, condemned to repair the damage you caused to a planet. This story repeats in a loop indefinitely.&lt;br /&gt;
&lt;br /&gt;
# Eris causes war and destruction on a planet for her own entertainment. The destruction results in the elimination of most life and an imbalance of the elements.&lt;br /&gt;
# The destruction and imbalance of elements deeply upsets Gaia. She partner&#039;s with Zeus and her daughter Themis to put Eris on trial.&lt;br /&gt;
# Themis agrees to try Eris for what she considers to be crimes against nature.  &lt;br /&gt;
# Eris is found guilty and is sentenced to restore the elemental balance as a human placed directly on a planet she had ruined.&lt;br /&gt;
# Themis incarnates Eris to a human form to prepare for her punishment.&lt;br /&gt;
# Eris&#039; daughter Lethe and brother Hypnos are compelled by Zeus to wipe Eris&#039; memory and put her into a deep sleep. This causes her to forget being a goddess entirely and prevents her from fully understanding the nature of her condemnation.&lt;br /&gt;
# Eris is delivered to the ruined planet with an escape pod.&lt;br /&gt;
# The escape pod has a message that indicates the requirement to restore the balance of the elements, provides a basic weapon to use, and indicates it cannot be activated until the balance has been restored. There is a final warning that Eris’ presence itself is a destabilizing force on the planet.&lt;br /&gt;
# Eris wakes up near the escape pod. She doesn&#039;t know why she is here, the escape shows the message and provides the weapon to use.&lt;br /&gt;
# Driven by her desire to leave the ruined planet, Eris works to restore the balance of the elements by defeating the bosses of each biome and then a final boss in its own biome.&lt;br /&gt;
# After the defeat of the final boss with the balance finally restored, Eris must return to the escape pod prior to time running out, presumably to avoid destabilizing the elements again.&lt;br /&gt;
# When Eris gets to the escape pod and enters it ready to leave the planet, the now active escape pod ramps up in power to fly away. Instead of launching to space it violently explodes, wiping the human form of Eris from existence.&lt;br /&gt;
# With her human form annihilated in the explosion, Eris returns to the realm of the gods. Being a goddess and immortal, her memories return (but not of what she did while in human form). Being a dark goddess she resumes doing what she does best... Causing strife and discord on another planet. This returns her to step #1 in the cycle but with a new planet.&lt;br /&gt;
&lt;br /&gt;
= Upgrades =&lt;br /&gt;
As you explore the planet, you discover upgrades that improve your survivability, movement, and the ways you can attack things.&lt;br /&gt;
&lt;br /&gt;
== Core Upgrades == &lt;br /&gt;
There are typically multiple copies of each of these core upgrades and finding multiple of them increases the amount of whatever is controlled by that type of upgrade.  For example, finding an additional energy capsule will increase the amount of damage you can take before being killed and finding additional missile upgrades will increase how many missiles you can carry.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Core Upgrades&lt;br /&gt;
!Upgrade!!Category!!Base&amp;lt;br /&amp;gt;Amount!!Upgrade&amp;lt;br /&amp;gt;Count!!Amount&amp;lt;br /&amp;gt;Each!!Upgrade&amp;lt;br /&amp;gt;Amount!!Total&amp;lt;br /&amp;gt;Amount!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Health Capsule]]||Health||99||15||50||750||849||Increases the maximum amount of energy you can hold. Essentially improves the number of hits you can take before being killed.&lt;br /&gt;
|-&lt;br /&gt;
|[[Backup Health Capsule]]||Health||0||4||75||300||300||Holds energy in reserve. This is partially health with extra steps, but it provides a sort of &amp;quot;fairy in a bottle&amp;quot; mechanic that can help your survivability if you lose track of how close to dead you are.&lt;br /&gt;
|-&lt;br /&gt;
|[[Elemental Capsule]]||Ammo||25||11||25||275||300||Increases the max amount of elemental ammo you can hold. Locating the elemental gun upgrade includes a capacity of 25 shots. Elemental ammo capacity can be used for any elemental ammo type for which you have the orb. You must collect the gun before these are useful, but you can collect them even without the gun.&lt;br /&gt;
|-&lt;br /&gt;
|[[Missiles]]||Ammo||0||40||3||120||120||Increases the maximum number of missiles you can hold. These can’t be used until you have at least one.&lt;br /&gt;
|-&lt;br /&gt;
|[[Big Missiles]]||Ammo||0||15||2||30||30||Increases the maximum number of big missiles you can hold. These can’t be used until you have at least one.&lt;br /&gt;
|-&lt;br /&gt;
|[[Big Bombs]]||Ammo||0||15||3||45||45||Increases the maximum number of big bombs you can hold. These can’t be used until you have at least one. These give a small upward motion while in liquid even without the appropriate suit.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|100 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Health Transfers ===&lt;br /&gt;
Energy can be shunted back and forth between normal and backup manually at any time. Each manual transfer, regardless of size or direction, costs 10 energy to perform. An automatic transfer occurs when normal energy runs out. The full amount possible will be transferred until either the backup storage is empty or normal storage is full. Automatic transfers are considered an emergency situation and are performed without an extra energy cost.&lt;br /&gt;
&lt;br /&gt;
== Suits == &lt;br /&gt;
The environment is dangerous and suit upgrades help you survive and get around. All suit capabilities stack when active and all suits can be active simultaneously.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Suits&lt;br /&gt;
!Suit!!Effect!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Defense Suit]]||-50% General Damage||Reduces damage received from everything. It should be noted that later areas have enemies that hit at least 50% harder.&lt;br /&gt;
|-&lt;br /&gt;
|[[Liquid Suit]]||+90% Liquid Movement||Restores most of the lost movement caused by being in liquids. Water is way thinner than Mud or Lava. Doesn&#039;t change damage amounts.&lt;br /&gt;
|-&lt;br /&gt;
|[[Heat Suit]]||Heat Damage Reduction||Heated areas that hurt you, now hurt you way less (2%). Lava hurts you way slower too (15%). Doesn&#039;t change damage amounts from sources that are not environments.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cold Suit]]||Cold Damage Reduction||Super cold areas that hurt you, now hurt you way less (2%). Cold water hurts you way slower too (15%). Doesn&#039;t change damage amounts from sources that are not environments.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|4 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
These upgrades improve the movement capabilities of the player, which in turn control access to various places. I briefly considered a grapple hook style item, but I don’t particularly want to have to code it and make it behave well. It&#039;s my opinion that there has never been a grapple hook ability that was implemented in a way that was actually fun.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Movement Upgrades&lt;br /&gt;
!Upgrade!!Category!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[High Jump]]||Jump||Amount of vertical movement when you jump is increased. See [[Jump Mechanics]] for more details.&lt;br /&gt;
|-&lt;br /&gt;
|[[Double Jump]]||Jump||Can jump a second time while not on the ground. Stacks with High Jump to create an even higher possible jump height. See [[Jump Mechanics]] for more details.&lt;br /&gt;
|-&lt;br /&gt;
|[[Dash]]||Speed||A short range, very high speed dash that goes left or right. Can only be performed once per jump, and only while not on the ground.&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertical Launch]]||Launch||Can launch vertically from a crouch position, requires a short charge delay to activate. Consumes energy to use, will automatically stop if health drops below 100. Not usable in cat form. Automatically opens doors on impact and continues into the next room.&lt;br /&gt;
|-&lt;br /&gt;
|[[Sprint]]||Speed||Can run very fast and break sprint blocks. Requires distance to build up to max speed, consumes energy while at max speed and when breaking sprint blocks. Cannot be used with less than 100 energy and hitting 99 energy stops an active max speed sprint. It falls back to still moving faster than normal. Without this, Eris moves at her normal speed regardless of available energy.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cat Form]]||Size||Allows the player to change into a cat to move through short passages. Can drop bombs in this form if available. Automatically includes a short range swipe attack and the ability to jump as high as in human form. Not effected by high jump or double jump. &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|6 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cat Form ==&lt;br /&gt;
These upgrades improve the capabilities of the player when in the cat form.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Cat Form Upgrades&lt;br /&gt;
!Upgrade!!Category!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Cat Dash]]||Speed||A short range, very high speed dash that goes left or right. Can only be performed once per jump, but as a cat it can also be performed on the ground to clear small drops in tunnels. It has a cooldown delay that effectively guarantees it is slower than sprinting when repeating it over and over. This is to avoid the problem where shield dash is the exclusive means of travel in Castlevania: Symphony of the Night for speed running.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cat Claws]]||Grab||Can grab onto certain walls. Allows climbing of some surfaces, and jumping or horizontal launching off of them when attached. This only works in cat form.&lt;br /&gt;
|-&lt;br /&gt;
|[[Horizontal Launch]]||Launch||Can launch horizontally from a wall grab, requires a short charge delay to activate. Consumes energy to use, will automatically stop if health drops below 100. Mind your surroundings, this could get you into trouble. Automatically opens doors on impact and continues into the next room.&lt;br /&gt;
|-&lt;br /&gt;
|[[Bombs]]||Attack||Allows the dropping of small bombs when in cat form. They are unlimited ammo and break bombable blocks. They are not strong enough to move the player in liquid without the appropriate suit.&lt;br /&gt;
|-&lt;br /&gt;
|[[Big Bombs]]||Attack||Allows the dropping of big bombs when in cat form. See the core upgrade description for more details. These can slightly move the player in liquid without the appropriate suit.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|4 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weapon Upgrades == &lt;br /&gt;
Your weapon can be upgraded to do more damage. This makes enemies easier to kill, allows getting past certain obstacles or opening certain doors, and in general improves your ability to survive.&lt;br /&gt;
&lt;br /&gt;
=== Standard Gun Upgrades ===&lt;br /&gt;
All effects in the table below stack but the total damage percentage improvement is relative to the base weapon. None of these require any form of ammo to use, they are your standard blaster weapons. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Weapon Upgrades&lt;br /&gt;
!Weapon!!Effect!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Blaster]]||None||The standard gun you start with. You shoot stuff, it hurts stuff.&lt;br /&gt;
|-&lt;br /&gt;
|[[Power]]||+50% Damage||Causes your gun to be more powerful. Hurts stuff more.&lt;br /&gt;
|-&lt;br /&gt;
|[[Spread]]||2 Parallel Shots||Causes your gun to fire 2 parallel shots at once (one slightly above normal and one slightly below normal). Each shot does the full damage if it hits. They are tracked separately.&lt;br /&gt;
|-&lt;br /&gt;
|[[Quantum]]||+25% Damage||Allows your shots to pass through solid things in the environment (unlimited). Has no effect on passing through enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[Phased]]||+25% Damage||Allows your shots to pass through living things. Up to 2 additional enemies can be hurt if they are behind the original target. The same enemy cannot be hit more than once by each shot with this effect. Has no effect on passing through the environment.&lt;br /&gt;
|-&lt;br /&gt;
|[[Charge]]||+25% Damage (when charged)||Allows energy to be collected in the weapon and discharged all at once. Charging takes roughly 1 second. Damage bonus only applies when weapon is charged before release. This also allows your weapon to hit like a missile against creatures that can only be damaged by missile attacks.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|7 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Elemental Upgrades ===&lt;br /&gt;
These are upgrades that provide elemental powers to your weapon. Only one can be active at a time, but effects and damage improvements are always on top of whatever other weapon upgrades are active.&lt;br /&gt;
All elements are strong against their opposite, slightly strong against the element that is similar to their opposite, slightly weak against the element that is slightly strong against them, and very weak against themselves.&lt;br /&gt;
[[File:Fracterebus_element_interactions.png|right|Graph showing how pairs of pairs of elements interact.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Elemental Weapon Features&lt;br /&gt;
!Target!!Effect!!Description&lt;br /&gt;
|-&lt;br /&gt;
|Normal or Other||+20% Damage||When something isn&#039;t associated with any particular element or is not one of the categories listed below, you still cause some extra damage when using an elemental weapon.&lt;br /&gt;
|-&lt;br /&gt;
|Same Element||-90% Damage||When something is associated with the same element you are using, you deal dramatically less damage to them.&lt;br /&gt;
|-&lt;br /&gt;
|Opposite Element||+100% Damage||When something is the opposite element to what you are using, you deal dramatically more damage to them.&lt;br /&gt;
|-&lt;br /&gt;
|Similar Element||-40% Damage||When something is from an element that is similar to the element you are using, you deal less damage.&lt;br /&gt;
|-&lt;br /&gt;
|Similar Opposite Element||+40% Damage||When something is similar to the element that is the opposite of the element you are using, you deal more damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Specific Elemental Effects ===&lt;br /&gt;
Each biome has a main boss that is the strongest form of the element from that biome and guards the weapon that is strong against it. These weapons also have a special extra feature. New biomes may be added over time, the current list of biomes is: Fire, Ice, Electric, Water, Light, Dark, Life, Death, Earth, Air, Gravity, Void.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Specific Elemental Effects&lt;br /&gt;
!Element!!Very&amp;lt;br /&amp;gt;Strong Against!!Slightly&amp;lt;br /&amp;gt;Strong Against!!Similar to&amp;lt;br /&amp;gt;Weakness!!Special Effect&lt;br /&gt;
|-&lt;br /&gt;
|Fire||Ice||Water||Electric||Allows burning of certain environmental barriers.&lt;br /&gt;
|-&lt;br /&gt;
|Ice||Fire||Electric||Water||If an enemy would take lethal damage, they are instead frozen in place and can be used as a platform.&lt;br /&gt;
|-&lt;br /&gt;
|Electric||Water||Ice||Fire||Can activate unpowered electrical things.&lt;br /&gt;
|-&lt;br /&gt;
|Water||Electric||Fire||Ice||Can short out electrical things.&lt;br /&gt;
|-&lt;br /&gt;
|Light||Dark||Death||Life||Can light very dark areas.&lt;br /&gt;
|-&lt;br /&gt;
|Dark||Light||Life||Death||Can dim very bright lights.&lt;br /&gt;
|-&lt;br /&gt;
|Life||Death||Dark||Light||Can create a barrier out of new life.&lt;br /&gt;
|-&lt;br /&gt;
|Death||Life||Light||Dark||Can wither certain environmental barriers.&lt;br /&gt;
|-&lt;br /&gt;
|Earth||Air||Void||Gravity||Allows downward shots to form a small pile of dirt that can be used to get slightly higher.&lt;br /&gt;
|-&lt;br /&gt;
|Air||Earth||Gravity||Void||Allows upward shots to form a small tornado that pulls you slightly higher.&lt;br /&gt;
|-&lt;br /&gt;
|Gravity||Void||Air||Earth||Crushes things?&lt;br /&gt;
|-&lt;br /&gt;
|Void||Gravity||Earth||Air||Explodes things?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Item Drops =&lt;br /&gt;
These are the things that drop when enemies are killed. Their purpose is to refill various consumables. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Item Drops&lt;br /&gt;
!Drop!!Category!!Amount!!Description&lt;br /&gt;
|-&lt;br /&gt;
|Small Energy||Health||+5||Small increase in current health up to allowed max health. Overflow redirected to backup.&lt;br /&gt;
|-&lt;br /&gt;
|Large Energy||Health||+25||Large increase in current health up to allowed max health. Overflow redirected to backup.&lt;br /&gt;
|-&lt;br /&gt;
|Huge Energy||Health||+100||Very rare massive increase in current health up to allowed max health. Overflow redirected to backup.&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||Elemental||+10||Small increase in current elemental ammo amount up to allowed max capacity.&lt;br /&gt;
|-&lt;br /&gt;
|Large Elemental||Elemental||+25||Large increase in current elemental ammo amount up to allowed max capacity.&lt;br /&gt;
|-&lt;br /&gt;
|Missile||Missile||+2||Adds missiles to your current count, up to the max number of missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Missile Bunch||Missile||+5||Adds missiles to your current count, up to the max number of missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Big Missile||Big Missile||+1||Adds a big missile to your current count, up to the max number of big missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Big Missile Bunch||Big Missile||+3||Adds big missiles to your current count, up to the max number of big missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Big Bomb||Big Bomb||+1||Adds a big bomb to your current count, up to the max number of big bombs.&lt;br /&gt;
|-&lt;br /&gt;
|Big Bomb Bunch||Big Bomb||+3||Adds big bombs to your current count, up to the max number of big bombs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Loot Tables =&lt;br /&gt;
Enemies have different loot tables that associate item drops with a weight. The weight controls the odds of each item dropping. At the time the enemy dies, the required loot table for that enemy is loaded and then adjusted based on the player&#039;s current needs. For example, a player that is already full of missiles won&#039;t see missile drops most of the time. This results in a reduction of time sunk into farming for supplies and an overall better player experience. &lt;br /&gt;
&lt;br /&gt;
== Base Loot Tables ==&lt;br /&gt;
Loot tables are set up in a way that only configures possible items. Any item that is not explicitly configured has essentially no chance of dropping.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Example Loot Table&lt;br /&gt;
!Drop!!Weight!!Effective%&lt;br /&gt;
|-&lt;br /&gt;
|Nothing||5||5%&lt;br /&gt;
|-&lt;br /&gt;
|Anything||5||5%&lt;br /&gt;
|-&lt;br /&gt;
|Small Health||50||50%&lt;br /&gt;
|-&lt;br /&gt;
|Large Health||10||10%&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||15||15%&lt;br /&gt;
|-&lt;br /&gt;
|Missile||15||15%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;||100||100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Player State Adjustment ==&lt;br /&gt;
Adjustments for player state are made by item category. (Health, Elemental, Missile, BigMissile, and BigBomb.) Anything the player already has their max capacity of is removed from the loot table. Using the above loot table as an example, if the player is full on health, the two possible health drops are removed from the table. This changes the probability of the remaining options automatically.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ When Player Has Max Health&lt;br /&gt;
!Drop!!Weight!!Effective%&lt;br /&gt;
|-&lt;br /&gt;
|Nothing||5||12.5%&lt;br /&gt;
|-&lt;br /&gt;
|Anything||5||12.5%&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||15||37.5%&lt;br /&gt;
|-&lt;br /&gt;
|Missile||15||37.5%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;||40||100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There is also a special adjustment made if the player is below 50 health. Loot tables in that situation are modified to favor health drops over other things to try to help the player recover. Note that a loot table that doesn&#039;t have health drops will not be affected by this. The way it works is that each health item in the list has 20 weight added to it. Using the same example above, that would change the table to this.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Critical Health Loot Table&lt;br /&gt;
!Drop!!Weight!!Effective%&lt;br /&gt;
|-&lt;br /&gt;
|Nothing||5||3.6%&lt;br /&gt;
|-&lt;br /&gt;
|Anything||5||3.6%&lt;br /&gt;
|-&lt;br /&gt;
|Small Health||70||50.0%&lt;br /&gt;
|-&lt;br /&gt;
|Large Health||30||21.4%&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||15||10.7%&lt;br /&gt;
|-&lt;br /&gt;
|Missile||15||10.7%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;||140||100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Special Options ==&lt;br /&gt;
&lt;br /&gt;
The special categories of &amp;quot;Nothing&amp;quot; and &amp;quot;Anything&amp;quot; are for making loot feel more exciting. If a loot roll lands on Nothing, then obviously there is no drop   at all. (Sorry.) If a loot roll lands on Anything, a loot reroll occurs that uses a table that has every item being both possible and equally likely. Nothing and Anything are not part of this special table. This results in every in the game being capable of dropping every item. It may not be especially likely, but it can happen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Special &amp;quot;Anything&amp;quot; Loot Table&lt;br /&gt;
!Drop!!Weight!!Effective%&lt;br /&gt;
|-&lt;br /&gt;
|Small Health||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Large Energy||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Huge Energy||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Large Elemental||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Missile||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Missile Bunch||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Big Missile||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Big Missile Bunch||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Big Bomb||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Big Bomb Bunch||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;||11||100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Controls =&lt;br /&gt;
The player is expected to be reasonably agile and controlling Eris should feel responsive, but it has to follow a standard set of rules. The standard unit of measure is a tile, think of it as a small square amount of space. &lt;br /&gt;
&lt;br /&gt;
== Attacking ==&lt;br /&gt;
The primary form of attack is through the use of a projectile weapon without melee attack options. When in tiny form attacks can be performed using explosives. All tile measurements are actually relative to the player, but are described as from the ground for easier explanation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shooting Options&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;When NOT Moving:&#039;&#039;&lt;br /&gt;
** Standing:&lt;br /&gt;
*** The standard aim will fire a projectile forward at a height 1.5 tiles off of the ground (in the middle of the 2nd tile up from the ground).&lt;br /&gt;
*** The spread shot fires 2 projectiles at 1.0 and 2.0 tiles off the ground.&lt;br /&gt;
*** You can aim straight up.&lt;br /&gt;
*** You can aim diagonal attacks at 45 degrees either up or down.&lt;br /&gt;
** Crouching:&lt;br /&gt;
*** The standard aim will fire a projectile closer to the ground at a height of 0.7 tiles off the ground.&lt;br /&gt;
*** The spread shot fires 2 projectiles at 0.4 and 1.0 tiles off the ground.&lt;br /&gt;
*** You can aim straight up.&lt;br /&gt;
*** You can aim diagonal attacks at 45 degrees either up or down.&lt;br /&gt;
* &#039;&#039;When Moving:&#039;&#039;&lt;br /&gt;
** The standard aim will fire a projectile forward at a height 1.5 tiles off of the ground (in the middle of the 2nd tile up from the ground).&lt;br /&gt;
** The spread shot fires 2 projectiles at 1.0 and 2.0 tiles off the ground.&lt;br /&gt;
** You can aim straight up.&lt;br /&gt;
** You can aim diagonal attacks at 45 degrees either up or down.&lt;br /&gt;
** (You cannot move while crouching.)&lt;br /&gt;
* &#039;&#039;When Jumping:&#039;&#039;&lt;br /&gt;
** The standard aim will fire a projectile forward at a height 1.5 tiles off of the ground (in the middle of the 2nd tile up from the ground).&lt;br /&gt;
** The spread shot fires 2 projectiles at 1.0 and 2.0 tiles off the ground.&lt;br /&gt;
** You can aim straight up.&lt;br /&gt;
** You can aim diagonal attacks at 45 degrees either up or down.&lt;br /&gt;
** While not on the ground, you can fire a projectile straight down.&lt;br /&gt;
&lt;br /&gt;
== Exploring ==&lt;br /&gt;
The player is roughly 2.5 tiles tall and 1 tile wide. Most environments have vertical clearance of at least 3 tiles and gaps will be at least 1 tile wide. This includes doorways and hallways. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement Options&#039;&#039;&#039;&lt;br /&gt;
* While standing at full height, the player can move left and right.&lt;br /&gt;
* While on the ground, the player can jump or crouch.&lt;br /&gt;
* While not on the ground, the player can still control their left and right trajectory.&lt;br /&gt;
* While crouching, the player can shrink to tiny form. Moving or jumping while crouching will result in standing up first.&lt;br /&gt;
* While in tiny form, you can move left and right, remaining in tiny form.&lt;br /&gt;
* There are many movement upgrades that add to this list when they have been found and are enabled.&lt;br /&gt;
&lt;br /&gt;
= Escape =&lt;br /&gt;
After beating the final boss, a mad dash must be made to the escape pod. &lt;br /&gt;
* All save, recharge, and map stations are disabled.&lt;br /&gt;
* All doors are changed to blue regardless of previous requirements for opening them.&lt;br /&gt;
* There will still be environmental difficulties such as water and lava.&lt;br /&gt;
* Enemies are no longer present.&lt;br /&gt;
* Uncollected items will still be present in the world and can still be collected.&lt;br /&gt;
* This event will be timed. &lt;br /&gt;
** No free movement abilities will be granted, so it may be difficult to finish on time.&lt;br /&gt;
** The available time will be calculated by the number of rooms required for the escape, plus some comfortable padding.&lt;br /&gt;
** The calculation assumes all available movement abilities have been collected, but it should be possible to finish with some missing.&lt;br /&gt;
* Failing the escape&lt;br /&gt;
** Will place you at your last save prior to the final boss.&lt;br /&gt;
** You can avoid the final boss chamber and instead go to gather more uncollected upgrades.&lt;br /&gt;
** If you try the escape again immediately, the final boss will already be defeated.&lt;br /&gt;
** The final boss will be reset to alive if any additional upgrade is collected.&lt;br /&gt;
** If the final boss is already dead, the timer will start again when you enter the final boss chamber.&lt;br /&gt;
** The escape pod is not active unless the timer has been started.&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Design&amp;diff=371</id>
		<title>Design</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Design&amp;diff=371"/>
		<updated>2026-09-21T00:03:11Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: /* Core Upgrades */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Story =&lt;br /&gt;
The story of this game is derived from Greek mythology, which is full of arguments between and within families.  This one involves two families of gods and the unending collection of planets that are ruined and then restored in the process.&lt;br /&gt;
&lt;br /&gt;
== Cast of Characters ==&lt;br /&gt;
* &#039;&#039;&#039;Eris&#039;&#039;&#039; - Goddess of Strife and Discord &#039;&#039;(Her human form is controlled by the player.)&#039;&#039;&lt;br /&gt;
** Daughter of Nyx&lt;br /&gt;
** Sister of Hypnos&lt;br /&gt;
** Mother of Lethe&lt;br /&gt;
* &#039;&#039;&#039;Nyx&#039;&#039;&#039; - Goddess of Night&lt;br /&gt;
** Mother of Eris and Hypnos&lt;br /&gt;
* &#039;&#039;&#039;Hypnos&#039;&#039;&#039; - God of Sleep&lt;br /&gt;
** Son of Nyx&lt;br /&gt;
** Brother of Eris&lt;br /&gt;
* &#039;&#039;&#039;Lethe&#039;&#039;&#039; - Goddess of Forgetfulness&lt;br /&gt;
** Daughter of Eris&lt;br /&gt;
* &#039;&#039;&#039;Themis&#039;&#039;&#039; - Goddess of Divine Law and Order&lt;br /&gt;
** Advisor to Zeus&lt;br /&gt;
** Judge of other gods&lt;br /&gt;
** Daughter of Uranus and Gaia&lt;br /&gt;
* &#039;&#039;&#039;Gaia&#039;&#039;&#039; - Goddess of Earth&lt;br /&gt;
** Mother of Themis&lt;br /&gt;
&lt;br /&gt;
== The Story Cycle ==&lt;br /&gt;
You are the dark goddess Eris in human form, condemned to repair the damage you caused to a planet. This story repeats in a loop indefinitely.&lt;br /&gt;
&lt;br /&gt;
# Eris causes war and destruction on a planet for her own entertainment. The destruction results in the elimination of most life and an imbalance of the elements.&lt;br /&gt;
# The destruction and imbalance of elements deeply upsets Gaia. She partner&#039;s with Zeus and her daughter Themis to put Eris on trial.&lt;br /&gt;
# Themis agrees to try Eris for what she considers to be crimes against nature.  &lt;br /&gt;
# Eris is found guilty and is sentenced to restore the elemental balance as a human placed directly on a planet she had ruined.&lt;br /&gt;
# Themis incarnates Eris to a human form to prepare for her punishment.&lt;br /&gt;
# Eris&#039; daughter Lethe and brother Hypnos are compelled by Zeus to wipe Eris&#039; memory and put her into a deep sleep. This causes her to forget being a goddess entirely and prevents her from fully understanding the nature of her condemnation.&lt;br /&gt;
# Eris is delivered to the ruined planet with an escape pod.&lt;br /&gt;
# The escape pod has a message that indicates the requirement to restore the balance of the elements, provides a basic weapon to use, and indicates it cannot be activated until the balance has been restored. There is a final warning that Eris’ presence itself is a destabilizing force on the planet.&lt;br /&gt;
# Eris wakes up near the escape pod. She doesn&#039;t know why she is here, the escape shows the message and provides the weapon to use.&lt;br /&gt;
# Driven by her desire to leave the ruined planet, Eris works to restore the balance of the elements by defeating the bosses of each biome and then a final boss in its own biome.&lt;br /&gt;
# After the defeat of the final boss with the balance finally restored, Eris must return to the escape pod prior to time running out, presumably to avoid destabilizing the elements again.&lt;br /&gt;
# When Eris gets to the escape pod and enters it ready to leave the planet, the now active escape pod ramps up in power to fly away. Instead of launching to space it violently explodes, wiping the human form of Eris from existence.&lt;br /&gt;
# With her human form annihilated in the explosion, Eris returns to the realm of the gods. Being a goddess and immortal, her memories return (but not of what she did while in human form). Being a dark goddess she resumes doing what she does best... Causing strife and discord on another planet. This returns her to step #1 in the cycle but with a new planet.&lt;br /&gt;
&lt;br /&gt;
= Upgrades =&lt;br /&gt;
As you explore the planet, you discover upgrades that improve your survivability, movement, and the ways you can attack things.&lt;br /&gt;
&lt;br /&gt;
== Core Upgrades == &lt;br /&gt;
There are typically multiple copies of each of these core upgrades and finding multiple of them increases the amount of whatever is controlled by that type of upgrade.  For example, finding an additional energy capsule will increase the amount of damage you can take before being killed and finding additional missile upgrades will increase how many missiles you can carry.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Core Upgrades&lt;br /&gt;
!Upgrade!!Category!!Base&amp;lt;br /&amp;gt;Amount!!Upgrade&amp;lt;br /&amp;gt;Count!!Amount&amp;lt;br /&amp;gt;Each!!Total&amp;lt;br /&amp;gt;Amount!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Health Capsule]]||Health||99||9||100||999||Increases the maximum amount of energy you can hold. Essentially improves the number of hits you can take before being killed.&lt;br /&gt;
|-&lt;br /&gt;
|[[Backup Health Capsule]]||Health||0||5||100||500||Holds energy in reserve. This is partially health with extra steps, but it provides a sort of &amp;quot;fairy in a bottle&amp;quot; mechanic that can help your survivability if you lose track of how close to dead you are.&lt;br /&gt;
|-&lt;br /&gt;
|[[Elemental Capsule]]||Ammo||0||11||25||300||Increases the max amount of elemental ammo you can use by 25. The first time you acquire an elemental weapon, it includes a capacity of 25 shots. Elemental ammo capacity can be used for any elemental ammo type. (i.e. there aren&#039;t different elemental capsules for each element.)&lt;br /&gt;
|-&lt;br /&gt;
|[[Missiles]]||Ammo||0||5||50||100||Increases the max number of missiles you can fire before running out by 2. Can’t be used at all until you have at least one.&lt;br /&gt;
|-&lt;br /&gt;
|[[Big Missiles]]||Ammo||0||2||25||50||Increases the max number of big missiles you can fire before running out by 2. Can’t be used at all until you have at least one.&lt;br /&gt;
|-&lt;br /&gt;
|[[Big Bombs]]||Ammo||0||2||25||100||Increases the max number of big bombs you can drop before running out by 4. Can’t be used at all until you have at least one. This give a small upward motion while in liquid without the appropriate suit.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|125 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Health Transfers ===&lt;br /&gt;
Energy can be shunted back and forth between normal and backup manually at any time. Each manual transfer, regardless of size or direction, costs 10 energy to perform. An automatic transfer occurs when normal energy runs out. The full amount possible will be transferred until either the backup storage is empty or normal storage is full. Automatic transfers are considered an emergency situation and are performed without an extra energy cost.&lt;br /&gt;
&lt;br /&gt;
== Suits == &lt;br /&gt;
The environment is dangerous and suit upgrades help you survive and get around. All suit capabilities stack when active and all suits can be active simultaneously.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Suits&lt;br /&gt;
!Suit!!Effect!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Defense Suit]]||-50% General Damage||Reduces damage received from everything. It should be noted that later areas have enemies that hit at least 50% harder.&lt;br /&gt;
|-&lt;br /&gt;
|[[Liquid Suit]]||+90% Liquid Movement||Restores most of the lost movement caused by being in liquids. Water is way thinner than Mud or Lava. Doesn&#039;t change damage amounts.&lt;br /&gt;
|-&lt;br /&gt;
|[[Heat Suit]]||Heat Damage Reduction||Heated areas that hurt you, now hurt you way less (2%). Lava hurts you way slower too (15%). Doesn&#039;t change damage amounts from sources that are not environments.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cold Suit]]||Cold Damage Reduction||Super cold areas that hurt you, now hurt you way less (2%). Cold water hurts you way slower too (15%). Doesn&#039;t change damage amounts from sources that are not environments.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|4 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
These upgrades improve the movement capabilities of the player, which in turn control access to various places. I briefly considered a grapple hook style item, but I don’t particularly want to have to code it and make it behave well. It&#039;s my opinion that there has never been a grapple hook ability that was implemented in a way that was actually fun.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Movement Upgrades&lt;br /&gt;
!Upgrade!!Category!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[High Jump]]||Jump||Amount of vertical movement when you jump is increased. See [[Jump Mechanics]] for more details.&lt;br /&gt;
|-&lt;br /&gt;
|[[Double Jump]]||Jump||Can jump a second time while not on the ground. Stacks with High Jump to create an even higher possible jump height. See [[Jump Mechanics]] for more details.&lt;br /&gt;
|-&lt;br /&gt;
|[[Dash]]||Speed||A short range, very high speed dash that goes left or right. Can only be performed once per jump, and only while not on the ground.&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertical Launch]]||Launch||Can launch vertically from a crouch position, requires a short charge delay to activate. Consumes energy to use, will automatically stop if health drops below 100. Not usable in cat form. Automatically opens doors on impact and continues into the next room.&lt;br /&gt;
|-&lt;br /&gt;
|[[Sprint]]||Speed||Can run very fast and break sprint blocks. Requires distance to build up to max speed, consumes energy while at max speed and when breaking sprint blocks. Cannot be used with less than 100 energy and hitting 99 energy stops an active max speed sprint. It falls back to still moving faster than normal. Without this, Eris moves at her normal speed regardless of available energy.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cat Form]]||Size||Allows the player to change into a cat to move through short passages. Can drop bombs in this form if available. Automatically includes a short range swipe attack and the ability to jump as high as in human form. Not effected by high jump or double jump. &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|6 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cat Form ==&lt;br /&gt;
These upgrades improve the capabilities of the player when in the cat form.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Cat Form Upgrades&lt;br /&gt;
!Upgrade!!Category!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Cat Dash]]||Speed||A short range, very high speed dash that goes left or right. Can only be performed once per jump, but as a cat it can also be performed on the ground to clear small drops in tunnels. It has a cooldown delay that effectively guarantees it is slower than sprinting when repeating it over and over. This is to avoid the problem where shield dash is the exclusive means of travel in Castlevania: Symphony of the Night for speed running.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cat Claws]]||Grab||Can grab onto certain walls. Allows climbing of some surfaces, and jumping or horizontal launching off of them when attached. This only works in cat form.&lt;br /&gt;
|-&lt;br /&gt;
|[[Horizontal Launch]]||Launch||Can launch horizontally from a wall grab, requires a short charge delay to activate. Consumes energy to use, will automatically stop if health drops below 100. Mind your surroundings, this could get you into trouble. Automatically opens doors on impact and continues into the next room.&lt;br /&gt;
|-&lt;br /&gt;
|[[Bombs]]||Attack||Allows the dropping of small bombs when in cat form. They are unlimited ammo and break bombable blocks. They are not strong enough to move the player in liquid without the appropriate suit.&lt;br /&gt;
|-&lt;br /&gt;
|[[Big Bombs]]||Attack||Allows the dropping of big bombs when in cat form. See the core upgrade description for more details. These can slightly move the player in liquid without the appropriate suit.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|4 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weapon Upgrades == &lt;br /&gt;
Your weapon can be upgraded to do more damage. This makes enemies easier to kill, allows getting past certain obstacles or opening certain doors, and in general improves your ability to survive.&lt;br /&gt;
&lt;br /&gt;
=== Standard Gun Upgrades ===&lt;br /&gt;
All effects in the table below stack but the total damage percentage improvement is relative to the base weapon. None of these require any form of ammo to use, they are your standard blaster weapons. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Weapon Upgrades&lt;br /&gt;
!Weapon!!Effect!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Blaster]]||None||The standard gun you start with. You shoot stuff, it hurts stuff.&lt;br /&gt;
|-&lt;br /&gt;
|[[Power]]||+50% Damage||Causes your gun to be more powerful. Hurts stuff more.&lt;br /&gt;
|-&lt;br /&gt;
|[[Spread]]||2 Parallel Shots||Causes your gun to fire 2 parallel shots at once (one slightly above normal and one slightly below normal). Each shot does the full damage if it hits. They are tracked separately.&lt;br /&gt;
|-&lt;br /&gt;
|[[Quantum]]||+25% Damage||Allows your shots to pass through solid things in the environment (unlimited). Has no effect on passing through enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[Phased]]||+25% Damage||Allows your shots to pass through living things. Up to 2 additional enemies can be hurt if they are behind the original target. The same enemy cannot be hit more than once by each shot with this effect. Has no effect on passing through the environment.&lt;br /&gt;
|-&lt;br /&gt;
|[[Charge]]||+25% Damage (when charged)||Allows energy to be collected in the weapon and discharged all at once. Charging takes roughly 1 second. Damage bonus only applies when weapon is charged before release. This also allows your weapon to hit like a missile against creatures that can only be damaged by missile attacks.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|7 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Elemental Upgrades ===&lt;br /&gt;
These are upgrades that provide elemental powers to your weapon. Only one can be active at a time, but effects and damage improvements are always on top of whatever other weapon upgrades are active.&lt;br /&gt;
All elements are strong against their opposite, slightly strong against the element that is similar to their opposite, slightly weak against the element that is slightly strong against them, and very weak against themselves.&lt;br /&gt;
[[File:Fracterebus_element_interactions.png|right|Graph showing how pairs of pairs of elements interact.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Elemental Weapon Features&lt;br /&gt;
!Target!!Effect!!Description&lt;br /&gt;
|-&lt;br /&gt;
|Normal or Other||+20% Damage||When something isn&#039;t associated with any particular element or is not one of the categories listed below, you still cause some extra damage when using an elemental weapon.&lt;br /&gt;
|-&lt;br /&gt;
|Same Element||-90% Damage||When something is associated with the same element you are using, you deal dramatically less damage to them.&lt;br /&gt;
|-&lt;br /&gt;
|Opposite Element||+100% Damage||When something is the opposite element to what you are using, you deal dramatically more damage to them.&lt;br /&gt;
|-&lt;br /&gt;
|Similar Element||-40% Damage||When something is from an element that is similar to the element you are using, you deal less damage.&lt;br /&gt;
|-&lt;br /&gt;
|Similar Opposite Element||+40% Damage||When something is similar to the element that is the opposite of the element you are using, you deal more damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Specific Elemental Effects ===&lt;br /&gt;
Each biome has a main boss that is the strongest form of the element from that biome and guards the weapon that is strong against it. These weapons also have a special extra feature. New biomes may be added over time, the current list of biomes is: Fire, Ice, Electric, Water, Light, Dark, Life, Death, Earth, Air, Gravity, Void.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Specific Elemental Effects&lt;br /&gt;
!Element!!Very&amp;lt;br /&amp;gt;Strong Against!!Slightly&amp;lt;br /&amp;gt;Strong Against!!Similar to&amp;lt;br /&amp;gt;Weakness!!Special Effect&lt;br /&gt;
|-&lt;br /&gt;
|Fire||Ice||Water||Electric||Allows burning of certain environmental barriers.&lt;br /&gt;
|-&lt;br /&gt;
|Ice||Fire||Electric||Water||If an enemy would take lethal damage, they are instead frozen in place and can be used as a platform.&lt;br /&gt;
|-&lt;br /&gt;
|Electric||Water||Ice||Fire||Can activate unpowered electrical things.&lt;br /&gt;
|-&lt;br /&gt;
|Water||Electric||Fire||Ice||Can short out electrical things.&lt;br /&gt;
|-&lt;br /&gt;
|Light||Dark||Death||Life||Can light very dark areas.&lt;br /&gt;
|-&lt;br /&gt;
|Dark||Light||Life||Death||Can dim very bright lights.&lt;br /&gt;
|-&lt;br /&gt;
|Life||Death||Dark||Light||Can create a barrier out of new life.&lt;br /&gt;
|-&lt;br /&gt;
|Death||Life||Light||Dark||Can wither certain environmental barriers.&lt;br /&gt;
|-&lt;br /&gt;
|Earth||Air||Void||Gravity||Allows downward shots to form a small pile of dirt that can be used to get slightly higher.&lt;br /&gt;
|-&lt;br /&gt;
|Air||Earth||Gravity||Void||Allows upward shots to form a small tornado that pulls you slightly higher.&lt;br /&gt;
|-&lt;br /&gt;
|Gravity||Void||Air||Earth||Crushes things?&lt;br /&gt;
|-&lt;br /&gt;
|Void||Gravity||Earth||Air||Explodes things?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Item Drops =&lt;br /&gt;
These are the things that drop when enemies are killed. Their purpose is to refill various consumables. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Item Drops&lt;br /&gt;
!Drop!!Category!!Amount!!Description&lt;br /&gt;
|-&lt;br /&gt;
|Small Energy||Health||+5||Small increase in current health up to allowed max health. Overflow redirected to backup.&lt;br /&gt;
|-&lt;br /&gt;
|Large Energy||Health||+25||Large increase in current health up to allowed max health. Overflow redirected to backup.&lt;br /&gt;
|-&lt;br /&gt;
|Huge Energy||Health||+100||Very rare massive increase in current health up to allowed max health. Overflow redirected to backup.&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||Elemental||+10||Small increase in current elemental ammo amount up to allowed max capacity.&lt;br /&gt;
|-&lt;br /&gt;
|Large Elemental||Elemental||+25||Large increase in current elemental ammo amount up to allowed max capacity.&lt;br /&gt;
|-&lt;br /&gt;
|Missile||Missile||+2||Adds missiles to your current count, up to the max number of missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Missile Bunch||Missile||+5||Adds missiles to your current count, up to the max number of missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Big Missile||Big Missile||+1||Adds a big missile to your current count, up to the max number of big missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Big Missile Bunch||Big Missile||+3||Adds big missiles to your current count, up to the max number of big missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Big Bomb||Big Bomb||+1||Adds a big bomb to your current count, up to the max number of big bombs.&lt;br /&gt;
|-&lt;br /&gt;
|Big Bomb Bunch||Big Bomb||+3||Adds big bombs to your current count, up to the max number of big bombs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Loot Tables =&lt;br /&gt;
Enemies have different loot tables that associate item drops with a weight. The weight controls the odds of each item dropping. At the time the enemy dies, the required loot table for that enemy is loaded and then adjusted based on the player&#039;s current needs. For example, a player that is already full of missiles won&#039;t see missile drops most of the time. This results in a reduction of time sunk into farming for supplies and an overall better player experience. &lt;br /&gt;
&lt;br /&gt;
== Base Loot Tables ==&lt;br /&gt;
Loot tables are set up in a way that only configures possible items. Any item that is not explicitly configured has essentially no chance of dropping.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Example Loot Table&lt;br /&gt;
!Drop!!Weight!!Effective%&lt;br /&gt;
|-&lt;br /&gt;
|Nothing||5||5%&lt;br /&gt;
|-&lt;br /&gt;
|Anything||5||5%&lt;br /&gt;
|-&lt;br /&gt;
|Small Health||50||50%&lt;br /&gt;
|-&lt;br /&gt;
|Large Health||10||10%&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||15||15%&lt;br /&gt;
|-&lt;br /&gt;
|Missile||15||15%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;||100||100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Player State Adjustment ==&lt;br /&gt;
Adjustments for player state are made by item category. (Health, Elemental, Missile, BigMissile, and BigBomb.) Anything the player already has their max capacity of is removed from the loot table. Using the above loot table as an example, if the player is full on health, the two possible health drops are removed from the table. This changes the probability of the remaining options automatically.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ When Player Has Max Health&lt;br /&gt;
!Drop!!Weight!!Effective%&lt;br /&gt;
|-&lt;br /&gt;
|Nothing||5||12.5%&lt;br /&gt;
|-&lt;br /&gt;
|Anything||5||12.5%&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||15||37.5%&lt;br /&gt;
|-&lt;br /&gt;
|Missile||15||37.5%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;||40||100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There is also a special adjustment made if the player is below 50 health. Loot tables in that situation are modified to favor health drops over other things to try to help the player recover. Note that a loot table that doesn&#039;t have health drops will not be affected by this. The way it works is that each health item in the list has 20 weight added to it. Using the same example above, that would change the table to this.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Critical Health Loot Table&lt;br /&gt;
!Drop!!Weight!!Effective%&lt;br /&gt;
|-&lt;br /&gt;
|Nothing||5||3.6%&lt;br /&gt;
|-&lt;br /&gt;
|Anything||5||3.6%&lt;br /&gt;
|-&lt;br /&gt;
|Small Health||70||50.0%&lt;br /&gt;
|-&lt;br /&gt;
|Large Health||30||21.4%&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||15||10.7%&lt;br /&gt;
|-&lt;br /&gt;
|Missile||15||10.7%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;||140||100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Special Options ==&lt;br /&gt;
&lt;br /&gt;
The special categories of &amp;quot;Nothing&amp;quot; and &amp;quot;Anything&amp;quot; are for making loot feel more exciting. If a loot roll lands on Nothing, then obviously there is no drop   at all. (Sorry.) If a loot roll lands on Anything, a loot reroll occurs that uses a table that has every item being both possible and equally likely. Nothing and Anything are not part of this special table. This results in every in the game being capable of dropping every item. It may not be especially likely, but it can happen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Special &amp;quot;Anything&amp;quot; Loot Table&lt;br /&gt;
!Drop!!Weight!!Effective%&lt;br /&gt;
|-&lt;br /&gt;
|Small Health||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Large Energy||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Huge Energy||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Large Elemental||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Missile||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Missile Bunch||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Big Missile||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Big Missile Bunch||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Big Bomb||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Big Bomb Bunch||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;||11||100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Controls =&lt;br /&gt;
The player is expected to be reasonably agile and controlling Eris should feel responsive, but it has to follow a standard set of rules. The standard unit of measure is a tile, think of it as a small square amount of space. &lt;br /&gt;
&lt;br /&gt;
== Attacking ==&lt;br /&gt;
The primary form of attack is through the use of a projectile weapon without melee attack options. When in tiny form attacks can be performed using explosives. All tile measurements are actually relative to the player, but are described as from the ground for easier explanation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shooting Options&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;When NOT Moving:&#039;&#039;&lt;br /&gt;
** Standing:&lt;br /&gt;
*** The standard aim will fire a projectile forward at a height 1.5 tiles off of the ground (in the middle of the 2nd tile up from the ground).&lt;br /&gt;
*** The spread shot fires 2 projectiles at 1.0 and 2.0 tiles off the ground.&lt;br /&gt;
*** You can aim straight up.&lt;br /&gt;
*** You can aim diagonal attacks at 45 degrees either up or down.&lt;br /&gt;
** Crouching:&lt;br /&gt;
*** The standard aim will fire a projectile closer to the ground at a height of 0.7 tiles off the ground.&lt;br /&gt;
*** The spread shot fires 2 projectiles at 0.4 and 1.0 tiles off the ground.&lt;br /&gt;
*** You can aim straight up.&lt;br /&gt;
*** You can aim diagonal attacks at 45 degrees either up or down.&lt;br /&gt;
* &#039;&#039;When Moving:&#039;&#039;&lt;br /&gt;
** The standard aim will fire a projectile forward at a height 1.5 tiles off of the ground (in the middle of the 2nd tile up from the ground).&lt;br /&gt;
** The spread shot fires 2 projectiles at 1.0 and 2.0 tiles off the ground.&lt;br /&gt;
** You can aim straight up.&lt;br /&gt;
** You can aim diagonal attacks at 45 degrees either up or down.&lt;br /&gt;
** (You cannot move while crouching.)&lt;br /&gt;
* &#039;&#039;When Jumping:&#039;&#039;&lt;br /&gt;
** The standard aim will fire a projectile forward at a height 1.5 tiles off of the ground (in the middle of the 2nd tile up from the ground).&lt;br /&gt;
** The spread shot fires 2 projectiles at 1.0 and 2.0 tiles off the ground.&lt;br /&gt;
** You can aim straight up.&lt;br /&gt;
** You can aim diagonal attacks at 45 degrees either up or down.&lt;br /&gt;
** While not on the ground, you can fire a projectile straight down.&lt;br /&gt;
&lt;br /&gt;
== Exploring ==&lt;br /&gt;
The player is roughly 2.5 tiles tall and 1 tile wide. Most environments have vertical clearance of at least 3 tiles and gaps will be at least 1 tile wide. This includes doorways and hallways. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement Options&#039;&#039;&#039;&lt;br /&gt;
* While standing at full height, the player can move left and right.&lt;br /&gt;
* While on the ground, the player can jump or crouch.&lt;br /&gt;
* While not on the ground, the player can still control their left and right trajectory.&lt;br /&gt;
* While crouching, the player can shrink to tiny form. Moving or jumping while crouching will result in standing up first.&lt;br /&gt;
* While in tiny form, you can move left and right, remaining in tiny form.&lt;br /&gt;
* There are many movement upgrades that add to this list when they have been found and are enabled.&lt;br /&gt;
&lt;br /&gt;
= Escape =&lt;br /&gt;
After beating the final boss, a mad dash must be made to the escape pod. &lt;br /&gt;
* All save, recharge, and map stations are disabled.&lt;br /&gt;
* All doors are changed to blue regardless of previous requirements for opening them.&lt;br /&gt;
* There will still be environmental difficulties such as water and lava.&lt;br /&gt;
* Enemies are no longer present.&lt;br /&gt;
* Uncollected items will still be present in the world and can still be collected.&lt;br /&gt;
* This event will be timed. &lt;br /&gt;
** No free movement abilities will be granted, so it may be difficult to finish on time.&lt;br /&gt;
** The available time will be calculated by the number of rooms required for the escape, plus some comfortable padding.&lt;br /&gt;
** The calculation assumes all available movement abilities have been collected, but it should be possible to finish with some missing.&lt;br /&gt;
* Failing the escape&lt;br /&gt;
** Will place you at your last save prior to the final boss.&lt;br /&gt;
** You can avoid the final boss chamber and instead go to gather more uncollected upgrades.&lt;br /&gt;
** If you try the escape again immediately, the final boss will already be defeated.&lt;br /&gt;
** The final boss will be reset to alive if any additional upgrade is collected.&lt;br /&gt;
** If the final boss is already dead, the timer will start again when you enter the final boss chamber.&lt;br /&gt;
** The escape pod is not active unless the timer has been started.&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Design&amp;diff=370</id>
		<title>Design</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Design&amp;diff=370"/>
		<updated>2026-09-20T23:42:33Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: /* Core Upgrades */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Story =&lt;br /&gt;
The story of this game is derived from Greek mythology, which is full of arguments between and within families.  This one involves two families of gods and the unending collection of planets that are ruined and then restored in the process.&lt;br /&gt;
&lt;br /&gt;
== Cast of Characters ==&lt;br /&gt;
* &#039;&#039;&#039;Eris&#039;&#039;&#039; - Goddess of Strife and Discord &#039;&#039;(Her human form is controlled by the player.)&#039;&#039;&lt;br /&gt;
** Daughter of Nyx&lt;br /&gt;
** Sister of Hypnos&lt;br /&gt;
** Mother of Lethe&lt;br /&gt;
* &#039;&#039;&#039;Nyx&#039;&#039;&#039; - Goddess of Night&lt;br /&gt;
** Mother of Eris and Hypnos&lt;br /&gt;
* &#039;&#039;&#039;Hypnos&#039;&#039;&#039; - God of Sleep&lt;br /&gt;
** Son of Nyx&lt;br /&gt;
** Brother of Eris&lt;br /&gt;
* &#039;&#039;&#039;Lethe&#039;&#039;&#039; - Goddess of Forgetfulness&lt;br /&gt;
** Daughter of Eris&lt;br /&gt;
* &#039;&#039;&#039;Themis&#039;&#039;&#039; - Goddess of Divine Law and Order&lt;br /&gt;
** Advisor to Zeus&lt;br /&gt;
** Judge of other gods&lt;br /&gt;
** Daughter of Uranus and Gaia&lt;br /&gt;
* &#039;&#039;&#039;Gaia&#039;&#039;&#039; - Goddess of Earth&lt;br /&gt;
** Mother of Themis&lt;br /&gt;
&lt;br /&gt;
== The Story Cycle ==&lt;br /&gt;
You are the dark goddess Eris in human form, condemned to repair the damage you caused to a planet. This story repeats in a loop indefinitely.&lt;br /&gt;
&lt;br /&gt;
# Eris causes war and destruction on a planet for her own entertainment. The destruction results in the elimination of most life and an imbalance of the elements.&lt;br /&gt;
# The destruction and imbalance of elements deeply upsets Gaia. She partner&#039;s with Zeus and her daughter Themis to put Eris on trial.&lt;br /&gt;
# Themis agrees to try Eris for what she considers to be crimes against nature.  &lt;br /&gt;
# Eris is found guilty and is sentenced to restore the elemental balance as a human placed directly on a planet she had ruined.&lt;br /&gt;
# Themis incarnates Eris to a human form to prepare for her punishment.&lt;br /&gt;
# Eris&#039; daughter Lethe and brother Hypnos are compelled by Zeus to wipe Eris&#039; memory and put her into a deep sleep. This causes her to forget being a goddess entirely and prevents her from fully understanding the nature of her condemnation.&lt;br /&gt;
# Eris is delivered to the ruined planet with an escape pod.&lt;br /&gt;
# The escape pod has a message that indicates the requirement to restore the balance of the elements, provides a basic weapon to use, and indicates it cannot be activated until the balance has been restored. There is a final warning that Eris’ presence itself is a destabilizing force on the planet.&lt;br /&gt;
# Eris wakes up near the escape pod. She doesn&#039;t know why she is here, the escape shows the message and provides the weapon to use.&lt;br /&gt;
# Driven by her desire to leave the ruined planet, Eris works to restore the balance of the elements by defeating the bosses of each biome and then a final boss in its own biome.&lt;br /&gt;
# After the defeat of the final boss with the balance finally restored, Eris must return to the escape pod prior to time running out, presumably to avoid destabilizing the elements again.&lt;br /&gt;
# When Eris gets to the escape pod and enters it ready to leave the planet, the now active escape pod ramps up in power to fly away. Instead of launching to space it violently explodes, wiping the human form of Eris from existence.&lt;br /&gt;
# With her human form annihilated in the explosion, Eris returns to the realm of the gods. Being a goddess and immortal, her memories return (but not of what she did while in human form). Being a dark goddess she resumes doing what she does best... Causing strife and discord on another planet. This returns her to step #1 in the cycle but with a new planet.&lt;br /&gt;
&lt;br /&gt;
= Upgrades =&lt;br /&gt;
As you explore the planet, you discover upgrades that improve your survivability, movement, and the ways you can attack things.&lt;br /&gt;
&lt;br /&gt;
== Core Upgrades == &lt;br /&gt;
There are typically multiple copies of each of these core upgrades and finding multiple of them increases the amount of whatever is controlled by that type of upgrade.  For example, finding an additional energy capsule will increase the amount of damage you can take before being killed and finding additional missile upgrades will increase how many missiles you can carry.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Core Upgrades&lt;br /&gt;
!Upgrade!!Category!!Upgrade&amp;lt;br /&amp;gt;Count!!Total&amp;lt;br /&amp;gt;Amount!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Health Capsule]]||Health||9||999||Increases the max amount of heath you have by 100. Essentially improves the number of hits you can take before being killed.&lt;br /&gt;
|-&lt;br /&gt;
|[[Backup Health Capsule]]||Health||5||500||Gives a place to store additional energy beyond the max, each one holds 100 extra. This is partially health with extra steps, but it provides a sort of &amp;quot;fairy in a bottle&amp;quot; mechanic that can help your survivability if you lose track of how close to dead you are.&lt;br /&gt;
|-&lt;br /&gt;
|[[Elemental Capsule]]||Ammo||11||300||Increases the max amount of elemental ammo you can use by 25. The first time you acquire an elemental weapon, it includes a capacity of 25 shots. Elemental ammo capacity can be used for any elemental ammo type. (i.e. there aren&#039;t different elemental capsules for each element.)&lt;br /&gt;
|-&lt;br /&gt;
|[[Missiles]]||Ammo||50||100||Increases the max number of missiles you can fire before running out by 2. Can’t be used at all until you have at least one.&lt;br /&gt;
|-&lt;br /&gt;
|[[Big Missiles]]||Ammo||25||50||Increases the max number of big missiles you can fire before running out by 2. Can’t be used at all until you have at least one.&lt;br /&gt;
|-&lt;br /&gt;
|[[Big Bombs]]||Ammo||25||100||Increases the max number of big bombs you can drop before running out by 4. Can’t be used at all until you have at least one. This give a small upward motion while in liquid without the appropriate suit.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|125 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Health Transfers ===&lt;br /&gt;
Energy can be shunted back and forth between normal and backup manually at any time. Each manual transfer, regardless of size or direction, costs 10 energy to perform. An automatic transfer occurs when normal energy runs out. The full amount possible will be transferred until either the backup storage is empty or normal storage is full. Automatic transfers are considered an emergency situation and are performed without an extra energy cost.&lt;br /&gt;
&lt;br /&gt;
== Suits == &lt;br /&gt;
The environment is dangerous and suit upgrades help you survive and get around. All suit capabilities stack when active and all suits can be active simultaneously.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Suits&lt;br /&gt;
!Suit!!Effect!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Defense Suit]]||-50% General Damage||Reduces damage received from everything. It should be noted that later areas have enemies that hit at least 50% harder.&lt;br /&gt;
|-&lt;br /&gt;
|[[Liquid Suit]]||+90% Liquid Movement||Restores most of the lost movement caused by being in liquids. Water is way thinner than Mud or Lava. Doesn&#039;t change damage amounts.&lt;br /&gt;
|-&lt;br /&gt;
|[[Heat Suit]]||Heat Damage Reduction||Heated areas that hurt you, now hurt you way less (2%). Lava hurts you way slower too (15%). Doesn&#039;t change damage amounts from sources that are not environments.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cold Suit]]||Cold Damage Reduction||Super cold areas that hurt you, now hurt you way less (2%). Cold water hurts you way slower too (15%). Doesn&#039;t change damage amounts from sources that are not environments.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|4 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
These upgrades improve the movement capabilities of the player, which in turn control access to various places. I briefly considered a grapple hook style item, but I don’t particularly want to have to code it and make it behave well. It&#039;s my opinion that there has never been a grapple hook ability that was implemented in a way that was actually fun.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Movement Upgrades&lt;br /&gt;
!Upgrade!!Category!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[High Jump]]||Jump||Amount of vertical movement when you jump is increased. See [[Jump Mechanics]] for more details.&lt;br /&gt;
|-&lt;br /&gt;
|[[Double Jump]]||Jump||Can jump a second time while not on the ground. Stacks with High Jump to create an even higher possible jump height. See [[Jump Mechanics]] for more details.&lt;br /&gt;
|-&lt;br /&gt;
|[[Dash]]||Speed||A short range, very high speed dash that goes left or right. Can only be performed once per jump, and only while not on the ground.&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertical Launch]]||Launch||Can launch vertically from a crouch position, requires a short charge delay to activate. Consumes energy to use, will automatically stop if health drops below 100. Not usable in cat form. Automatically opens doors on impact and continues into the next room.&lt;br /&gt;
|-&lt;br /&gt;
|[[Sprint]]||Speed||Can run very fast and break sprint blocks. Requires distance to build up to max speed, consumes energy while at max speed and when breaking sprint blocks. Cannot be used with less than 100 energy and hitting 99 energy stops an active max speed sprint. It falls back to still moving faster than normal. Without this, Eris moves at her normal speed regardless of available energy.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cat Form]]||Size||Allows the player to change into a cat to move through short passages. Can drop bombs in this form if available. Automatically includes a short range swipe attack and the ability to jump as high as in human form. Not effected by high jump or double jump. &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|6 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cat Form ==&lt;br /&gt;
These upgrades improve the capabilities of the player when in the cat form.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Cat Form Upgrades&lt;br /&gt;
!Upgrade!!Category!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Cat Dash]]||Speed||A short range, very high speed dash that goes left or right. Can only be performed once per jump, but as a cat it can also be performed on the ground to clear small drops in tunnels. It has a cooldown delay that effectively guarantees it is slower than sprinting when repeating it over and over. This is to avoid the problem where shield dash is the exclusive means of travel in Castlevania: Symphony of the Night for speed running.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cat Claws]]||Grab||Can grab onto certain walls. Allows climbing of some surfaces, and jumping or horizontal launching off of them when attached. This only works in cat form.&lt;br /&gt;
|-&lt;br /&gt;
|[[Horizontal Launch]]||Launch||Can launch horizontally from a wall grab, requires a short charge delay to activate. Consumes energy to use, will automatically stop if health drops below 100. Mind your surroundings, this could get you into trouble. Automatically opens doors on impact and continues into the next room.&lt;br /&gt;
|-&lt;br /&gt;
|[[Bombs]]||Attack||Allows the dropping of small bombs when in cat form. They are unlimited ammo and break bombable blocks. They are not strong enough to move the player in liquid without the appropriate suit.&lt;br /&gt;
|-&lt;br /&gt;
|[[Big Bombs]]||Attack||Allows the dropping of big bombs when in cat form. See the core upgrade description for more details. These can slightly move the player in liquid without the appropriate suit.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|4 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weapon Upgrades == &lt;br /&gt;
Your weapon can be upgraded to do more damage. This makes enemies easier to kill, allows getting past certain obstacles or opening certain doors, and in general improves your ability to survive.&lt;br /&gt;
&lt;br /&gt;
=== Standard Gun Upgrades ===&lt;br /&gt;
All effects in the table below stack but the total damage percentage improvement is relative to the base weapon. None of these require any form of ammo to use, they are your standard blaster weapons. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Weapon Upgrades&lt;br /&gt;
!Weapon!!Effect!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Blaster]]||None||The standard gun you start with. You shoot stuff, it hurts stuff.&lt;br /&gt;
|-&lt;br /&gt;
|[[Power]]||+50% Damage||Causes your gun to be more powerful. Hurts stuff more.&lt;br /&gt;
|-&lt;br /&gt;
|[[Spread]]||2 Parallel Shots||Causes your gun to fire 2 parallel shots at once (one slightly above normal and one slightly below normal). Each shot does the full damage if it hits. They are tracked separately.&lt;br /&gt;
|-&lt;br /&gt;
|[[Quantum]]||+25% Damage||Allows your shots to pass through solid things in the environment (unlimited). Has no effect on passing through enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[Phased]]||+25% Damage||Allows your shots to pass through living things. Up to 2 additional enemies can be hurt if they are behind the original target. The same enemy cannot be hit more than once by each shot with this effect. Has no effect on passing through the environment.&lt;br /&gt;
|-&lt;br /&gt;
|[[Charge]]||+25% Damage (when charged)||Allows energy to be collected in the weapon and discharged all at once. Charging takes roughly 1 second. Damage bonus only applies when weapon is charged before release. This also allows your weapon to hit like a missile against creatures that can only be damaged by missile attacks.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|7 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Elemental Upgrades ===&lt;br /&gt;
These are upgrades that provide elemental powers to your weapon. Only one can be active at a time, but effects and damage improvements are always on top of whatever other weapon upgrades are active.&lt;br /&gt;
All elements are strong against their opposite, slightly strong against the element that is similar to their opposite, slightly weak against the element that is slightly strong against them, and very weak against themselves.&lt;br /&gt;
[[File:Fracterebus_element_interactions.png|right|Graph showing how pairs of pairs of elements interact.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Elemental Weapon Features&lt;br /&gt;
!Target!!Effect!!Description&lt;br /&gt;
|-&lt;br /&gt;
|Normal or Other||+20% Damage||When something isn&#039;t associated with any particular element or is not one of the categories listed below, you still cause some extra damage when using an elemental weapon.&lt;br /&gt;
|-&lt;br /&gt;
|Same Element||-90% Damage||When something is associated with the same element you are using, you deal dramatically less damage to them.&lt;br /&gt;
|-&lt;br /&gt;
|Opposite Element||+100% Damage||When something is the opposite element to what you are using, you deal dramatically more damage to them.&lt;br /&gt;
|-&lt;br /&gt;
|Similar Element||-40% Damage||When something is from an element that is similar to the element you are using, you deal less damage.&lt;br /&gt;
|-&lt;br /&gt;
|Similar Opposite Element||+40% Damage||When something is similar to the element that is the opposite of the element you are using, you deal more damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Specific Elemental Effects ===&lt;br /&gt;
Each biome has a main boss that is the strongest form of the element from that biome and guards the weapon that is strong against it. These weapons also have a special extra feature. New biomes may be added over time, the current list of biomes is: Fire, Ice, Electric, Water, Light, Dark, Life, Death, Earth, Air, Gravity, Void.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Specific Elemental Effects&lt;br /&gt;
!Element!!Very&amp;lt;br /&amp;gt;Strong Against!!Slightly&amp;lt;br /&amp;gt;Strong Against!!Similar to&amp;lt;br /&amp;gt;Weakness!!Special Effect&lt;br /&gt;
|-&lt;br /&gt;
|Fire||Ice||Water||Electric||Allows burning of certain environmental barriers.&lt;br /&gt;
|-&lt;br /&gt;
|Ice||Fire||Electric||Water||If an enemy would take lethal damage, they are instead frozen in place and can be used as a platform.&lt;br /&gt;
|-&lt;br /&gt;
|Electric||Water||Ice||Fire||Can activate unpowered electrical things.&lt;br /&gt;
|-&lt;br /&gt;
|Water||Electric||Fire||Ice||Can short out electrical things.&lt;br /&gt;
|-&lt;br /&gt;
|Light||Dark||Death||Life||Can light very dark areas.&lt;br /&gt;
|-&lt;br /&gt;
|Dark||Light||Life||Death||Can dim very bright lights.&lt;br /&gt;
|-&lt;br /&gt;
|Life||Death||Dark||Light||Can create a barrier out of new life.&lt;br /&gt;
|-&lt;br /&gt;
|Death||Life||Light||Dark||Can wither certain environmental barriers.&lt;br /&gt;
|-&lt;br /&gt;
|Earth||Air||Void||Gravity||Allows downward shots to form a small pile of dirt that can be used to get slightly higher.&lt;br /&gt;
|-&lt;br /&gt;
|Air||Earth||Gravity||Void||Allows upward shots to form a small tornado that pulls you slightly higher.&lt;br /&gt;
|-&lt;br /&gt;
|Gravity||Void||Air||Earth||Crushes things?&lt;br /&gt;
|-&lt;br /&gt;
|Void||Gravity||Earth||Air||Explodes things?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Item Drops =&lt;br /&gt;
These are the things that drop when enemies are killed. Their purpose is to refill various consumables. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Item Drops&lt;br /&gt;
!Drop!!Category!!Amount!!Description&lt;br /&gt;
|-&lt;br /&gt;
|Small Energy||Health||+5||Small increase in current health up to allowed max health. Overflow redirected to backup.&lt;br /&gt;
|-&lt;br /&gt;
|Large Energy||Health||+25||Large increase in current health up to allowed max health. Overflow redirected to backup.&lt;br /&gt;
|-&lt;br /&gt;
|Huge Energy||Health||+100||Very rare massive increase in current health up to allowed max health. Overflow redirected to backup.&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||Elemental||+10||Small increase in current elemental ammo amount up to allowed max capacity.&lt;br /&gt;
|-&lt;br /&gt;
|Large Elemental||Elemental||+25||Large increase in current elemental ammo amount up to allowed max capacity.&lt;br /&gt;
|-&lt;br /&gt;
|Missile||Missile||+2||Adds missiles to your current count, up to the max number of missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Missile Bunch||Missile||+5||Adds missiles to your current count, up to the max number of missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Big Missile||Big Missile||+1||Adds a big missile to your current count, up to the max number of big missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Big Missile Bunch||Big Missile||+3||Adds big missiles to your current count, up to the max number of big missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Big Bomb||Big Bomb||+1||Adds a big bomb to your current count, up to the max number of big bombs.&lt;br /&gt;
|-&lt;br /&gt;
|Big Bomb Bunch||Big Bomb||+3||Adds big bombs to your current count, up to the max number of big bombs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Loot Tables =&lt;br /&gt;
Enemies have different loot tables that associate item drops with a weight. The weight controls the odds of each item dropping. At the time the enemy dies, the required loot table for that enemy is loaded and then adjusted based on the player&#039;s current needs. For example, a player that is already full of missiles won&#039;t see missile drops most of the time. This results in a reduction of time sunk into farming for supplies and an overall better player experience. &lt;br /&gt;
&lt;br /&gt;
== Base Loot Tables ==&lt;br /&gt;
Loot tables are set up in a way that only configures possible items. Any item that is not explicitly configured has essentially no chance of dropping.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Example Loot Table&lt;br /&gt;
!Drop!!Weight!!Effective%&lt;br /&gt;
|-&lt;br /&gt;
|Nothing||5||5%&lt;br /&gt;
|-&lt;br /&gt;
|Anything||5||5%&lt;br /&gt;
|-&lt;br /&gt;
|Small Health||50||50%&lt;br /&gt;
|-&lt;br /&gt;
|Large Health||10||10%&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||15||15%&lt;br /&gt;
|-&lt;br /&gt;
|Missile||15||15%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;||100||100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Player State Adjustment ==&lt;br /&gt;
Adjustments for player state are made by item category. (Health, Elemental, Missile, BigMissile, and BigBomb.) Anything the player already has their max capacity of is removed from the loot table. Using the above loot table as an example, if the player is full on health, the two possible health drops are removed from the table. This changes the probability of the remaining options automatically.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ When Player Has Max Health&lt;br /&gt;
!Drop!!Weight!!Effective%&lt;br /&gt;
|-&lt;br /&gt;
|Nothing||5||12.5%&lt;br /&gt;
|-&lt;br /&gt;
|Anything||5||12.5%&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||15||37.5%&lt;br /&gt;
|-&lt;br /&gt;
|Missile||15||37.5%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;||40||100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There is also a special adjustment made if the player is below 50 health. Loot tables in that situation are modified to favor health drops over other things to try to help the player recover. Note that a loot table that doesn&#039;t have health drops will not be affected by this. The way it works is that each health item in the list has 20 weight added to it. Using the same example above, that would change the table to this.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Critical Health Loot Table&lt;br /&gt;
!Drop!!Weight!!Effective%&lt;br /&gt;
|-&lt;br /&gt;
|Nothing||5||3.6%&lt;br /&gt;
|-&lt;br /&gt;
|Anything||5||3.6%&lt;br /&gt;
|-&lt;br /&gt;
|Small Health||70||50.0%&lt;br /&gt;
|-&lt;br /&gt;
|Large Health||30||21.4%&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||15||10.7%&lt;br /&gt;
|-&lt;br /&gt;
|Missile||15||10.7%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;||140||100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Special Options ==&lt;br /&gt;
&lt;br /&gt;
The special categories of &amp;quot;Nothing&amp;quot; and &amp;quot;Anything&amp;quot; are for making loot feel more exciting. If a loot roll lands on Nothing, then obviously there is no drop   at all. (Sorry.) If a loot roll lands on Anything, a loot reroll occurs that uses a table that has every item being both possible and equally likely. Nothing and Anything are not part of this special table. This results in every in the game being capable of dropping every item. It may not be especially likely, but it can happen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Special &amp;quot;Anything&amp;quot; Loot Table&lt;br /&gt;
!Drop!!Weight!!Effective%&lt;br /&gt;
|-&lt;br /&gt;
|Small Health||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Large Energy||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Huge Energy||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Large Elemental||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Missile||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Missile Bunch||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Big Missile||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Big Missile Bunch||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Big Bomb||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Big Bomb Bunch||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;||11||100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Controls =&lt;br /&gt;
The player is expected to be reasonably agile and controlling Eris should feel responsive, but it has to follow a standard set of rules. The standard unit of measure is a tile, think of it as a small square amount of space. &lt;br /&gt;
&lt;br /&gt;
== Attacking ==&lt;br /&gt;
The primary form of attack is through the use of a projectile weapon without melee attack options. When in tiny form attacks can be performed using explosives. All tile measurements are actually relative to the player, but are described as from the ground for easier explanation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shooting Options&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;When NOT Moving:&#039;&#039;&lt;br /&gt;
** Standing:&lt;br /&gt;
*** The standard aim will fire a projectile forward at a height 1.5 tiles off of the ground (in the middle of the 2nd tile up from the ground).&lt;br /&gt;
*** The spread shot fires 2 projectiles at 1.0 and 2.0 tiles off the ground.&lt;br /&gt;
*** You can aim straight up.&lt;br /&gt;
*** You can aim diagonal attacks at 45 degrees either up or down.&lt;br /&gt;
** Crouching:&lt;br /&gt;
*** The standard aim will fire a projectile closer to the ground at a height of 0.7 tiles off the ground.&lt;br /&gt;
*** The spread shot fires 2 projectiles at 0.4 and 1.0 tiles off the ground.&lt;br /&gt;
*** You can aim straight up.&lt;br /&gt;
*** You can aim diagonal attacks at 45 degrees either up or down.&lt;br /&gt;
* &#039;&#039;When Moving:&#039;&#039;&lt;br /&gt;
** The standard aim will fire a projectile forward at a height 1.5 tiles off of the ground (in the middle of the 2nd tile up from the ground).&lt;br /&gt;
** The spread shot fires 2 projectiles at 1.0 and 2.0 tiles off the ground.&lt;br /&gt;
** You can aim straight up.&lt;br /&gt;
** You can aim diagonal attacks at 45 degrees either up or down.&lt;br /&gt;
** (You cannot move while crouching.)&lt;br /&gt;
* &#039;&#039;When Jumping:&#039;&#039;&lt;br /&gt;
** The standard aim will fire a projectile forward at a height 1.5 tiles off of the ground (in the middle of the 2nd tile up from the ground).&lt;br /&gt;
** The spread shot fires 2 projectiles at 1.0 and 2.0 tiles off the ground.&lt;br /&gt;
** You can aim straight up.&lt;br /&gt;
** You can aim diagonal attacks at 45 degrees either up or down.&lt;br /&gt;
** While not on the ground, you can fire a projectile straight down.&lt;br /&gt;
&lt;br /&gt;
== Exploring ==&lt;br /&gt;
The player is roughly 2.5 tiles tall and 1 tile wide. Most environments have vertical clearance of at least 3 tiles and gaps will be at least 1 tile wide. This includes doorways and hallways. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement Options&#039;&#039;&#039;&lt;br /&gt;
* While standing at full height, the player can move left and right.&lt;br /&gt;
* While on the ground, the player can jump or crouch.&lt;br /&gt;
* While not on the ground, the player can still control their left and right trajectory.&lt;br /&gt;
* While crouching, the player can shrink to tiny form. Moving or jumping while crouching will result in standing up first.&lt;br /&gt;
* While in tiny form, you can move left and right, remaining in tiny form.&lt;br /&gt;
* There are many movement upgrades that add to this list when they have been found and are enabled.&lt;br /&gt;
&lt;br /&gt;
= Escape =&lt;br /&gt;
After beating the final boss, a mad dash must be made to the escape pod. &lt;br /&gt;
* All save, recharge, and map stations are disabled.&lt;br /&gt;
* All doors are changed to blue regardless of previous requirements for opening them.&lt;br /&gt;
* There will still be environmental difficulties such as water and lava.&lt;br /&gt;
* Enemies are no longer present.&lt;br /&gt;
* Uncollected items will still be present in the world and can still be collected.&lt;br /&gt;
* This event will be timed. &lt;br /&gt;
** No free movement abilities will be granted, so it may be difficult to finish on time.&lt;br /&gt;
** The available time will be calculated by the number of rooms required for the escape, plus some comfortable padding.&lt;br /&gt;
** The calculation assumes all available movement abilities have been collected, but it should be possible to finish with some missing.&lt;br /&gt;
* Failing the escape&lt;br /&gt;
** Will place you at your last save prior to the final boss.&lt;br /&gt;
** You can avoid the final boss chamber and instead go to gather more uncollected upgrades.&lt;br /&gt;
** If you try the escape again immediately, the final boss will already be defeated.&lt;br /&gt;
** The final boss will be reset to alive if any additional upgrade is collected.&lt;br /&gt;
** If the final boss is already dead, the timer will start again when you enter the final boss chamber.&lt;br /&gt;
** The escape pod is not active unless the timer has been started.&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Design&amp;diff=369</id>
		<title>Design</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Design&amp;diff=369"/>
		<updated>2026-09-20T23:37:29Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: /* The Story Cycle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Story =&lt;br /&gt;
The story of this game is derived from Greek mythology, which is full of arguments between and within families.  This one involves two families of gods and the unending collection of planets that are ruined and then restored in the process.&lt;br /&gt;
&lt;br /&gt;
== Cast of Characters ==&lt;br /&gt;
* &#039;&#039;&#039;Eris&#039;&#039;&#039; - Goddess of Strife and Discord &#039;&#039;(Her human form is controlled by the player.)&#039;&#039;&lt;br /&gt;
** Daughter of Nyx&lt;br /&gt;
** Sister of Hypnos&lt;br /&gt;
** Mother of Lethe&lt;br /&gt;
* &#039;&#039;&#039;Nyx&#039;&#039;&#039; - Goddess of Night&lt;br /&gt;
** Mother of Eris and Hypnos&lt;br /&gt;
* &#039;&#039;&#039;Hypnos&#039;&#039;&#039; - God of Sleep&lt;br /&gt;
** Son of Nyx&lt;br /&gt;
** Brother of Eris&lt;br /&gt;
* &#039;&#039;&#039;Lethe&#039;&#039;&#039; - Goddess of Forgetfulness&lt;br /&gt;
** Daughter of Eris&lt;br /&gt;
* &#039;&#039;&#039;Themis&#039;&#039;&#039; - Goddess of Divine Law and Order&lt;br /&gt;
** Advisor to Zeus&lt;br /&gt;
** Judge of other gods&lt;br /&gt;
** Daughter of Uranus and Gaia&lt;br /&gt;
* &#039;&#039;&#039;Gaia&#039;&#039;&#039; - Goddess of Earth&lt;br /&gt;
** Mother of Themis&lt;br /&gt;
&lt;br /&gt;
== The Story Cycle ==&lt;br /&gt;
You are the dark goddess Eris in human form, condemned to repair the damage you caused to a planet. This story repeats in a loop indefinitely.&lt;br /&gt;
&lt;br /&gt;
# Eris causes war and destruction on a planet for her own entertainment. The destruction results in the elimination of most life and an imbalance of the elements.&lt;br /&gt;
# The destruction and imbalance of elements deeply upsets Gaia. She partner&#039;s with Zeus and her daughter Themis to put Eris on trial.&lt;br /&gt;
# Themis agrees to try Eris for what she considers to be crimes against nature.  &lt;br /&gt;
# Eris is found guilty and is sentenced to restore the elemental balance as a human placed directly on a planet she had ruined.&lt;br /&gt;
# Themis incarnates Eris to a human form to prepare for her punishment.&lt;br /&gt;
# Eris&#039; daughter Lethe and brother Hypnos are compelled by Zeus to wipe Eris&#039; memory and put her into a deep sleep. This causes her to forget being a goddess entirely and prevents her from fully understanding the nature of her condemnation.&lt;br /&gt;
# Eris is delivered to the ruined planet with an escape pod.&lt;br /&gt;
# The escape pod has a message that indicates the requirement to restore the balance of the elements, provides a basic weapon to use, and indicates it cannot be activated until the balance has been restored. There is a final warning that Eris’ presence itself is a destabilizing force on the planet.&lt;br /&gt;
# Eris wakes up near the escape pod. She doesn&#039;t know why she is here, the escape shows the message and provides the weapon to use.&lt;br /&gt;
# Driven by her desire to leave the ruined planet, Eris works to restore the balance of the elements by defeating the bosses of each biome and then a final boss in its own biome.&lt;br /&gt;
# After the defeat of the final boss with the balance finally restored, Eris must return to the escape pod prior to time running out, presumably to avoid destabilizing the elements again.&lt;br /&gt;
# When Eris gets to the escape pod and enters it ready to leave the planet, the now active escape pod ramps up in power to fly away. Instead of launching to space it violently explodes, wiping the human form of Eris from existence.&lt;br /&gt;
# With her human form annihilated in the explosion, Eris returns to the realm of the gods. Being a goddess and immortal, her memories return (but not of what she did while in human form). Being a dark goddess she resumes doing what she does best... Causing strife and discord on another planet. This returns her to step #1 in the cycle but with a new planet.&lt;br /&gt;
&lt;br /&gt;
= Upgrades =&lt;br /&gt;
As you explore the planet, you discover upgrades that improve your survivability, movement, and the ways you can attack things.&lt;br /&gt;
&lt;br /&gt;
== Core Upgrades == &lt;br /&gt;
There are typically multiple copies of each of these core upgrades and finding multiple of them increases the amount of whatever is controlled by that type of upgrade.  For example, finding an additional energy capsule will increase the amount of damage you can take before being killed and finding additional missile upgrades will increase how many missiles you can carry.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Core Upgrades&lt;br /&gt;
!Upgrade!!Category!!Upgrade&amp;lt;br /&amp;gt;Count!!Total&amp;lt;br /&amp;gt;Amount!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Health Capsule]]||Health||9||999||Increases the max amount of heath you have by 100. Essentially improves the number of hits you can take before being killed.&lt;br /&gt;
|-&lt;br /&gt;
|[[Backup Health Capsule]]||Health||5||500||Gives a place to store additional energy beyond the max, each one holds 100 extra.&lt;br /&gt;
|-&lt;br /&gt;
|[[Elemental Capsule]]||Ammo||11||300||Increases the max amount of elemental ammo you can use by 25. The first time you acquire an elemental weapon, it includes a capacity of 25 shots. Elemental ammo capacity can be used for any elemental ammo type. (i.e. there aren&#039;t different elemental capsules for each element.)&lt;br /&gt;
|-&lt;br /&gt;
|[[Missiles]]||Ammo||50||100||Increases the max number of missiles you can fire before running out by 2. Can’t be used at all until you have at least one.&lt;br /&gt;
|-&lt;br /&gt;
|[[Big Missiles]]||Ammo||25||50||Increases the max number of big missiles you can fire before running out by 2. Can’t be used at all until you have at least one.&lt;br /&gt;
|-&lt;br /&gt;
|[[Big Bombs]]||Ammo||25||100||Increases the max number of big bombs you can drop before running out by 4. Can’t be used at all until you have at least one. This give a small upward motion while in liquid without the appropriate suit.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|125 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Health Transfers ===&lt;br /&gt;
Energy can be shunted back and forth between normal and backup manually at any time. Each manual transfer, regardless of size or direction, costs 10 energy to perform. An automatic transfer occurs when normal energy runs out. The full amount possible will be transferred until either the backup storage is empty or normal storage is full. Automatic transfers are considered an emergency situation and are performed without an extra energy cost.&lt;br /&gt;
&lt;br /&gt;
== Suits == &lt;br /&gt;
The environment is dangerous and suit upgrades help you survive and get around. All suit capabilities stack when active and all suits can be active simultaneously.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Suits&lt;br /&gt;
!Suit!!Effect!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Defense Suit]]||-50% General Damage||Reduces damage received from everything. It should be noted that later areas have enemies that hit at least 50% harder.&lt;br /&gt;
|-&lt;br /&gt;
|[[Liquid Suit]]||+90% Liquid Movement||Restores most of the lost movement caused by being in liquids. Water is way thinner than Mud or Lava. Doesn&#039;t change damage amounts.&lt;br /&gt;
|-&lt;br /&gt;
|[[Heat Suit]]||Heat Damage Reduction||Heated areas that hurt you, now hurt you way less (2%). Lava hurts you way slower too (15%). Doesn&#039;t change damage amounts from sources that are not environments.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cold Suit]]||Cold Damage Reduction||Super cold areas that hurt you, now hurt you way less (2%). Cold water hurts you way slower too (15%). Doesn&#039;t change damage amounts from sources that are not environments.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|4 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
These upgrades improve the movement capabilities of the player, which in turn control access to various places. I briefly considered a grapple hook style item, but I don’t particularly want to have to code it and make it behave well. It&#039;s my opinion that there has never been a grapple hook ability that was implemented in a way that was actually fun.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Movement Upgrades&lt;br /&gt;
!Upgrade!!Category!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[High Jump]]||Jump||Amount of vertical movement when you jump is increased. See [[Jump Mechanics]] for more details.&lt;br /&gt;
|-&lt;br /&gt;
|[[Double Jump]]||Jump||Can jump a second time while not on the ground. Stacks with High Jump to create an even higher possible jump height. See [[Jump Mechanics]] for more details.&lt;br /&gt;
|-&lt;br /&gt;
|[[Dash]]||Speed||A short range, very high speed dash that goes left or right. Can only be performed once per jump, and only while not on the ground.&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertical Launch]]||Launch||Can launch vertically from a crouch position, requires a short charge delay to activate. Consumes energy to use, will automatically stop if health drops below 100. Not usable in cat form. Automatically opens doors on impact and continues into the next room.&lt;br /&gt;
|-&lt;br /&gt;
|[[Sprint]]||Speed||Can run very fast and break sprint blocks. Requires distance to build up to max speed, consumes energy while at max speed and when breaking sprint blocks. Cannot be used with less than 100 energy and hitting 99 energy stops an active max speed sprint. It falls back to still moving faster than normal. Without this, Eris moves at her normal speed regardless of available energy.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cat Form]]||Size||Allows the player to change into a cat to move through short passages. Can drop bombs in this form if available. Automatically includes a short range swipe attack and the ability to jump as high as in human form. Not effected by high jump or double jump. &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|6 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cat Form ==&lt;br /&gt;
These upgrades improve the capabilities of the player when in the cat form.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Cat Form Upgrades&lt;br /&gt;
!Upgrade!!Category!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Cat Dash]]||Speed||A short range, very high speed dash that goes left or right. Can only be performed once per jump, but as a cat it can also be performed on the ground to clear small drops in tunnels. It has a cooldown delay that effectively guarantees it is slower than sprinting when repeating it over and over. This is to avoid the problem where shield dash is the exclusive means of travel in Castlevania: Symphony of the Night for speed running.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cat Claws]]||Grab||Can grab onto certain walls. Allows climbing of some surfaces, and jumping or horizontal launching off of them when attached. This only works in cat form.&lt;br /&gt;
|-&lt;br /&gt;
|[[Horizontal Launch]]||Launch||Can launch horizontally from a wall grab, requires a short charge delay to activate. Consumes energy to use, will automatically stop if health drops below 100. Mind your surroundings, this could get you into trouble. Automatically opens doors on impact and continues into the next room.&lt;br /&gt;
|-&lt;br /&gt;
|[[Bombs]]||Attack||Allows the dropping of small bombs when in cat form. They are unlimited ammo and break bombable blocks. They are not strong enough to move the player in liquid without the appropriate suit.&lt;br /&gt;
|-&lt;br /&gt;
|[[Big Bombs]]||Attack||Allows the dropping of big bombs when in cat form. See the core upgrade description for more details. These can slightly move the player in liquid without the appropriate suit.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|4 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weapon Upgrades == &lt;br /&gt;
Your weapon can be upgraded to do more damage. This makes enemies easier to kill, allows getting past certain obstacles or opening certain doors, and in general improves your ability to survive.&lt;br /&gt;
&lt;br /&gt;
=== Standard Gun Upgrades ===&lt;br /&gt;
All effects in the table below stack but the total damage percentage improvement is relative to the base weapon. None of these require any form of ammo to use, they are your standard blaster weapons. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Weapon Upgrades&lt;br /&gt;
!Weapon!!Effect!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Blaster]]||None||The standard gun you start with. You shoot stuff, it hurts stuff.&lt;br /&gt;
|-&lt;br /&gt;
|[[Power]]||+50% Damage||Causes your gun to be more powerful. Hurts stuff more.&lt;br /&gt;
|-&lt;br /&gt;
|[[Spread]]||2 Parallel Shots||Causes your gun to fire 2 parallel shots at once (one slightly above normal and one slightly below normal). Each shot does the full damage if it hits. They are tracked separately.&lt;br /&gt;
|-&lt;br /&gt;
|[[Quantum]]||+25% Damage||Allows your shots to pass through solid things in the environment (unlimited). Has no effect on passing through enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[Phased]]||+25% Damage||Allows your shots to pass through living things. Up to 2 additional enemies can be hurt if they are behind the original target. The same enemy cannot be hit more than once by each shot with this effect. Has no effect on passing through the environment.&lt;br /&gt;
|-&lt;br /&gt;
|[[Charge]]||+25% Damage (when charged)||Allows energy to be collected in the weapon and discharged all at once. Charging takes roughly 1 second. Damage bonus only applies when weapon is charged before release. This also allows your weapon to hit like a missile against creatures that can only be damaged by missile attacks.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|7 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Elemental Upgrades ===&lt;br /&gt;
These are upgrades that provide elemental powers to your weapon. Only one can be active at a time, but effects and damage improvements are always on top of whatever other weapon upgrades are active.&lt;br /&gt;
All elements are strong against their opposite, slightly strong against the element that is similar to their opposite, slightly weak against the element that is slightly strong against them, and very weak against themselves.&lt;br /&gt;
[[File:Fracterebus_element_interactions.png|right|Graph showing how pairs of pairs of elements interact.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Elemental Weapon Features&lt;br /&gt;
!Target!!Effect!!Description&lt;br /&gt;
|-&lt;br /&gt;
|Normal or Other||+20% Damage||When something isn&#039;t associated with any particular element or is not one of the categories listed below, you still cause some extra damage when using an elemental weapon.&lt;br /&gt;
|-&lt;br /&gt;
|Same Element||-90% Damage||When something is associated with the same element you are using, you deal dramatically less damage to them.&lt;br /&gt;
|-&lt;br /&gt;
|Opposite Element||+100% Damage||When something is the opposite element to what you are using, you deal dramatically more damage to them.&lt;br /&gt;
|-&lt;br /&gt;
|Similar Element||-40% Damage||When something is from an element that is similar to the element you are using, you deal less damage.&lt;br /&gt;
|-&lt;br /&gt;
|Similar Opposite Element||+40% Damage||When something is similar to the element that is the opposite of the element you are using, you deal more damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Specific Elemental Effects ===&lt;br /&gt;
Each biome has a main boss that is the strongest form of the element from that biome and guards the weapon that is strong against it. These weapons also have a special extra feature. New biomes may be added over time, the current list of biomes is: Fire, Ice, Electric, Water, Light, Dark, Life, Death, Earth, Air, Gravity, Void.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Specific Elemental Effects&lt;br /&gt;
!Element!!Very&amp;lt;br /&amp;gt;Strong Against!!Slightly&amp;lt;br /&amp;gt;Strong Against!!Similar to&amp;lt;br /&amp;gt;Weakness!!Special Effect&lt;br /&gt;
|-&lt;br /&gt;
|Fire||Ice||Water||Electric||Allows burning of certain environmental barriers.&lt;br /&gt;
|-&lt;br /&gt;
|Ice||Fire||Electric||Water||If an enemy would take lethal damage, they are instead frozen in place and can be used as a platform.&lt;br /&gt;
|-&lt;br /&gt;
|Electric||Water||Ice||Fire||Can activate unpowered electrical things.&lt;br /&gt;
|-&lt;br /&gt;
|Water||Electric||Fire||Ice||Can short out electrical things.&lt;br /&gt;
|-&lt;br /&gt;
|Light||Dark||Death||Life||Can light very dark areas.&lt;br /&gt;
|-&lt;br /&gt;
|Dark||Light||Life||Death||Can dim very bright lights.&lt;br /&gt;
|-&lt;br /&gt;
|Life||Death||Dark||Light||Can create a barrier out of new life.&lt;br /&gt;
|-&lt;br /&gt;
|Death||Life||Light||Dark||Can wither certain environmental barriers.&lt;br /&gt;
|-&lt;br /&gt;
|Earth||Air||Void||Gravity||Allows downward shots to form a small pile of dirt that can be used to get slightly higher.&lt;br /&gt;
|-&lt;br /&gt;
|Air||Earth||Gravity||Void||Allows upward shots to form a small tornado that pulls you slightly higher.&lt;br /&gt;
|-&lt;br /&gt;
|Gravity||Void||Air||Earth||Crushes things?&lt;br /&gt;
|-&lt;br /&gt;
|Void||Gravity||Earth||Air||Explodes things?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Item Drops =&lt;br /&gt;
These are the things that drop when enemies are killed. Their purpose is to refill various consumables. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Item Drops&lt;br /&gt;
!Drop!!Category!!Amount!!Description&lt;br /&gt;
|-&lt;br /&gt;
|Small Energy||Health||+5||Small increase in current health up to allowed max health. Overflow redirected to backup.&lt;br /&gt;
|-&lt;br /&gt;
|Large Energy||Health||+25||Large increase in current health up to allowed max health. Overflow redirected to backup.&lt;br /&gt;
|-&lt;br /&gt;
|Huge Energy||Health||+100||Very rare massive increase in current health up to allowed max health. Overflow redirected to backup.&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||Elemental||+10||Small increase in current elemental ammo amount up to allowed max capacity.&lt;br /&gt;
|-&lt;br /&gt;
|Large Elemental||Elemental||+25||Large increase in current elemental ammo amount up to allowed max capacity.&lt;br /&gt;
|-&lt;br /&gt;
|Missile||Missile||+2||Adds missiles to your current count, up to the max number of missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Missile Bunch||Missile||+5||Adds missiles to your current count, up to the max number of missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Big Missile||Big Missile||+1||Adds a big missile to your current count, up to the max number of big missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Big Missile Bunch||Big Missile||+3||Adds big missiles to your current count, up to the max number of big missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Big Bomb||Big Bomb||+1||Adds a big bomb to your current count, up to the max number of big bombs.&lt;br /&gt;
|-&lt;br /&gt;
|Big Bomb Bunch||Big Bomb||+3||Adds big bombs to your current count, up to the max number of big bombs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Loot Tables =&lt;br /&gt;
Enemies have different loot tables that associate item drops with a weight. The weight controls the odds of each item dropping. At the time the enemy dies, the required loot table for that enemy is loaded and then adjusted based on the player&#039;s current needs. For example, a player that is already full of missiles won&#039;t see missile drops most of the time. This results in a reduction of time sunk into farming for supplies and an overall better player experience. &lt;br /&gt;
&lt;br /&gt;
== Base Loot Tables ==&lt;br /&gt;
Loot tables are set up in a way that only configures possible items. Any item that is not explicitly configured has essentially no chance of dropping.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Example Loot Table&lt;br /&gt;
!Drop!!Weight!!Effective%&lt;br /&gt;
|-&lt;br /&gt;
|Nothing||5||5%&lt;br /&gt;
|-&lt;br /&gt;
|Anything||5||5%&lt;br /&gt;
|-&lt;br /&gt;
|Small Health||50||50%&lt;br /&gt;
|-&lt;br /&gt;
|Large Health||10||10%&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||15||15%&lt;br /&gt;
|-&lt;br /&gt;
|Missile||15||15%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;||100||100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Player State Adjustment ==&lt;br /&gt;
Adjustments for player state are made by item category. (Health, Elemental, Missile, BigMissile, and BigBomb.) Anything the player already has their max capacity of is removed from the loot table. Using the above loot table as an example, if the player is full on health, the two possible health drops are removed from the table. This changes the probability of the remaining options automatically.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ When Player Has Max Health&lt;br /&gt;
!Drop!!Weight!!Effective%&lt;br /&gt;
|-&lt;br /&gt;
|Nothing||5||12.5%&lt;br /&gt;
|-&lt;br /&gt;
|Anything||5||12.5%&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||15||37.5%&lt;br /&gt;
|-&lt;br /&gt;
|Missile||15||37.5%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;||40||100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There is also a special adjustment made if the player is below 50 health. Loot tables in that situation are modified to favor health drops over other things to try to help the player recover. Note that a loot table that doesn&#039;t have health drops will not be affected by this. The way it works is that each health item in the list has 20 weight added to it. Using the same example above, that would change the table to this.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Critical Health Loot Table&lt;br /&gt;
!Drop!!Weight!!Effective%&lt;br /&gt;
|-&lt;br /&gt;
|Nothing||5||3.6%&lt;br /&gt;
|-&lt;br /&gt;
|Anything||5||3.6%&lt;br /&gt;
|-&lt;br /&gt;
|Small Health||70||50.0%&lt;br /&gt;
|-&lt;br /&gt;
|Large Health||30||21.4%&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||15||10.7%&lt;br /&gt;
|-&lt;br /&gt;
|Missile||15||10.7%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;||140||100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Special Options ==&lt;br /&gt;
&lt;br /&gt;
The special categories of &amp;quot;Nothing&amp;quot; and &amp;quot;Anything&amp;quot; are for making loot feel more exciting. If a loot roll lands on Nothing, then obviously there is no drop   at all. (Sorry.) If a loot roll lands on Anything, a loot reroll occurs that uses a table that has every item being both possible and equally likely. Nothing and Anything are not part of this special table. This results in every in the game being capable of dropping every item. It may not be especially likely, but it can happen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Special &amp;quot;Anything&amp;quot; Loot Table&lt;br /&gt;
!Drop!!Weight!!Effective%&lt;br /&gt;
|-&lt;br /&gt;
|Small Health||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Large Energy||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Huge Energy||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Large Elemental||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Missile||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Missile Bunch||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Big Missile||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Big Missile Bunch||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Big Bomb||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Big Bomb Bunch||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;||11||100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Controls =&lt;br /&gt;
The player is expected to be reasonably agile and controlling Eris should feel responsive, but it has to follow a standard set of rules. The standard unit of measure is a tile, think of it as a small square amount of space. &lt;br /&gt;
&lt;br /&gt;
== Attacking ==&lt;br /&gt;
The primary form of attack is through the use of a projectile weapon without melee attack options. When in tiny form attacks can be performed using explosives. All tile measurements are actually relative to the player, but are described as from the ground for easier explanation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shooting Options&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;When NOT Moving:&#039;&#039;&lt;br /&gt;
** Standing:&lt;br /&gt;
*** The standard aim will fire a projectile forward at a height 1.5 tiles off of the ground (in the middle of the 2nd tile up from the ground).&lt;br /&gt;
*** The spread shot fires 2 projectiles at 1.0 and 2.0 tiles off the ground.&lt;br /&gt;
*** You can aim straight up.&lt;br /&gt;
*** You can aim diagonal attacks at 45 degrees either up or down.&lt;br /&gt;
** Crouching:&lt;br /&gt;
*** The standard aim will fire a projectile closer to the ground at a height of 0.7 tiles off the ground.&lt;br /&gt;
*** The spread shot fires 2 projectiles at 0.4 and 1.0 tiles off the ground.&lt;br /&gt;
*** You can aim straight up.&lt;br /&gt;
*** You can aim diagonal attacks at 45 degrees either up or down.&lt;br /&gt;
* &#039;&#039;When Moving:&#039;&#039;&lt;br /&gt;
** The standard aim will fire a projectile forward at a height 1.5 tiles off of the ground (in the middle of the 2nd tile up from the ground).&lt;br /&gt;
** The spread shot fires 2 projectiles at 1.0 and 2.0 tiles off the ground.&lt;br /&gt;
** You can aim straight up.&lt;br /&gt;
** You can aim diagonal attacks at 45 degrees either up or down.&lt;br /&gt;
** (You cannot move while crouching.)&lt;br /&gt;
* &#039;&#039;When Jumping:&#039;&#039;&lt;br /&gt;
** The standard aim will fire a projectile forward at a height 1.5 tiles off of the ground (in the middle of the 2nd tile up from the ground).&lt;br /&gt;
** The spread shot fires 2 projectiles at 1.0 and 2.0 tiles off the ground.&lt;br /&gt;
** You can aim straight up.&lt;br /&gt;
** You can aim diagonal attacks at 45 degrees either up or down.&lt;br /&gt;
** While not on the ground, you can fire a projectile straight down.&lt;br /&gt;
&lt;br /&gt;
== Exploring ==&lt;br /&gt;
The player is roughly 2.5 tiles tall and 1 tile wide. Most environments have vertical clearance of at least 3 tiles and gaps will be at least 1 tile wide. This includes doorways and hallways. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement Options&#039;&#039;&#039;&lt;br /&gt;
* While standing at full height, the player can move left and right.&lt;br /&gt;
* While on the ground, the player can jump or crouch.&lt;br /&gt;
* While not on the ground, the player can still control their left and right trajectory.&lt;br /&gt;
* While crouching, the player can shrink to tiny form. Moving or jumping while crouching will result in standing up first.&lt;br /&gt;
* While in tiny form, you can move left and right, remaining in tiny form.&lt;br /&gt;
* There are many movement upgrades that add to this list when they have been found and are enabled.&lt;br /&gt;
&lt;br /&gt;
= Escape =&lt;br /&gt;
After beating the final boss, a mad dash must be made to the escape pod. &lt;br /&gt;
* All save, recharge, and map stations are disabled.&lt;br /&gt;
* All doors are changed to blue regardless of previous requirements for opening them.&lt;br /&gt;
* There will still be environmental difficulties such as water and lava.&lt;br /&gt;
* Enemies are no longer present.&lt;br /&gt;
* Uncollected items will still be present in the world and can still be collected.&lt;br /&gt;
* This event will be timed. &lt;br /&gt;
** No free movement abilities will be granted, so it may be difficult to finish on time.&lt;br /&gt;
** The available time will be calculated by the number of rooms required for the escape, plus some comfortable padding.&lt;br /&gt;
** The calculation assumes all available movement abilities have been collected, but it should be possible to finish with some missing.&lt;br /&gt;
* Failing the escape&lt;br /&gt;
** Will place you at your last save prior to the final boss.&lt;br /&gt;
** You can avoid the final boss chamber and instead go to gather more uncollected upgrades.&lt;br /&gt;
** If you try the escape again immediately, the final boss will already be defeated.&lt;br /&gt;
** The final boss will be reset to alive if any additional upgrade is collected.&lt;br /&gt;
** If the final boss is already dead, the timer will start again when you enter the final boss chamber.&lt;br /&gt;
** The escape pod is not active unless the timer has been started.&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Design&amp;diff=368</id>
		<title>Design</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Design&amp;diff=368"/>
		<updated>2026-09-20T23:18:05Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: /* The Story Cycle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Story =&lt;br /&gt;
The story of this game is derived from Greek mythology, which is full of arguments between and within families.  This one involves two families of gods and the unending collection of planets that are ruined and then restored in the process.&lt;br /&gt;
&lt;br /&gt;
== Cast of Characters ==&lt;br /&gt;
* &#039;&#039;&#039;Eris&#039;&#039;&#039; - Goddess of Strife and Discord &#039;&#039;(Her human form is controlled by the player.)&#039;&#039;&lt;br /&gt;
** Daughter of Nyx&lt;br /&gt;
** Sister of Hypnos&lt;br /&gt;
** Mother of Lethe&lt;br /&gt;
* &#039;&#039;&#039;Nyx&#039;&#039;&#039; - Goddess of Night&lt;br /&gt;
** Mother of Eris and Hypnos&lt;br /&gt;
* &#039;&#039;&#039;Hypnos&#039;&#039;&#039; - God of Sleep&lt;br /&gt;
** Son of Nyx&lt;br /&gt;
** Brother of Eris&lt;br /&gt;
* &#039;&#039;&#039;Lethe&#039;&#039;&#039; - Goddess of Forgetfulness&lt;br /&gt;
** Daughter of Eris&lt;br /&gt;
* &#039;&#039;&#039;Themis&#039;&#039;&#039; - Goddess of Divine Law and Order&lt;br /&gt;
** Advisor to Zeus&lt;br /&gt;
** Judge of other gods&lt;br /&gt;
** Daughter of Uranus and Gaia&lt;br /&gt;
* &#039;&#039;&#039;Gaia&#039;&#039;&#039; - Goddess of Earth&lt;br /&gt;
** Mother of Themis&lt;br /&gt;
&lt;br /&gt;
== The Story Cycle ==&lt;br /&gt;
You are the dark goddess Eris in human form, condemned to repair the damage you caused to a planet. This story repeats in a loop indefinitely.&lt;br /&gt;
&lt;br /&gt;
# Eris causes war and destruction on a planet for her own entertainment. The destruction results in the elimination of most life and an imbalance of the elements.&lt;br /&gt;
# The destruction and imbalance of elements deeply upsets Gaia. She partner&#039;s with Zeus and her daughter Themis to put Eris on trial.&lt;br /&gt;
# Themis agrees to try Eris for what she considers to be crimes against nature.  &lt;br /&gt;
# Eris is found guilty and is sentenced to restore the elemental balance as a human placed directly on a planet she had ruined.&lt;br /&gt;
# Themis incarnates Eris to a human form to prepare for her punishment.&lt;br /&gt;
# Eris&#039; daughter Lethe and brother Hypnos are compelled by Zeus to wipe Eris&#039; memory and put her into a deep sleep. This causes her to forget being a goddess entirely and prevents her from fully understanding the nature of her condemnation.&lt;br /&gt;
# Eris is delivered to the ruined planet with an escape pod.&lt;br /&gt;
# The escape pod has a message that indicates the requirement to restore the balance of the elements, provides a basic weapon to use, and indicates it cannot be activated until the balance has been restored. A final warning that Eris’ presence itself is a destabilizing force on the planet.&lt;br /&gt;
# Eris wakes up near the escape pod. She doesn&#039;t know why she is here, the escape shows the message and provides the weapon to use.&lt;br /&gt;
# Driven by her desire to leave the ruined planet, Eris works to restore the balance of the elements by defeating the bosses of each biome and then a final boss in its own biome.&lt;br /&gt;
# After the defeat of the final boss with the balance finally restored, Eris must return to the escape pod prior to time running out, presumably to avoid destabilizing the elements again.&lt;br /&gt;
# When Eris gets to the escape pod and enters it ready to leave the planet, the now active escape pod ramps up in power to fly away. Instead of launching to space it violently explodes instead, wiping the human form of Eris from existence.&lt;br /&gt;
# With her human form annihilated in the explosion, Eris returns to the realm of the gods. Being a goddess and immortal, her memories return. Being a dark goddess she resumes doing what she does best... Causing strife and discord on another planet.  This returns her to step #1 in the cycle but with a new planet.&lt;br /&gt;
&lt;br /&gt;
= Upgrades =&lt;br /&gt;
As you explore the planet, you discover upgrades that improve your survivability, movement, and the ways you can attack things.&lt;br /&gt;
&lt;br /&gt;
== Core Upgrades == &lt;br /&gt;
There are typically multiple copies of each of these core upgrades and finding multiple of them increases the amount of whatever is controlled by that type of upgrade.  For example, finding an additional energy capsule will increase the amount of damage you can take before being killed and finding additional missile upgrades will increase how many missiles you can carry.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Core Upgrades&lt;br /&gt;
!Upgrade!!Category!!Upgrade&amp;lt;br /&amp;gt;Count!!Total&amp;lt;br /&amp;gt;Amount!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Health Capsule]]||Health||9||999||Increases the max amount of heath you have by 100. Essentially improves the number of hits you can take before being killed.&lt;br /&gt;
|-&lt;br /&gt;
|[[Backup Health Capsule]]||Health||5||500||Gives a place to store additional energy beyond the max, each one holds 100 extra.&lt;br /&gt;
|-&lt;br /&gt;
|[[Elemental Capsule]]||Ammo||11||300||Increases the max amount of elemental ammo you can use by 25. The first time you acquire an elemental weapon, it includes a capacity of 25 shots. Elemental ammo capacity can be used for any elemental ammo type. (i.e. there aren&#039;t different elemental capsules for each element.)&lt;br /&gt;
|-&lt;br /&gt;
|[[Missiles]]||Ammo||50||100||Increases the max number of missiles you can fire before running out by 2. Can’t be used at all until you have at least one.&lt;br /&gt;
|-&lt;br /&gt;
|[[Big Missiles]]||Ammo||25||50||Increases the max number of big missiles you can fire before running out by 2. Can’t be used at all until you have at least one.&lt;br /&gt;
|-&lt;br /&gt;
|[[Big Bombs]]||Ammo||25||100||Increases the max number of big bombs you can drop before running out by 4. Can’t be used at all until you have at least one. This give a small upward motion while in liquid without the appropriate suit.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|125 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Health Transfers ===&lt;br /&gt;
Energy can be shunted back and forth between normal and backup manually at any time. Each manual transfer, regardless of size or direction, costs 10 energy to perform. An automatic transfer occurs when normal energy runs out. The full amount possible will be transferred until either the backup storage is empty or normal storage is full. Automatic transfers are considered an emergency situation and are performed without an extra energy cost.&lt;br /&gt;
&lt;br /&gt;
== Suits == &lt;br /&gt;
The environment is dangerous and suit upgrades help you survive and get around. All suit capabilities stack when active and all suits can be active simultaneously.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Suits&lt;br /&gt;
!Suit!!Effect!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Defense Suit]]||-50% General Damage||Reduces damage received from everything. It should be noted that later areas have enemies that hit at least 50% harder.&lt;br /&gt;
|-&lt;br /&gt;
|[[Liquid Suit]]||+90% Liquid Movement||Restores most of the lost movement caused by being in liquids. Water is way thinner than Mud or Lava. Doesn&#039;t change damage amounts.&lt;br /&gt;
|-&lt;br /&gt;
|[[Heat Suit]]||Heat Damage Reduction||Heated areas that hurt you, now hurt you way less (2%). Lava hurts you way slower too (15%). Doesn&#039;t change damage amounts from sources that are not environments.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cold Suit]]||Cold Damage Reduction||Super cold areas that hurt you, now hurt you way less (2%). Cold water hurts you way slower too (15%). Doesn&#039;t change damage amounts from sources that are not environments.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|4 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
These upgrades improve the movement capabilities of the player, which in turn control access to various places. I briefly considered a grapple hook style item, but I don’t particularly want to have to code it and make it behave well. It&#039;s my opinion that there has never been a grapple hook ability that was implemented in a way that was actually fun.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Movement Upgrades&lt;br /&gt;
!Upgrade!!Category!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[High Jump]]||Jump||Amount of vertical movement when you jump is increased. See [[Jump Mechanics]] for more details.&lt;br /&gt;
|-&lt;br /&gt;
|[[Double Jump]]||Jump||Can jump a second time while not on the ground. Stacks with High Jump to create an even higher possible jump height. See [[Jump Mechanics]] for more details.&lt;br /&gt;
|-&lt;br /&gt;
|[[Dash]]||Speed||A short range, very high speed dash that goes left or right. Can only be performed once per jump, and only while not on the ground.&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertical Launch]]||Launch||Can launch vertically from a crouch position, requires a short charge delay to activate. Consumes energy to use, will automatically stop if health drops below 100. Not usable in cat form. Automatically opens doors on impact and continues into the next room.&lt;br /&gt;
|-&lt;br /&gt;
|[[Sprint]]||Speed||Can run very fast and break sprint blocks. Requires distance to build up to max speed, consumes energy while at max speed and when breaking sprint blocks. Cannot be used with less than 100 energy and hitting 99 energy stops an active max speed sprint. It falls back to still moving faster than normal. Without this, Eris moves at her normal speed regardless of available energy.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cat Form]]||Size||Allows the player to change into a cat to move through short passages. Can drop bombs in this form if available. Automatically includes a short range swipe attack and the ability to jump as high as in human form. Not effected by high jump or double jump. &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|6 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cat Form ==&lt;br /&gt;
These upgrades improve the capabilities of the player when in the cat form.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Cat Form Upgrades&lt;br /&gt;
!Upgrade!!Category!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Cat Dash]]||Speed||A short range, very high speed dash that goes left or right. Can only be performed once per jump, but as a cat it can also be performed on the ground to clear small drops in tunnels. It has a cooldown delay that effectively guarantees it is slower than sprinting when repeating it over and over. This is to avoid the problem where shield dash is the exclusive means of travel in Castlevania: Symphony of the Night for speed running.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cat Claws]]||Grab||Can grab onto certain walls. Allows climbing of some surfaces, and jumping or horizontal launching off of them when attached. This only works in cat form.&lt;br /&gt;
|-&lt;br /&gt;
|[[Horizontal Launch]]||Launch||Can launch horizontally from a wall grab, requires a short charge delay to activate. Consumes energy to use, will automatically stop if health drops below 100. Mind your surroundings, this could get you into trouble. Automatically opens doors on impact and continues into the next room.&lt;br /&gt;
|-&lt;br /&gt;
|[[Bombs]]||Attack||Allows the dropping of small bombs when in cat form. They are unlimited ammo and break bombable blocks. They are not strong enough to move the player in liquid without the appropriate suit.&lt;br /&gt;
|-&lt;br /&gt;
|[[Big Bombs]]||Attack||Allows the dropping of big bombs when in cat form. See the core upgrade description for more details. These can slightly move the player in liquid without the appropriate suit.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|4 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weapon Upgrades == &lt;br /&gt;
Your weapon can be upgraded to do more damage. This makes enemies easier to kill, allows getting past certain obstacles or opening certain doors, and in general improves your ability to survive.&lt;br /&gt;
&lt;br /&gt;
=== Standard Gun Upgrades ===&lt;br /&gt;
All effects in the table below stack but the total damage percentage improvement is relative to the base weapon. None of these require any form of ammo to use, they are your standard blaster weapons. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Weapon Upgrades&lt;br /&gt;
!Weapon!!Effect!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Blaster]]||None||The standard gun you start with. You shoot stuff, it hurts stuff.&lt;br /&gt;
|-&lt;br /&gt;
|[[Power]]||+50% Damage||Causes your gun to be more powerful. Hurts stuff more.&lt;br /&gt;
|-&lt;br /&gt;
|[[Spread]]||2 Parallel Shots||Causes your gun to fire 2 parallel shots at once (one slightly above normal and one slightly below normal). Each shot does the full damage if it hits. They are tracked separately.&lt;br /&gt;
|-&lt;br /&gt;
|[[Quantum]]||+25% Damage||Allows your shots to pass through solid things in the environment (unlimited). Has no effect on passing through enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[Phased]]||+25% Damage||Allows your shots to pass through living things. Up to 2 additional enemies can be hurt if they are behind the original target. The same enemy cannot be hit more than once by each shot with this effect. Has no effect on passing through the environment.&lt;br /&gt;
|-&lt;br /&gt;
|[[Charge]]||+25% Damage (when charged)||Allows energy to be collected in the weapon and discharged all at once. Charging takes roughly 1 second. Damage bonus only applies when weapon is charged before release. This also allows your weapon to hit like a missile against creatures that can only be damaged by missile attacks.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|7 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Elemental Upgrades ===&lt;br /&gt;
These are upgrades that provide elemental powers to your weapon. Only one can be active at a time, but effects and damage improvements are always on top of whatever other weapon upgrades are active.&lt;br /&gt;
All elements are strong against their opposite, slightly strong against the element that is similar to their opposite, slightly weak against the element that is slightly strong against them, and very weak against themselves.&lt;br /&gt;
[[File:Fracterebus_element_interactions.png|right|Graph showing how pairs of pairs of elements interact.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Elemental Weapon Features&lt;br /&gt;
!Target!!Effect!!Description&lt;br /&gt;
|-&lt;br /&gt;
|Normal or Other||+20% Damage||When something isn&#039;t associated with any particular element or is not one of the categories listed below, you still cause some extra damage when using an elemental weapon.&lt;br /&gt;
|-&lt;br /&gt;
|Same Element||-90% Damage||When something is associated with the same element you are using, you deal dramatically less damage to them.&lt;br /&gt;
|-&lt;br /&gt;
|Opposite Element||+100% Damage||When something is the opposite element to what you are using, you deal dramatically more damage to them.&lt;br /&gt;
|-&lt;br /&gt;
|Similar Element||-40% Damage||When something is from an element that is similar to the element you are using, you deal less damage.&lt;br /&gt;
|-&lt;br /&gt;
|Similar Opposite Element||+40% Damage||When something is similar to the element that is the opposite of the element you are using, you deal more damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Specific Elemental Effects ===&lt;br /&gt;
Each biome has a main boss that is the strongest form of the element from that biome and guards the weapon that is strong against it. These weapons also have a special extra feature. New biomes may be added over time, the current list of biomes is: Fire, Ice, Electric, Water, Light, Dark, Life, Death, Earth, Air, Gravity, Void.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Specific Elemental Effects&lt;br /&gt;
!Element!!Very&amp;lt;br /&amp;gt;Strong Against!!Slightly&amp;lt;br /&amp;gt;Strong Against!!Similar to&amp;lt;br /&amp;gt;Weakness!!Special Effect&lt;br /&gt;
|-&lt;br /&gt;
|Fire||Ice||Water||Electric||Allows burning of certain environmental barriers.&lt;br /&gt;
|-&lt;br /&gt;
|Ice||Fire||Electric||Water||If an enemy would take lethal damage, they are instead frozen in place and can be used as a platform.&lt;br /&gt;
|-&lt;br /&gt;
|Electric||Water||Ice||Fire||Can activate unpowered electrical things.&lt;br /&gt;
|-&lt;br /&gt;
|Water||Electric||Fire||Ice||Can short out electrical things.&lt;br /&gt;
|-&lt;br /&gt;
|Light||Dark||Death||Life||Can light very dark areas.&lt;br /&gt;
|-&lt;br /&gt;
|Dark||Light||Life||Death||Can dim very bright lights.&lt;br /&gt;
|-&lt;br /&gt;
|Life||Death||Dark||Light||Can create a barrier out of new life.&lt;br /&gt;
|-&lt;br /&gt;
|Death||Life||Light||Dark||Can wither certain environmental barriers.&lt;br /&gt;
|-&lt;br /&gt;
|Earth||Air||Void||Gravity||Allows downward shots to form a small pile of dirt that can be used to get slightly higher.&lt;br /&gt;
|-&lt;br /&gt;
|Air||Earth||Gravity||Void||Allows upward shots to form a small tornado that pulls you slightly higher.&lt;br /&gt;
|-&lt;br /&gt;
|Gravity||Void||Air||Earth||Crushes things?&lt;br /&gt;
|-&lt;br /&gt;
|Void||Gravity||Earth||Air||Explodes things?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Item Drops =&lt;br /&gt;
These are the things that drop when enemies are killed. Their purpose is to refill various consumables. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Item Drops&lt;br /&gt;
!Drop!!Category!!Amount!!Description&lt;br /&gt;
|-&lt;br /&gt;
|Small Energy||Health||+5||Small increase in current health up to allowed max health. Overflow redirected to backup.&lt;br /&gt;
|-&lt;br /&gt;
|Large Energy||Health||+25||Large increase in current health up to allowed max health. Overflow redirected to backup.&lt;br /&gt;
|-&lt;br /&gt;
|Huge Energy||Health||+100||Very rare massive increase in current health up to allowed max health. Overflow redirected to backup.&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||Elemental||+10||Small increase in current elemental ammo amount up to allowed max capacity.&lt;br /&gt;
|-&lt;br /&gt;
|Large Elemental||Elemental||+25||Large increase in current elemental ammo amount up to allowed max capacity.&lt;br /&gt;
|-&lt;br /&gt;
|Missile||Missile||+2||Adds missiles to your current count, up to the max number of missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Missile Bunch||Missile||+5||Adds missiles to your current count, up to the max number of missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Big Missile||Big Missile||+1||Adds a big missile to your current count, up to the max number of big missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Big Missile Bunch||Big Missile||+3||Adds big missiles to your current count, up to the max number of big missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Big Bomb||Big Bomb||+1||Adds a big bomb to your current count, up to the max number of big bombs.&lt;br /&gt;
|-&lt;br /&gt;
|Big Bomb Bunch||Big Bomb||+3||Adds big bombs to your current count, up to the max number of big bombs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Loot Tables =&lt;br /&gt;
Enemies have different loot tables that associate item drops with a weight. The weight controls the odds of each item dropping. At the time the enemy dies, the required loot table for that enemy is loaded and then adjusted based on the player&#039;s current needs. For example, a player that is already full of missiles won&#039;t see missile drops most of the time. This results in a reduction of time sunk into farming for supplies and an overall better player experience. &lt;br /&gt;
&lt;br /&gt;
== Base Loot Tables ==&lt;br /&gt;
Loot tables are set up in a way that only configures possible items. Any item that is not explicitly configured has essentially no chance of dropping.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Example Loot Table&lt;br /&gt;
!Drop!!Weight!!Effective%&lt;br /&gt;
|-&lt;br /&gt;
|Nothing||5||5%&lt;br /&gt;
|-&lt;br /&gt;
|Anything||5||5%&lt;br /&gt;
|-&lt;br /&gt;
|Small Health||50||50%&lt;br /&gt;
|-&lt;br /&gt;
|Large Health||10||10%&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||15||15%&lt;br /&gt;
|-&lt;br /&gt;
|Missile||15||15%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;||100||100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Player State Adjustment ==&lt;br /&gt;
Adjustments for player state are made by item category. (Health, Elemental, Missile, BigMissile, and BigBomb.) Anything the player already has their max capacity of is removed from the loot table. Using the above loot table as an example, if the player is full on health, the two possible health drops are removed from the table. This changes the probability of the remaining options automatically.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ When Player Has Max Health&lt;br /&gt;
!Drop!!Weight!!Effective%&lt;br /&gt;
|-&lt;br /&gt;
|Nothing||5||12.5%&lt;br /&gt;
|-&lt;br /&gt;
|Anything||5||12.5%&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||15||37.5%&lt;br /&gt;
|-&lt;br /&gt;
|Missile||15||37.5%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;||40||100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There is also a special adjustment made if the player is below 50 health. Loot tables in that situation are modified to favor health drops over other things to try to help the player recover. Note that a loot table that doesn&#039;t have health drops will not be affected by this. The way it works is that each health item in the list has 20 weight added to it. Using the same example above, that would change the table to this.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Critical Health Loot Table&lt;br /&gt;
!Drop!!Weight!!Effective%&lt;br /&gt;
|-&lt;br /&gt;
|Nothing||5||3.6%&lt;br /&gt;
|-&lt;br /&gt;
|Anything||5||3.6%&lt;br /&gt;
|-&lt;br /&gt;
|Small Health||70||50.0%&lt;br /&gt;
|-&lt;br /&gt;
|Large Health||30||21.4%&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||15||10.7%&lt;br /&gt;
|-&lt;br /&gt;
|Missile||15||10.7%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;||140||100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Special Options ==&lt;br /&gt;
&lt;br /&gt;
The special categories of &amp;quot;Nothing&amp;quot; and &amp;quot;Anything&amp;quot; are for making loot feel more exciting. If a loot roll lands on Nothing, then obviously there is no drop   at all. (Sorry.) If a loot roll lands on Anything, a loot reroll occurs that uses a table that has every item being both possible and equally likely. Nothing and Anything are not part of this special table. This results in every in the game being capable of dropping every item. It may not be especially likely, but it can happen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Special &amp;quot;Anything&amp;quot; Loot Table&lt;br /&gt;
!Drop!!Weight!!Effective%&lt;br /&gt;
|-&lt;br /&gt;
|Small Health||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Large Energy||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Huge Energy||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Large Elemental||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Missile||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Missile Bunch||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Big Missile||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Big Missile Bunch||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Big Bomb||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Big Bomb Bunch||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;||11||100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Controls =&lt;br /&gt;
The player is expected to be reasonably agile and controlling Eris should feel responsive, but it has to follow a standard set of rules. The standard unit of measure is a tile, think of it as a small square amount of space. &lt;br /&gt;
&lt;br /&gt;
== Attacking ==&lt;br /&gt;
The primary form of attack is through the use of a projectile weapon without melee attack options. When in tiny form attacks can be performed using explosives. All tile measurements are actually relative to the player, but are described as from the ground for easier explanation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shooting Options&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;When NOT Moving:&#039;&#039;&lt;br /&gt;
** Standing:&lt;br /&gt;
*** The standard aim will fire a projectile forward at a height 1.5 tiles off of the ground (in the middle of the 2nd tile up from the ground).&lt;br /&gt;
*** The spread shot fires 2 projectiles at 1.0 and 2.0 tiles off the ground.&lt;br /&gt;
*** You can aim straight up.&lt;br /&gt;
*** You can aim diagonal attacks at 45 degrees either up or down.&lt;br /&gt;
** Crouching:&lt;br /&gt;
*** The standard aim will fire a projectile closer to the ground at a height of 0.7 tiles off the ground.&lt;br /&gt;
*** The spread shot fires 2 projectiles at 0.4 and 1.0 tiles off the ground.&lt;br /&gt;
*** You can aim straight up.&lt;br /&gt;
*** You can aim diagonal attacks at 45 degrees either up or down.&lt;br /&gt;
* &#039;&#039;When Moving:&#039;&#039;&lt;br /&gt;
** The standard aim will fire a projectile forward at a height 1.5 tiles off of the ground (in the middle of the 2nd tile up from the ground).&lt;br /&gt;
** The spread shot fires 2 projectiles at 1.0 and 2.0 tiles off the ground.&lt;br /&gt;
** You can aim straight up.&lt;br /&gt;
** You can aim diagonal attacks at 45 degrees either up or down.&lt;br /&gt;
** (You cannot move while crouching.)&lt;br /&gt;
* &#039;&#039;When Jumping:&#039;&#039;&lt;br /&gt;
** The standard aim will fire a projectile forward at a height 1.5 tiles off of the ground (in the middle of the 2nd tile up from the ground).&lt;br /&gt;
** The spread shot fires 2 projectiles at 1.0 and 2.0 tiles off the ground.&lt;br /&gt;
** You can aim straight up.&lt;br /&gt;
** You can aim diagonal attacks at 45 degrees either up or down.&lt;br /&gt;
** While not on the ground, you can fire a projectile straight down.&lt;br /&gt;
&lt;br /&gt;
== Exploring ==&lt;br /&gt;
The player is roughly 2.5 tiles tall and 1 tile wide. Most environments have vertical clearance of at least 3 tiles and gaps will be at least 1 tile wide. This includes doorways and hallways. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement Options&#039;&#039;&#039;&lt;br /&gt;
* While standing at full height, the player can move left and right.&lt;br /&gt;
* While on the ground, the player can jump or crouch.&lt;br /&gt;
* While not on the ground, the player can still control their left and right trajectory.&lt;br /&gt;
* While crouching, the player can shrink to tiny form. Moving or jumping while crouching will result in standing up first.&lt;br /&gt;
* While in tiny form, you can move left and right, remaining in tiny form.&lt;br /&gt;
* There are many movement upgrades that add to this list when they have been found and are enabled.&lt;br /&gt;
&lt;br /&gt;
= Escape =&lt;br /&gt;
After beating the final boss, a mad dash must be made to the escape pod. &lt;br /&gt;
* All save, recharge, and map stations are disabled.&lt;br /&gt;
* All doors are changed to blue regardless of previous requirements for opening them.&lt;br /&gt;
* There will still be environmental difficulties such as water and lava.&lt;br /&gt;
* Enemies are no longer present.&lt;br /&gt;
* Uncollected items will still be present in the world and can still be collected.&lt;br /&gt;
* This event will be timed. &lt;br /&gt;
** No free movement abilities will be granted, so it may be difficult to finish on time.&lt;br /&gt;
** The available time will be calculated by the number of rooms required for the escape, plus some comfortable padding.&lt;br /&gt;
** The calculation assumes all available movement abilities have been collected, but it should be possible to finish with some missing.&lt;br /&gt;
* Failing the escape&lt;br /&gt;
** Will place you at your last save prior to the final boss.&lt;br /&gt;
** You can avoid the final boss chamber and instead go to gather more uncollected upgrades.&lt;br /&gt;
** If you try the escape again immediately, the final boss will already be defeated.&lt;br /&gt;
** The final boss will be reset to alive if any additional upgrade is collected.&lt;br /&gt;
** If the final boss is already dead, the timer will start again when you enter the final boss chamber.&lt;br /&gt;
** The escape pod is not active unless the timer has been started.&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Design&amp;diff=367</id>
		<title>Design</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Design&amp;diff=367"/>
		<updated>2026-09-20T23:15:45Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Story =&lt;br /&gt;
The story of this game is derived from Greek mythology, which is full of arguments between and within families.  This one involves two families of gods and the unending collection of planets that are ruined and then restored in the process.&lt;br /&gt;
&lt;br /&gt;
== Cast of Characters ==&lt;br /&gt;
* &#039;&#039;&#039;Eris&#039;&#039;&#039; - Goddess of Strife and Discord &#039;&#039;(Her human form is controlled by the player.)&#039;&#039;&lt;br /&gt;
** Daughter of Nyx&lt;br /&gt;
** Sister of Hypnos&lt;br /&gt;
** Mother of Lethe&lt;br /&gt;
* &#039;&#039;&#039;Nyx&#039;&#039;&#039; - Goddess of Night&lt;br /&gt;
** Mother of Eris and Hypnos&lt;br /&gt;
* &#039;&#039;&#039;Hypnos&#039;&#039;&#039; - God of Sleep&lt;br /&gt;
** Son of Nyx&lt;br /&gt;
** Brother of Eris&lt;br /&gt;
* &#039;&#039;&#039;Lethe&#039;&#039;&#039; - Goddess of Forgetfulness&lt;br /&gt;
** Daughter of Eris&lt;br /&gt;
* &#039;&#039;&#039;Themis&#039;&#039;&#039; - Goddess of Divine Law and Order&lt;br /&gt;
** Advisor to Zeus&lt;br /&gt;
** Judge of other gods&lt;br /&gt;
** Daughter of Uranus and Gaia&lt;br /&gt;
* &#039;&#039;&#039;Gaia&#039;&#039;&#039; - Goddess of Earth&lt;br /&gt;
** Mother of Themis&lt;br /&gt;
&lt;br /&gt;
== The Story Cycle ==&lt;br /&gt;
You are the dark goddess Eris in human form, condemned to repair the damage you caused to a planet. This story repeats in a loop indefinitely.&lt;br /&gt;
&lt;br /&gt;
# Eris causes war and destruction on a planet for her own entertainment. The destruction results in the elimination of most life and an imbalance of the elements.&lt;br /&gt;
# The destruction and imbalance of elements deeply upsets Gaia. She partner&#039;s with Zeus and her daughter Themis to put Eris on trial.&lt;br /&gt;
# Themis agrees to try Eris for what she considers to be crimes against nature.  &lt;br /&gt;
# Eris is found guilty and is sentenced to restore the elemental balance as a human placed directly on a planet she had ruined.&lt;br /&gt;
# Themis incarnates Eris to a human form to prepare for her punishment.&lt;br /&gt;
# Eris&#039; daughter Lethe is compelled to wipe Eris&#039; memory. This causes her to forget being a goddess entirely and prevents her from fully understanding the nature of her condemnation.&lt;br /&gt;
# Eris&#039; brother Hypnos puts Eris into a deep sleep and delivers her to the ruined planet with an escape pod.&lt;br /&gt;
# The escape pod has a message that indicates the requirement to restore the balance of the elements, provides a basic weapon to use, and indicates it cannot be activated until the balance has been restored. A final warning that Eris’ presence itself is a destabilizing force on the planet.&lt;br /&gt;
# Eris wakes up near the escape pod. She doesn&#039;t know why she is here, the escape shows the message and provides the weapon to use.&lt;br /&gt;
# Driven by her desire to leave the ruined planet, Eris works to restore the balance of the elements by defeating the bosses of each biome and then a final boss in its own biome.&lt;br /&gt;
# After the defeat of the final boss with the balance finally restored, Eris must return to the escape pod prior to time running out, presumably to avoid destabilizing the elements again.&lt;br /&gt;
# When Eris gets to the escape pod and enters it ready to leave the planet, the now active escape pod ramps up in power to fly away. Instead of launching to space it violently explodes instead, wiping the human form of Eris from existence.&lt;br /&gt;
# With her human form annihilated in the explosion, Eris returns to the realm of the gods. Being a goddess and immortal, her memories return. Being a dark goddess she resumes doing what she does best... Causing strife and discord on another planet.  This returns her to step #1 in the cycle but with a new planet.&lt;br /&gt;
&lt;br /&gt;
= Upgrades =&lt;br /&gt;
As you explore the planet, you discover upgrades that improve your survivability, movement, and the ways you can attack things.&lt;br /&gt;
&lt;br /&gt;
== Core Upgrades == &lt;br /&gt;
There are typically multiple copies of each of these core upgrades and finding multiple of them increases the amount of whatever is controlled by that type of upgrade.  For example, finding an additional energy capsule will increase the amount of damage you can take before being killed and finding additional missile upgrades will increase how many missiles you can carry.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Core Upgrades&lt;br /&gt;
!Upgrade!!Category!!Upgrade&amp;lt;br /&amp;gt;Count!!Total&amp;lt;br /&amp;gt;Amount!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Health Capsule]]||Health||9||999||Increases the max amount of heath you have by 100. Essentially improves the number of hits you can take before being killed.&lt;br /&gt;
|-&lt;br /&gt;
|[[Backup Health Capsule]]||Health||5||500||Gives a place to store additional energy beyond the max, each one holds 100 extra.&lt;br /&gt;
|-&lt;br /&gt;
|[[Elemental Capsule]]||Ammo||11||300||Increases the max amount of elemental ammo you can use by 25. The first time you acquire an elemental weapon, it includes a capacity of 25 shots. Elemental ammo capacity can be used for any elemental ammo type. (i.e. there aren&#039;t different elemental capsules for each element.)&lt;br /&gt;
|-&lt;br /&gt;
|[[Missiles]]||Ammo||50||100||Increases the max number of missiles you can fire before running out by 2. Can’t be used at all until you have at least one.&lt;br /&gt;
|-&lt;br /&gt;
|[[Big Missiles]]||Ammo||25||50||Increases the max number of big missiles you can fire before running out by 2. Can’t be used at all until you have at least one.&lt;br /&gt;
|-&lt;br /&gt;
|[[Big Bombs]]||Ammo||25||100||Increases the max number of big bombs you can drop before running out by 4. Can’t be used at all until you have at least one. This give a small upward motion while in liquid without the appropriate suit.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|125 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Health Transfers ===&lt;br /&gt;
Energy can be shunted back and forth between normal and backup manually at any time. Each manual transfer, regardless of size or direction, costs 10 energy to perform. An automatic transfer occurs when normal energy runs out. The full amount possible will be transferred until either the backup storage is empty or normal storage is full. Automatic transfers are considered an emergency situation and are performed without an extra energy cost.&lt;br /&gt;
&lt;br /&gt;
== Suits == &lt;br /&gt;
The environment is dangerous and suit upgrades help you survive and get around. All suit capabilities stack when active and all suits can be active simultaneously.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Suits&lt;br /&gt;
!Suit!!Effect!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Defense Suit]]||-50% General Damage||Reduces damage received from everything. It should be noted that later areas have enemies that hit at least 50% harder.&lt;br /&gt;
|-&lt;br /&gt;
|[[Liquid Suit]]||+90% Liquid Movement||Restores most of the lost movement caused by being in liquids. Water is way thinner than Mud or Lava. Doesn&#039;t change damage amounts.&lt;br /&gt;
|-&lt;br /&gt;
|[[Heat Suit]]||Heat Damage Reduction||Heated areas that hurt you, now hurt you way less (2%). Lava hurts you way slower too (15%). Doesn&#039;t change damage amounts from sources that are not environments.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cold Suit]]||Cold Damage Reduction||Super cold areas that hurt you, now hurt you way less (2%). Cold water hurts you way slower too (15%). Doesn&#039;t change damage amounts from sources that are not environments.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|4 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
These upgrades improve the movement capabilities of the player, which in turn control access to various places. I briefly considered a grapple hook style item, but I don’t particularly want to have to code it and make it behave well. It&#039;s my opinion that there has never been a grapple hook ability that was implemented in a way that was actually fun.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Movement Upgrades&lt;br /&gt;
!Upgrade!!Category!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[High Jump]]||Jump||Amount of vertical movement when you jump is increased. See [[Jump Mechanics]] for more details.&lt;br /&gt;
|-&lt;br /&gt;
|[[Double Jump]]||Jump||Can jump a second time while not on the ground. Stacks with High Jump to create an even higher possible jump height. See [[Jump Mechanics]] for more details.&lt;br /&gt;
|-&lt;br /&gt;
|[[Dash]]||Speed||A short range, very high speed dash that goes left or right. Can only be performed once per jump, and only while not on the ground.&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertical Launch]]||Launch||Can launch vertically from a crouch position, requires a short charge delay to activate. Consumes energy to use, will automatically stop if health drops below 100. Not usable in cat form. Automatically opens doors on impact and continues into the next room.&lt;br /&gt;
|-&lt;br /&gt;
|[[Sprint]]||Speed||Can run very fast and break sprint blocks. Requires distance to build up to max speed, consumes energy while at max speed and when breaking sprint blocks. Cannot be used with less than 100 energy and hitting 99 energy stops an active max speed sprint. It falls back to still moving faster than normal. Without this, Eris moves at her normal speed regardless of available energy.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cat Form]]||Size||Allows the player to change into a cat to move through short passages. Can drop bombs in this form if available. Automatically includes a short range swipe attack and the ability to jump as high as in human form. Not effected by high jump or double jump. &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|6 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cat Form ==&lt;br /&gt;
These upgrades improve the capabilities of the player when in the cat form.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Cat Form Upgrades&lt;br /&gt;
!Upgrade!!Category!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Cat Dash]]||Speed||A short range, very high speed dash that goes left or right. Can only be performed once per jump, but as a cat it can also be performed on the ground to clear small drops in tunnels. It has a cooldown delay that effectively guarantees it is slower than sprinting when repeating it over and over. This is to avoid the problem where shield dash is the exclusive means of travel in Castlevania: Symphony of the Night for speed running.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cat Claws]]||Grab||Can grab onto certain walls. Allows climbing of some surfaces, and jumping or horizontal launching off of them when attached. This only works in cat form.&lt;br /&gt;
|-&lt;br /&gt;
|[[Horizontal Launch]]||Launch||Can launch horizontally from a wall grab, requires a short charge delay to activate. Consumes energy to use, will automatically stop if health drops below 100. Mind your surroundings, this could get you into trouble. Automatically opens doors on impact and continues into the next room.&lt;br /&gt;
|-&lt;br /&gt;
|[[Bombs]]||Attack||Allows the dropping of small bombs when in cat form. They are unlimited ammo and break bombable blocks. They are not strong enough to move the player in liquid without the appropriate suit.&lt;br /&gt;
|-&lt;br /&gt;
|[[Big Bombs]]||Attack||Allows the dropping of big bombs when in cat form. See the core upgrade description for more details. These can slightly move the player in liquid without the appropriate suit.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|4 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weapon Upgrades == &lt;br /&gt;
Your weapon can be upgraded to do more damage. This makes enemies easier to kill, allows getting past certain obstacles or opening certain doors, and in general improves your ability to survive.&lt;br /&gt;
&lt;br /&gt;
=== Standard Gun Upgrades ===&lt;br /&gt;
All effects in the table below stack but the total damage percentage improvement is relative to the base weapon. None of these require any form of ammo to use, they are your standard blaster weapons. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Weapon Upgrades&lt;br /&gt;
!Weapon!!Effect!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Blaster]]||None||The standard gun you start with. You shoot stuff, it hurts stuff.&lt;br /&gt;
|-&lt;br /&gt;
|[[Power]]||+50% Damage||Causes your gun to be more powerful. Hurts stuff more.&lt;br /&gt;
|-&lt;br /&gt;
|[[Spread]]||2 Parallel Shots||Causes your gun to fire 2 parallel shots at once (one slightly above normal and one slightly below normal). Each shot does the full damage if it hits. They are tracked separately.&lt;br /&gt;
|-&lt;br /&gt;
|[[Quantum]]||+25% Damage||Allows your shots to pass through solid things in the environment (unlimited). Has no effect on passing through enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[Phased]]||+25% Damage||Allows your shots to pass through living things. Up to 2 additional enemies can be hurt if they are behind the original target. The same enemy cannot be hit more than once by each shot with this effect. Has no effect on passing through the environment.&lt;br /&gt;
|-&lt;br /&gt;
|[[Charge]]||+25% Damage (when charged)||Allows energy to be collected in the weapon and discharged all at once. Charging takes roughly 1 second. Damage bonus only applies when weapon is charged before release. This also allows your weapon to hit like a missile against creatures that can only be damaged by missile attacks.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|7 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Elemental Upgrades ===&lt;br /&gt;
These are upgrades that provide elemental powers to your weapon. Only one can be active at a time, but effects and damage improvements are always on top of whatever other weapon upgrades are active.&lt;br /&gt;
All elements are strong against their opposite, slightly strong against the element that is similar to their opposite, slightly weak against the element that is slightly strong against them, and very weak against themselves.&lt;br /&gt;
[[File:Fracterebus_element_interactions.png|right|Graph showing how pairs of pairs of elements interact.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Elemental Weapon Features&lt;br /&gt;
!Target!!Effect!!Description&lt;br /&gt;
|-&lt;br /&gt;
|Normal or Other||+20% Damage||When something isn&#039;t associated with any particular element or is not one of the categories listed below, you still cause some extra damage when using an elemental weapon.&lt;br /&gt;
|-&lt;br /&gt;
|Same Element||-90% Damage||When something is associated with the same element you are using, you deal dramatically less damage to them.&lt;br /&gt;
|-&lt;br /&gt;
|Opposite Element||+100% Damage||When something is the opposite element to what you are using, you deal dramatically more damage to them.&lt;br /&gt;
|-&lt;br /&gt;
|Similar Element||-40% Damage||When something is from an element that is similar to the element you are using, you deal less damage.&lt;br /&gt;
|-&lt;br /&gt;
|Similar Opposite Element||+40% Damage||When something is similar to the element that is the opposite of the element you are using, you deal more damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Specific Elemental Effects ===&lt;br /&gt;
Each biome has a main boss that is the strongest form of the element from that biome and guards the weapon that is strong against it. These weapons also have a special extra feature. New biomes may be added over time, the current list of biomes is: Fire, Ice, Electric, Water, Light, Dark, Life, Death, Earth, Air, Gravity, Void.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Specific Elemental Effects&lt;br /&gt;
!Element!!Very&amp;lt;br /&amp;gt;Strong Against!!Slightly&amp;lt;br /&amp;gt;Strong Against!!Similar to&amp;lt;br /&amp;gt;Weakness!!Special Effect&lt;br /&gt;
|-&lt;br /&gt;
|Fire||Ice||Water||Electric||Allows burning of certain environmental barriers.&lt;br /&gt;
|-&lt;br /&gt;
|Ice||Fire||Electric||Water||If an enemy would take lethal damage, they are instead frozen in place and can be used as a platform.&lt;br /&gt;
|-&lt;br /&gt;
|Electric||Water||Ice||Fire||Can activate unpowered electrical things.&lt;br /&gt;
|-&lt;br /&gt;
|Water||Electric||Fire||Ice||Can short out electrical things.&lt;br /&gt;
|-&lt;br /&gt;
|Light||Dark||Death||Life||Can light very dark areas.&lt;br /&gt;
|-&lt;br /&gt;
|Dark||Light||Life||Death||Can dim very bright lights.&lt;br /&gt;
|-&lt;br /&gt;
|Life||Death||Dark||Light||Can create a barrier out of new life.&lt;br /&gt;
|-&lt;br /&gt;
|Death||Life||Light||Dark||Can wither certain environmental barriers.&lt;br /&gt;
|-&lt;br /&gt;
|Earth||Air||Void||Gravity||Allows downward shots to form a small pile of dirt that can be used to get slightly higher.&lt;br /&gt;
|-&lt;br /&gt;
|Air||Earth||Gravity||Void||Allows upward shots to form a small tornado that pulls you slightly higher.&lt;br /&gt;
|-&lt;br /&gt;
|Gravity||Void||Air||Earth||Crushes things?&lt;br /&gt;
|-&lt;br /&gt;
|Void||Gravity||Earth||Air||Explodes things?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Item Drops =&lt;br /&gt;
These are the things that drop when enemies are killed. Their purpose is to refill various consumables. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Item Drops&lt;br /&gt;
!Drop!!Category!!Amount!!Description&lt;br /&gt;
|-&lt;br /&gt;
|Small Energy||Health||+5||Small increase in current health up to allowed max health. Overflow redirected to backup.&lt;br /&gt;
|-&lt;br /&gt;
|Large Energy||Health||+25||Large increase in current health up to allowed max health. Overflow redirected to backup.&lt;br /&gt;
|-&lt;br /&gt;
|Huge Energy||Health||+100||Very rare massive increase in current health up to allowed max health. Overflow redirected to backup.&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||Elemental||+10||Small increase in current elemental ammo amount up to allowed max capacity.&lt;br /&gt;
|-&lt;br /&gt;
|Large Elemental||Elemental||+25||Large increase in current elemental ammo amount up to allowed max capacity.&lt;br /&gt;
|-&lt;br /&gt;
|Missile||Missile||+2||Adds missiles to your current count, up to the max number of missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Missile Bunch||Missile||+5||Adds missiles to your current count, up to the max number of missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Big Missile||Big Missile||+1||Adds a big missile to your current count, up to the max number of big missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Big Missile Bunch||Big Missile||+3||Adds big missiles to your current count, up to the max number of big missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Big Bomb||Big Bomb||+1||Adds a big bomb to your current count, up to the max number of big bombs.&lt;br /&gt;
|-&lt;br /&gt;
|Big Bomb Bunch||Big Bomb||+3||Adds big bombs to your current count, up to the max number of big bombs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Loot Tables =&lt;br /&gt;
Enemies have different loot tables that associate item drops with a weight. The weight controls the odds of each item dropping. At the time the enemy dies, the required loot table for that enemy is loaded and then adjusted based on the player&#039;s current needs. For example, a player that is already full of missiles won&#039;t see missile drops most of the time. This results in a reduction of time sunk into farming for supplies and an overall better player experience. &lt;br /&gt;
&lt;br /&gt;
== Base Loot Tables ==&lt;br /&gt;
Loot tables are set up in a way that only configures possible items. Any item that is not explicitly configured has essentially no chance of dropping.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Example Loot Table&lt;br /&gt;
!Drop!!Weight!!Effective%&lt;br /&gt;
|-&lt;br /&gt;
|Nothing||5||5%&lt;br /&gt;
|-&lt;br /&gt;
|Anything||5||5%&lt;br /&gt;
|-&lt;br /&gt;
|Small Health||50||50%&lt;br /&gt;
|-&lt;br /&gt;
|Large Health||10||10%&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||15||15%&lt;br /&gt;
|-&lt;br /&gt;
|Missile||15||15%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;||100||100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Player State Adjustment ==&lt;br /&gt;
Adjustments for player state are made by item category. (Health, Elemental, Missile, BigMissile, and BigBomb.) Anything the player already has their max capacity of is removed from the loot table. Using the above loot table as an example, if the player is full on health, the two possible health drops are removed from the table. This changes the probability of the remaining options automatically.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ When Player Has Max Health&lt;br /&gt;
!Drop!!Weight!!Effective%&lt;br /&gt;
|-&lt;br /&gt;
|Nothing||5||12.5%&lt;br /&gt;
|-&lt;br /&gt;
|Anything||5||12.5%&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||15||37.5%&lt;br /&gt;
|-&lt;br /&gt;
|Missile||15||37.5%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;||40||100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There is also a special adjustment made if the player is below 50 health. Loot tables in that situation are modified to favor health drops over other things to try to help the player recover. Note that a loot table that doesn&#039;t have health drops will not be affected by this. The way it works is that each health item in the list has 20 weight added to it. Using the same example above, that would change the table to this.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Critical Health Loot Table&lt;br /&gt;
!Drop!!Weight!!Effective%&lt;br /&gt;
|-&lt;br /&gt;
|Nothing||5||3.6%&lt;br /&gt;
|-&lt;br /&gt;
|Anything||5||3.6%&lt;br /&gt;
|-&lt;br /&gt;
|Small Health||70||50.0%&lt;br /&gt;
|-&lt;br /&gt;
|Large Health||30||21.4%&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||15||10.7%&lt;br /&gt;
|-&lt;br /&gt;
|Missile||15||10.7%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;||140||100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Special Options ==&lt;br /&gt;
&lt;br /&gt;
The special categories of &amp;quot;Nothing&amp;quot; and &amp;quot;Anything&amp;quot; are for making loot feel more exciting. If a loot roll lands on Nothing, then obviously there is no drop   at all. (Sorry.) If a loot roll lands on Anything, a loot reroll occurs that uses a table that has every item being both possible and equally likely. Nothing and Anything are not part of this special table. This results in every in the game being capable of dropping every item. It may not be especially likely, but it can happen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Special &amp;quot;Anything&amp;quot; Loot Table&lt;br /&gt;
!Drop!!Weight!!Effective%&lt;br /&gt;
|-&lt;br /&gt;
|Small Health||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Large Energy||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Huge Energy||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Large Elemental||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Missile||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Missile Bunch||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Big Missile||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Big Missile Bunch||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Big Bomb||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Big Bomb Bunch||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;||11||100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Controls =&lt;br /&gt;
The player is expected to be reasonably agile and controlling Eris should feel responsive, but it has to follow a standard set of rules. The standard unit of measure is a tile, think of it as a small square amount of space. &lt;br /&gt;
&lt;br /&gt;
== Attacking ==&lt;br /&gt;
The primary form of attack is through the use of a projectile weapon without melee attack options. When in tiny form attacks can be performed using explosives. All tile measurements are actually relative to the player, but are described as from the ground for easier explanation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shooting Options&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;When NOT Moving:&#039;&#039;&lt;br /&gt;
** Standing:&lt;br /&gt;
*** The standard aim will fire a projectile forward at a height 1.5 tiles off of the ground (in the middle of the 2nd tile up from the ground).&lt;br /&gt;
*** The spread shot fires 2 projectiles at 1.0 and 2.0 tiles off the ground.&lt;br /&gt;
*** You can aim straight up.&lt;br /&gt;
*** You can aim diagonal attacks at 45 degrees either up or down.&lt;br /&gt;
** Crouching:&lt;br /&gt;
*** The standard aim will fire a projectile closer to the ground at a height of 0.7 tiles off the ground.&lt;br /&gt;
*** The spread shot fires 2 projectiles at 0.4 and 1.0 tiles off the ground.&lt;br /&gt;
*** You can aim straight up.&lt;br /&gt;
*** You can aim diagonal attacks at 45 degrees either up or down.&lt;br /&gt;
* &#039;&#039;When Moving:&#039;&#039;&lt;br /&gt;
** The standard aim will fire a projectile forward at a height 1.5 tiles off of the ground (in the middle of the 2nd tile up from the ground).&lt;br /&gt;
** The spread shot fires 2 projectiles at 1.0 and 2.0 tiles off the ground.&lt;br /&gt;
** You can aim straight up.&lt;br /&gt;
** You can aim diagonal attacks at 45 degrees either up or down.&lt;br /&gt;
** (You cannot move while crouching.)&lt;br /&gt;
* &#039;&#039;When Jumping:&#039;&#039;&lt;br /&gt;
** The standard aim will fire a projectile forward at a height 1.5 tiles off of the ground (in the middle of the 2nd tile up from the ground).&lt;br /&gt;
** The spread shot fires 2 projectiles at 1.0 and 2.0 tiles off the ground.&lt;br /&gt;
** You can aim straight up.&lt;br /&gt;
** You can aim diagonal attacks at 45 degrees either up or down.&lt;br /&gt;
** While not on the ground, you can fire a projectile straight down.&lt;br /&gt;
&lt;br /&gt;
== Exploring ==&lt;br /&gt;
The player is roughly 2.5 tiles tall and 1 tile wide. Most environments have vertical clearance of at least 3 tiles and gaps will be at least 1 tile wide. This includes doorways and hallways. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement Options&#039;&#039;&#039;&lt;br /&gt;
* While standing at full height, the player can move left and right.&lt;br /&gt;
* While on the ground, the player can jump or crouch.&lt;br /&gt;
* While not on the ground, the player can still control their left and right trajectory.&lt;br /&gt;
* While crouching, the player can shrink to tiny form. Moving or jumping while crouching will result in standing up first.&lt;br /&gt;
* While in tiny form, you can move left and right, remaining in tiny form.&lt;br /&gt;
* There are many movement upgrades that add to this list when they have been found and are enabled.&lt;br /&gt;
&lt;br /&gt;
= Escape =&lt;br /&gt;
After beating the final boss, a mad dash must be made to the escape pod. &lt;br /&gt;
* All save, recharge, and map stations are disabled.&lt;br /&gt;
* All doors are changed to blue regardless of previous requirements for opening them.&lt;br /&gt;
* There will still be environmental difficulties such as water and lava.&lt;br /&gt;
* Enemies are no longer present.&lt;br /&gt;
* Uncollected items will still be present in the world and can still be collected.&lt;br /&gt;
* This event will be timed. &lt;br /&gt;
** No free movement abilities will be granted, so it may be difficult to finish on time.&lt;br /&gt;
** The available time will be calculated by the number of rooms required for the escape, plus some comfortable padding.&lt;br /&gt;
** The calculation assumes all available movement abilities have been collected, but it should be possible to finish with some missing.&lt;br /&gt;
* Failing the escape&lt;br /&gt;
** Will place you at your last save prior to the final boss.&lt;br /&gt;
** You can avoid the final boss chamber and instead go to gather more uncollected upgrades.&lt;br /&gt;
** If you try the escape again immediately, the final boss will already be defeated.&lt;br /&gt;
** The final boss will be reset to alive if any additional upgrade is collected.&lt;br /&gt;
** If the final boss is already dead, the timer will start again when you enter the final boss chamber.&lt;br /&gt;
** The escape pod is not active unless the timer has been started.&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Design&amp;diff=366</id>
		<title>Design</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Design&amp;diff=366"/>
		<updated>2026-09-20T23:04:22Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: /* The Story Cycle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Story =&lt;br /&gt;
The story of this game is derived from Greek mythology, which is full of arguments between and within families.  This one involves two families of gods and the unending collection of planets that are ruined and then restored in the process.&lt;br /&gt;
&lt;br /&gt;
== Cast of Characters ==&lt;br /&gt;
* &#039;&#039;&#039;Eris&#039;&#039;&#039; - Goddess of Strife and Discord &#039;&#039;(Her human form is controlled by the player.)&#039;&#039;&lt;br /&gt;
** Daughter of Nyx&lt;br /&gt;
** Sister of Hypnos&lt;br /&gt;
** Mother of Lethe&lt;br /&gt;
* &#039;&#039;&#039;Nyx&#039;&#039;&#039; - Goddess of Night&lt;br /&gt;
** Mother of Eris and Hypnos&lt;br /&gt;
* &#039;&#039;&#039;Hypnos&#039;&#039;&#039; - God of Sleep&lt;br /&gt;
** Son of Nyx&lt;br /&gt;
** Brother of Eris&lt;br /&gt;
* &#039;&#039;&#039;Lethe&#039;&#039;&#039; - Goddess of Forgetfulness&lt;br /&gt;
** Daughter of Eris&lt;br /&gt;
* &#039;&#039;&#039;Themis&#039;&#039;&#039; - Goddess of Divine Law and Order&lt;br /&gt;
** Advisor to Zeus&lt;br /&gt;
** Judge of other gods&lt;br /&gt;
** Daughter of Uranus and Gaia&lt;br /&gt;
* &#039;&#039;&#039;Uranus&#039;&#039;&#039; - God of Sky&lt;br /&gt;
** Father of Themis&lt;br /&gt;
* &#039;&#039;&#039;Gaia&#039;&#039;&#039; - Goddess of Earth&lt;br /&gt;
** Mother of Themis&lt;br /&gt;
&lt;br /&gt;
== The Story Cycle ==&lt;br /&gt;
You are the dark goddess Eris in human form, condemned to repair the damage you caused to a planet. This story repeats in a loop indefinitely.&lt;br /&gt;
&lt;br /&gt;
# Eris causes war and destruction on a planet for her own entertainment. The destruction results in the elimination of most life and an imbalance of the elements.&lt;br /&gt;
# The destruction and imbalance of elements deeply upsets Gaia. She partner&#039;s with Zeus and her daughter Themis to put Eris on trial.&lt;br /&gt;
# Themis listens to her parents and tries Eris for what she considers to be crimes against nature.  &lt;br /&gt;
# Themis finds Eris guilty and sentences her to restore the elemental balance as a human placed directly on a planet she had ruined.&lt;br /&gt;
# There is an escape pod with a message that indicates the requirement to restore the balance of the elements.&lt;br /&gt;
# The escape pod cannot be activated until the balance has been restored and warns that Eris’ presence is itself a destabilizing force on the planet.&lt;br /&gt;
# The escape pod also holds a basic weapon to use in this quest.&lt;br /&gt;
# Themis incarnates Eris to a human form to prepare for her punishment.&lt;br /&gt;
# Eris&#039; daughter Lethe then causes her to forget being a goddess entirely.&lt;br /&gt;
# Eris&#039; brother Hypnos puts Eris into a deep sleep and delivers her to the ruined planet.&lt;br /&gt;
# Eris wakes up near the escape pod. The escape pod allows her to view the recorded message and provides a basic weapon to use.&lt;br /&gt;
# Driven by her desire to leave the ruined planet, Eris works to restore the balance of the elements by defeating the bosses of each biome and then a final boss in its own biome.&lt;br /&gt;
# After the defeat of the final boss with the balance finally restored, Eris must return to the escape pod prior to time running out, presumably to avoid destabilizing the elements again.&lt;br /&gt;
# When Eris gets to the escape pod and enters it ready to leave the planet, the now active escape pod ramps up in power to fly away. Instead of launching to space it violently explodes instead, wiping the human form of Eris from existence.&lt;br /&gt;
# With her human form annihilated in the explosion, Eris returns to the realm of the gods. Being a goddess and immortal, her memories return. Being a dark goddess she resumes doing what she does best... Causing strife and discord on another planet.  This returns her to step #1 in the cycle but with a new planet.&lt;br /&gt;
&lt;br /&gt;
= Upgrades =&lt;br /&gt;
As you explore the planet, you discover upgrades that improve your survivability, movement, and the ways you can attack things.&lt;br /&gt;
&lt;br /&gt;
== Core Upgrades == &lt;br /&gt;
There are typically multiple copies of each of these core upgrades and finding multiple of them increases the amount of whatever is controlled by that type of upgrade.  For example, finding an additional energy capsule will increase the amount of damage you can take before being killed and finding additional missile upgrades will increase how many missiles you can carry.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Core Upgrades&lt;br /&gt;
!Upgrade!!Category!!Upgrade&amp;lt;br /&amp;gt;Count!!Total&amp;lt;br /&amp;gt;Amount!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Health Capsule]]||Health||9||999||Increases the max amount of heath you have by 100. Essentially improves the number of hits you can take before being killed.&lt;br /&gt;
|-&lt;br /&gt;
|[[Backup Health Capsule]]||Health||5||500||Gives a place to store additional energy beyond the max, each one holds 100 extra.&lt;br /&gt;
|-&lt;br /&gt;
|[[Elemental Capsule]]||Ammo||11||300||Increases the max amount of elemental ammo you can use by 25. The first time you acquire an elemental weapon, it includes a capacity of 25 shots. Elemental ammo capacity can be used for any elemental ammo type. (i.e. there aren&#039;t different elemental capsules for each element.)&lt;br /&gt;
|-&lt;br /&gt;
|[[Missiles]]||Ammo||50||100||Increases the max number of missiles you can fire before running out by 2. Can’t be used at all until you have at least one.&lt;br /&gt;
|-&lt;br /&gt;
|[[Big Missiles]]||Ammo||25||50||Increases the max number of big missiles you can fire before running out by 2. Can’t be used at all until you have at least one.&lt;br /&gt;
|-&lt;br /&gt;
|[[Big Bombs]]||Ammo||25||100||Increases the max number of big bombs you can drop before running out by 4. Can’t be used at all until you have at least one. This give a small upward motion while in liquid without the appropriate suit.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|125 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Health Transfers ===&lt;br /&gt;
Energy can be shunted back and forth between normal and backup manually at any time. Each manual transfer, regardless of size or direction, costs 10 energy to perform. An automatic transfer occurs when normal energy runs out. The full amount possible will be transferred until either the backup storage is empty or normal storage is full. Automatic transfers are considered an emergency situation and are performed without an extra energy cost.&lt;br /&gt;
&lt;br /&gt;
== Suits == &lt;br /&gt;
The environment is dangerous and suit upgrades help you survive and get around. All suit capabilities stack when active and all suits can be active simultaneously.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Suits&lt;br /&gt;
!Suit!!Effect!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Defense Suit]]||-50% General Damage||Reduces damage received from everything. It should be noted that later areas have enemies that hit at least 50% harder.&lt;br /&gt;
|-&lt;br /&gt;
|[[Liquid Suit]]||+90% Liquid Movement||Restores most of the lost movement caused by being in liquids. Water is way thinner than Mud or Lava. Doesn&#039;t change damage amounts.&lt;br /&gt;
|-&lt;br /&gt;
|[[Heat Suit]]||Heat Damage Reduction||Heated areas that hurt you, now hurt you way less (2%). Lava hurts you way slower too (15%). Doesn&#039;t change damage amounts from sources that are not environments.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cold Suit]]||Cold Damage Reduction||Super cold areas that hurt you, now hurt you way less (2%). Cold water hurts you way slower too (15%). Doesn&#039;t change damage amounts from sources that are not environments.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|4 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
These upgrades improve the movement capabilities of the player, which in turn control access to various places. I briefly considered a grapple hook style item, but I don’t particularly want to have to code it and make it behave well. It&#039;s my opinion that there has never been a grapple hook ability that was implemented in a way that was actually fun.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Movement Upgrades&lt;br /&gt;
!Upgrade!!Category!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[High Jump]]||Jump||Amount of vertical movement when you jump is increased. See [[Jump Mechanics]] for more details.&lt;br /&gt;
|-&lt;br /&gt;
|[[Double Jump]]||Jump||Can jump a second time while not on the ground. Stacks with High Jump to create an even higher possible jump height. See [[Jump Mechanics]] for more details.&lt;br /&gt;
|-&lt;br /&gt;
|[[Dash]]||Speed||A short range, very high speed dash that goes left or right. Can only be performed once per jump, and only while not on the ground.&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertical Launch]]||Launch||Can launch vertically from a crouch position, requires a short charge delay to activate. Consumes energy to use, will automatically stop if health drops below 100. Not usable in cat form. Automatically opens doors on impact and continues into the next room.&lt;br /&gt;
|-&lt;br /&gt;
|[[Sprint]]||Speed||Can run very fast and break sprint blocks. Requires distance to build up to max speed, consumes energy while at max speed and when breaking sprint blocks. Cannot be used with less than 100 energy and hitting 99 energy stops an active max speed sprint. It falls back to still moving faster than normal. Without this, Eris moves at her normal speed regardless of available energy.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cat Form]]||Size||Allows the player to change into a cat to move through short passages. Can drop bombs in this form if available. Automatically includes a short range swipe attack and the ability to jump as high as in human form. Not effected by high jump or double jump. &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|6 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cat Form ==&lt;br /&gt;
These upgrades improve the capabilities of the player when in the cat form.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Cat Form Upgrades&lt;br /&gt;
!Upgrade!!Category!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Cat Dash]]||Speed||A short range, very high speed dash that goes left or right. Can only be performed once per jump, but as a cat it can also be performed on the ground to clear small drops in tunnels. It has a cooldown delay that effectively guarantees it is slower than sprinting when repeating it over and over. This is to avoid the problem where shield dash is the exclusive means of travel in Castlevania: Symphony of the Night for speed running.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cat Claws]]||Grab||Can grab onto certain walls. Allows climbing of some surfaces, and jumping or horizontal launching off of them when attached. This only works in cat form.&lt;br /&gt;
|-&lt;br /&gt;
|[[Horizontal Launch]]||Launch||Can launch horizontally from a wall grab, requires a short charge delay to activate. Consumes energy to use, will automatically stop if health drops below 100. Mind your surroundings, this could get you into trouble. Automatically opens doors on impact and continues into the next room.&lt;br /&gt;
|-&lt;br /&gt;
|[[Bombs]]||Attack||Allows the dropping of small bombs when in cat form. They are unlimited ammo and break bombable blocks. They are not strong enough to move the player in liquid without the appropriate suit.&lt;br /&gt;
|-&lt;br /&gt;
|[[Big Bombs]]||Attack||Allows the dropping of big bombs when in cat form. See the core upgrade description for more details. These can slightly move the player in liquid without the appropriate suit.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|4 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weapon Upgrades == &lt;br /&gt;
Your weapon can be upgraded to do more damage. This makes enemies easier to kill, allows getting past certain obstacles or opening certain doors, and in general improves your ability to survive.&lt;br /&gt;
&lt;br /&gt;
=== Standard Gun Upgrades ===&lt;br /&gt;
All effects in the table below stack but the total damage percentage improvement is relative to the base weapon. None of these require any form of ammo to use, they are your standard blaster weapons. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Weapon Upgrades&lt;br /&gt;
!Weapon!!Effect!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Blaster]]||None||The standard gun you start with. You shoot stuff, it hurts stuff.&lt;br /&gt;
|-&lt;br /&gt;
|[[Power]]||+50% Damage||Causes your gun to be more powerful. Hurts stuff more.&lt;br /&gt;
|-&lt;br /&gt;
|[[Spread]]||2 Parallel Shots||Causes your gun to fire 2 parallel shots at once (one slightly above normal and one slightly below normal). Each shot does the full damage if it hits. They are tracked separately.&lt;br /&gt;
|-&lt;br /&gt;
|[[Quantum]]||+25% Damage||Allows your shots to pass through solid things in the environment (unlimited). Has no effect on passing through enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[Phased]]||+25% Damage||Allows your shots to pass through living things. Up to 2 additional enemies can be hurt if they are behind the original target. The same enemy cannot be hit more than once by each shot with this effect. Has no effect on passing through the environment.&lt;br /&gt;
|-&lt;br /&gt;
|[[Charge]]||+25% Damage (when charged)||Allows energy to be collected in the weapon and discharged all at once. Charging takes roughly 1 second. Damage bonus only applies when weapon is charged before release. This also allows your weapon to hit like a missile against creatures that can only be damaged by missile attacks.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|7 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Elemental Upgrades ===&lt;br /&gt;
These are upgrades that provide elemental powers to your weapon. Only one can be active at a time, but effects and damage improvements are always on top of whatever other weapon upgrades are active.&lt;br /&gt;
All elements are strong against their opposite, slightly strong against the element that is similar to their opposite, slightly weak against the element that is slightly strong against them, and very weak against themselves.&lt;br /&gt;
[[File:Fracterebus_element_interactions.png|right|Graph showing how pairs of pairs of elements interact.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Elemental Weapon Features&lt;br /&gt;
!Target!!Effect!!Description&lt;br /&gt;
|-&lt;br /&gt;
|Normal or Other||+20% Damage||When something isn&#039;t associated with any particular element or is not one of the categories listed below, you still cause some extra damage when using an elemental weapon.&lt;br /&gt;
|-&lt;br /&gt;
|Same Element||-90% Damage||When something is associated with the same element you are using, you deal dramatically less damage to them.&lt;br /&gt;
|-&lt;br /&gt;
|Opposite Element||+100% Damage||When something is the opposite element to what you are using, you deal dramatically more damage to them.&lt;br /&gt;
|-&lt;br /&gt;
|Similar Element||-40% Damage||When something is from an element that is similar to the element you are using, you deal less damage.&lt;br /&gt;
|-&lt;br /&gt;
|Similar Opposite Element||+40% Damage||When something is similar to the element that is the opposite of the element you are using, you deal more damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Specific Elemental Effects ===&lt;br /&gt;
Each biome has a main boss that is the strongest form of the element from that biome and guards the weapon that is strong against it. These weapons also have a special extra feature. New biomes may be added over time, the current list of biomes is: Fire, Ice, Electric, Water, Light, Dark, Life, Death, Earth, Air, Gravity, Void.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Specific Elemental Effects&lt;br /&gt;
!Element!!Very&amp;lt;br /&amp;gt;Strong Against!!Slightly&amp;lt;br /&amp;gt;Strong Against!!Similar to&amp;lt;br /&amp;gt;Weakness!!Special Effect&lt;br /&gt;
|-&lt;br /&gt;
|Fire||Ice||Water||Electric||Allows burning of certain environmental barriers.&lt;br /&gt;
|-&lt;br /&gt;
|Ice||Fire||Electric||Water||If an enemy would take lethal damage, they are instead frozen in place and can be used as a platform.&lt;br /&gt;
|-&lt;br /&gt;
|Electric||Water||Ice||Fire||Can activate unpowered electrical things.&lt;br /&gt;
|-&lt;br /&gt;
|Water||Electric||Fire||Ice||Can short out electrical things.&lt;br /&gt;
|-&lt;br /&gt;
|Light||Dark||Death||Life||Can light very dark areas.&lt;br /&gt;
|-&lt;br /&gt;
|Dark||Light||Life||Death||Can dim very bright lights.&lt;br /&gt;
|-&lt;br /&gt;
|Life||Death||Dark||Light||Can create a barrier out of new life.&lt;br /&gt;
|-&lt;br /&gt;
|Death||Life||Light||Dark||Can wither certain environmental barriers.&lt;br /&gt;
|-&lt;br /&gt;
|Earth||Air||Void||Gravity||Allows downward shots to form a small pile of dirt that can be used to get slightly higher.&lt;br /&gt;
|-&lt;br /&gt;
|Air||Earth||Gravity||Void||Allows upward shots to form a small tornado that pulls you slightly higher.&lt;br /&gt;
|-&lt;br /&gt;
|Gravity||Void||Air||Earth||Crushes things?&lt;br /&gt;
|-&lt;br /&gt;
|Void||Gravity||Earth||Air||Explodes things?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Item Drops =&lt;br /&gt;
These are the things that drop when enemies are killed. Their purpose is to refill various consumables. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Item Drops&lt;br /&gt;
!Drop!!Category!!Amount!!Description&lt;br /&gt;
|-&lt;br /&gt;
|Small Energy||Health||+5||Small increase in current health up to allowed max health. Overflow redirected to backup.&lt;br /&gt;
|-&lt;br /&gt;
|Large Energy||Health||+25||Large increase in current health up to allowed max health. Overflow redirected to backup.&lt;br /&gt;
|-&lt;br /&gt;
|Huge Energy||Health||+100||Very rare massive increase in current health up to allowed max health. Overflow redirected to backup.&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||Elemental||+10||Small increase in current elemental ammo amount up to allowed max capacity.&lt;br /&gt;
|-&lt;br /&gt;
|Large Elemental||Elemental||+25||Large increase in current elemental ammo amount up to allowed max capacity.&lt;br /&gt;
|-&lt;br /&gt;
|Missile||Missile||+2||Adds missiles to your current count, up to the max number of missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Missile Bunch||Missile||+5||Adds missiles to your current count, up to the max number of missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Big Missile||Big Missile||+1||Adds a big missile to your current count, up to the max number of big missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Big Missile Bunch||Big Missile||+3||Adds big missiles to your current count, up to the max number of big missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Big Bomb||Big Bomb||+1||Adds a big bomb to your current count, up to the max number of big bombs.&lt;br /&gt;
|-&lt;br /&gt;
|Big Bomb Bunch||Big Bomb||+3||Adds big bombs to your current count, up to the max number of big bombs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Loot Tables =&lt;br /&gt;
Enemies have different loot tables that associate item drops with a weight. The weight controls the odds of each item dropping. At the time the enemy dies, the required loot table for that enemy is loaded and then adjusted based on the player&#039;s current needs. For example, a player that is already full of missiles won&#039;t see missile drops most of the time. This results in a reduction of time sunk into farming for supplies and an overall better player experience. &lt;br /&gt;
&lt;br /&gt;
== Base Loot Tables ==&lt;br /&gt;
Loot tables are set up in a way that only configures possible items. Any item that is not explicitly configured has essentially no chance of dropping.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Example Loot Table&lt;br /&gt;
!Drop!!Weight!!Effective%&lt;br /&gt;
|-&lt;br /&gt;
|Nothing||5||5%&lt;br /&gt;
|-&lt;br /&gt;
|Anything||5||5%&lt;br /&gt;
|-&lt;br /&gt;
|Small Health||50||50%&lt;br /&gt;
|-&lt;br /&gt;
|Large Health||10||10%&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||15||15%&lt;br /&gt;
|-&lt;br /&gt;
|Missile||15||15%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;||100||100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Player State Adjustment ==&lt;br /&gt;
Adjustments for player state are made by item category. (Health, Elemental, Missile, BigMissile, and BigBomb.) Anything the player already has their max capacity of is removed from the loot table. Using the above loot table as an example, if the player is full on health, the two possible health drops are removed from the table. This changes the probability of the remaining options automatically.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ When Player Has Max Health&lt;br /&gt;
!Drop!!Weight!!Effective%&lt;br /&gt;
|-&lt;br /&gt;
|Nothing||5||12.5%&lt;br /&gt;
|-&lt;br /&gt;
|Anything||5||12.5%&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||15||37.5%&lt;br /&gt;
|-&lt;br /&gt;
|Missile||15||37.5%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;||40||100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There is also a special adjustment made if the player is below 50 health. Loot tables in that situation are modified to favor health drops over other things to try to help the player recover. Note that a loot table that doesn&#039;t have health drops will not be affected by this. The way it works is that each health item in the list has 20 weight added to it. Using the same example above, that would change the table to this.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Critical Health Loot Table&lt;br /&gt;
!Drop!!Weight!!Effective%&lt;br /&gt;
|-&lt;br /&gt;
|Nothing||5||3.6%&lt;br /&gt;
|-&lt;br /&gt;
|Anything||5||3.6%&lt;br /&gt;
|-&lt;br /&gt;
|Small Health||70||50.0%&lt;br /&gt;
|-&lt;br /&gt;
|Large Health||30||21.4%&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||15||10.7%&lt;br /&gt;
|-&lt;br /&gt;
|Missile||15||10.7%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;||140||100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Special Options ==&lt;br /&gt;
&lt;br /&gt;
The special categories of &amp;quot;Nothing&amp;quot; and &amp;quot;Anything&amp;quot; are for making loot feel more exciting. If a loot roll lands on Nothing, then obviously there is no drop   at all. (Sorry.) If a loot roll lands on Anything, a loot reroll occurs that uses a table that has every item being both possible and equally likely. Nothing and Anything are not part of this special table. This results in every in the game being capable of dropping every item. It may not be especially likely, but it can happen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Special &amp;quot;Anything&amp;quot; Loot Table&lt;br /&gt;
!Drop!!Weight!!Effective%&lt;br /&gt;
|-&lt;br /&gt;
|Small Health||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Large Energy||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Huge Energy||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Large Elemental||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Missile||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Missile Bunch||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Big Missile||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Big Missile Bunch||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Big Bomb||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Big Bomb Bunch||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;||11||100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Controls =&lt;br /&gt;
The player is expected to be reasonably agile and controlling Eris should feel responsive, but it has to follow a standard set of rules. The standard unit of measure is a tile, think of it as a small square amount of space. &lt;br /&gt;
&lt;br /&gt;
== Attacking ==&lt;br /&gt;
The primary form of attack is through the use of a projectile weapon without melee attack options. When in tiny form attacks can be performed using explosives. All tile measurements are actually relative to the player, but are described as from the ground for easier explanation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shooting Options&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;When NOT Moving:&#039;&#039;&lt;br /&gt;
** Standing:&lt;br /&gt;
*** The standard aim will fire a projectile forward at a height 1.5 tiles off of the ground (in the middle of the 2nd tile up from the ground).&lt;br /&gt;
*** The spread shot fires 2 projectiles at 1.0 and 2.0 tiles off the ground.&lt;br /&gt;
*** You can aim straight up.&lt;br /&gt;
*** You can aim diagonal attacks at 45 degrees either up or down.&lt;br /&gt;
** Crouching:&lt;br /&gt;
*** The standard aim will fire a projectile closer to the ground at a height of 0.7 tiles off the ground.&lt;br /&gt;
*** The spread shot fires 2 projectiles at 0.4 and 1.0 tiles off the ground.&lt;br /&gt;
*** You can aim straight up.&lt;br /&gt;
*** You can aim diagonal attacks at 45 degrees either up or down.&lt;br /&gt;
* &#039;&#039;When Moving:&#039;&#039;&lt;br /&gt;
** The standard aim will fire a projectile forward at a height 1.5 tiles off of the ground (in the middle of the 2nd tile up from the ground).&lt;br /&gt;
** The spread shot fires 2 projectiles at 1.0 and 2.0 tiles off the ground.&lt;br /&gt;
** You can aim straight up.&lt;br /&gt;
** You can aim diagonal attacks at 45 degrees either up or down.&lt;br /&gt;
** (You cannot move while crouching.)&lt;br /&gt;
* &#039;&#039;When Jumping:&#039;&#039;&lt;br /&gt;
** The standard aim will fire a projectile forward at a height 1.5 tiles off of the ground (in the middle of the 2nd tile up from the ground).&lt;br /&gt;
** The spread shot fires 2 projectiles at 1.0 and 2.0 tiles off the ground.&lt;br /&gt;
** You can aim straight up.&lt;br /&gt;
** You can aim diagonal attacks at 45 degrees either up or down.&lt;br /&gt;
** While not on the ground, you can fire a projectile straight down.&lt;br /&gt;
&lt;br /&gt;
== Exploring ==&lt;br /&gt;
The player is roughly 2.5 tiles tall and 1 tile wide. Most environments have vertical clearance of at least 3 tiles and gaps will be at least 1 tile wide. This includes doorways and hallways. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement Options&#039;&#039;&#039;&lt;br /&gt;
* While standing at full height, the player can move left and right.&lt;br /&gt;
* While on the ground, the player can jump or crouch.&lt;br /&gt;
* While not on the ground, the player can still control their left and right trajectory.&lt;br /&gt;
* While crouching, the player can shrink to tiny form. Moving or jumping while crouching will result in standing up first.&lt;br /&gt;
* While in tiny form, you can move left and right, remaining in tiny form.&lt;br /&gt;
* There are many movement upgrades that add to this list when they have been found and are enabled.&lt;br /&gt;
&lt;br /&gt;
= Escape =&lt;br /&gt;
After beating the final boss, a mad dash must be made to the escape pod. &lt;br /&gt;
* All save, recharge, and map stations are disabled.&lt;br /&gt;
* All doors are changed to blue regardless of previous requirements for opening them.&lt;br /&gt;
* There will still be environmental difficulties such as water and lava.&lt;br /&gt;
* Enemies are no longer present.&lt;br /&gt;
* Uncollected items will still be present in the world and can still be collected.&lt;br /&gt;
* This event will be timed. &lt;br /&gt;
** No free movement abilities will be granted, so it may be difficult to finish on time.&lt;br /&gt;
** The available time will be calculated by the number of rooms required for the escape, plus some comfortable padding.&lt;br /&gt;
** The calculation assumes all available movement abilities have been collected, but it should be possible to finish with some missing.&lt;br /&gt;
* Failing the escape&lt;br /&gt;
** Will place you at your last save prior to the final boss.&lt;br /&gt;
** You can avoid the final boss chamber and instead go to gather more uncollected upgrades.&lt;br /&gt;
** If you try the escape again immediately, the final boss will already be defeated.&lt;br /&gt;
** The final boss will be reset to alive if any additional upgrade is collected.&lt;br /&gt;
** If the final boss is already dead, the timer will start again when you enter the final boss chamber.&lt;br /&gt;
** The escape pod is not active unless the timer has been started.&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Design&amp;diff=365</id>
		<title>Design</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Design&amp;diff=365"/>
		<updated>2026-09-20T22:58:13Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: /* The Story Cycle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Story =&lt;br /&gt;
The story of this game is derived from Greek mythology, which is full of arguments between and within families.  This one involves two families of gods and the unending collection of planets that are ruined and then restored in the process.&lt;br /&gt;
&lt;br /&gt;
== Cast of Characters ==&lt;br /&gt;
* &#039;&#039;&#039;Eris&#039;&#039;&#039; - Goddess of Strife and Discord &#039;&#039;(Her human form is controlled by the player.)&#039;&#039;&lt;br /&gt;
** Daughter of Nyx&lt;br /&gt;
** Sister of Hypnos&lt;br /&gt;
** Mother of Lethe&lt;br /&gt;
* &#039;&#039;&#039;Nyx&#039;&#039;&#039; - Goddess of Night&lt;br /&gt;
** Mother of Eris and Hypnos&lt;br /&gt;
* &#039;&#039;&#039;Hypnos&#039;&#039;&#039; - God of Sleep&lt;br /&gt;
** Son of Nyx&lt;br /&gt;
** Brother of Eris&lt;br /&gt;
* &#039;&#039;&#039;Lethe&#039;&#039;&#039; - Goddess of Forgetfulness&lt;br /&gt;
** Daughter of Eris&lt;br /&gt;
* &#039;&#039;&#039;Themis&#039;&#039;&#039; - Goddess of Divine Law and Order&lt;br /&gt;
** Advisor to Zeus&lt;br /&gt;
** Judge of other gods&lt;br /&gt;
** Daughter of Uranus and Gaia&lt;br /&gt;
* &#039;&#039;&#039;Uranus&#039;&#039;&#039; - God of Sky&lt;br /&gt;
** Father of Themis&lt;br /&gt;
* &#039;&#039;&#039;Gaia&#039;&#039;&#039; - Goddess of Earth&lt;br /&gt;
** Mother of Themis&lt;br /&gt;
&lt;br /&gt;
== The Story Cycle ==&lt;br /&gt;
You are the dark goddess Eris in human form, condemned to repair the damage you caused to a planet. This story repeats in a loop indefinitely.&lt;br /&gt;
&lt;br /&gt;
# Eris causes war and destruction on a planet for her own entertainment. The destruction results in the elimination of most life and an imbalance of the elements.&lt;br /&gt;
# The destruction and imbalance of elements deeply upsets Uranus and Gaia. They seek intervention by their daughter Themis against Eris.&lt;br /&gt;
# Themis listens to her parents and tries Eris for what she considers to be crimes against nature.  &lt;br /&gt;
# Themis finds Eris guilty and sentences her to restore the elemental balance as a human placed directly on a planet she had ruined.&lt;br /&gt;
# There is an escape pod with a message that indicates the requirement to restore the balance of the elements.&lt;br /&gt;
# The escape pod cannot be activated until the balance has been restored and warns that Eris’ presence is itself a destabilizing force on the planet.&lt;br /&gt;
# The escape pod also holds a basic weapon to use in this quest.&lt;br /&gt;
# Themis incarnates Eris to a human form to prepare for her punishment.&lt;br /&gt;
# Eris&#039; daughter Lethe then causes her to forget being a goddess entirely.&lt;br /&gt;
# Eris&#039; brother Hypnos puts Eris into a deep sleep and delivers her to the ruined planet.&lt;br /&gt;
# Eris wakes up near the escape pod. The escape pod allows her to view the recorded message and provides a basic weapon to use.&lt;br /&gt;
# Driven by her desire to leave the ruined planet, Eris works to restore the balance of the elements by defeating the bosses of each biome and then a final boss in its own biome.&lt;br /&gt;
# After the defeat of the final boss with the balance finally restored, Eris must return to the escape pod prior to time running out, presumably to avoid destabilizing the elements again.&lt;br /&gt;
# When Eris gets to the escape pod and enters it ready to leave the planet, the now active escape pod ramps up in power to fly away. Instead of launching to space it violently explodes instead, wiping the human form of Eris from existence.&lt;br /&gt;
# With her human form annihilated in the explosion, Eris returns to the realm of the gods. Being a goddess and immortal, her memories return. Being a dark goddess she resumes doing what she does best... Causing strife and discord on another planet.  This returns her to step #1 in the cycle but with a new planet.&lt;br /&gt;
&lt;br /&gt;
= Upgrades =&lt;br /&gt;
As you explore the planet, you discover upgrades that improve your survivability, movement, and the ways you can attack things.&lt;br /&gt;
&lt;br /&gt;
== Core Upgrades == &lt;br /&gt;
There are typically multiple copies of each of these core upgrades and finding multiple of them increases the amount of whatever is controlled by that type of upgrade.  For example, finding an additional energy capsule will increase the amount of damage you can take before being killed and finding additional missile upgrades will increase how many missiles you can carry.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Core Upgrades&lt;br /&gt;
!Upgrade!!Category!!Upgrade&amp;lt;br /&amp;gt;Count!!Total&amp;lt;br /&amp;gt;Amount!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Health Capsule]]||Health||9||999||Increases the max amount of heath you have by 100. Essentially improves the number of hits you can take before being killed.&lt;br /&gt;
|-&lt;br /&gt;
|[[Backup Health Capsule]]||Health||5||500||Gives a place to store additional energy beyond the max, each one holds 100 extra.&lt;br /&gt;
|-&lt;br /&gt;
|[[Elemental Capsule]]||Ammo||11||300||Increases the max amount of elemental ammo you can use by 25. The first time you acquire an elemental weapon, it includes a capacity of 25 shots. Elemental ammo capacity can be used for any elemental ammo type. (i.e. there aren&#039;t different elemental capsules for each element.)&lt;br /&gt;
|-&lt;br /&gt;
|[[Missiles]]||Ammo||50||100||Increases the max number of missiles you can fire before running out by 2. Can’t be used at all until you have at least one.&lt;br /&gt;
|-&lt;br /&gt;
|[[Big Missiles]]||Ammo||25||50||Increases the max number of big missiles you can fire before running out by 2. Can’t be used at all until you have at least one.&lt;br /&gt;
|-&lt;br /&gt;
|[[Big Bombs]]||Ammo||25||100||Increases the max number of big bombs you can drop before running out by 4. Can’t be used at all until you have at least one. This give a small upward motion while in liquid without the appropriate suit.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|125 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Health Transfers ===&lt;br /&gt;
Energy can be shunted back and forth between normal and backup manually at any time. Each manual transfer, regardless of size or direction, costs 10 energy to perform. An automatic transfer occurs when normal energy runs out. The full amount possible will be transferred until either the backup storage is empty or normal storage is full. Automatic transfers are considered an emergency situation and are performed without an extra energy cost.&lt;br /&gt;
&lt;br /&gt;
== Suits == &lt;br /&gt;
The environment is dangerous and suit upgrades help you survive and get around. All suit capabilities stack when active and all suits can be active simultaneously.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Suits&lt;br /&gt;
!Suit!!Effect!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Defense Suit]]||-50% General Damage||Reduces damage received from everything. It should be noted that later areas have enemies that hit at least 50% harder.&lt;br /&gt;
|-&lt;br /&gt;
|[[Liquid Suit]]||+90% Liquid Movement||Restores most of the lost movement caused by being in liquids. Water is way thinner than Mud or Lava. Doesn&#039;t change damage amounts.&lt;br /&gt;
|-&lt;br /&gt;
|[[Heat Suit]]||Heat Damage Reduction||Heated areas that hurt you, now hurt you way less (2%). Lava hurts you way slower too (15%). Doesn&#039;t change damage amounts from sources that are not environments.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cold Suit]]||Cold Damage Reduction||Super cold areas that hurt you, now hurt you way less (2%). Cold water hurts you way slower too (15%). Doesn&#039;t change damage amounts from sources that are not environments.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|4 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
These upgrades improve the movement capabilities of the player, which in turn control access to various places. I briefly considered a grapple hook style item, but I don’t particularly want to have to code it and make it behave well. It&#039;s my opinion that there has never been a grapple hook ability that was implemented in a way that was actually fun.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Movement Upgrades&lt;br /&gt;
!Upgrade!!Category!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[High Jump]]||Jump||Amount of vertical movement when you jump is increased. See [[Jump Mechanics]] for more details.&lt;br /&gt;
|-&lt;br /&gt;
|[[Double Jump]]||Jump||Can jump a second time while not on the ground. Stacks with High Jump to create an even higher possible jump height. See [[Jump Mechanics]] for more details.&lt;br /&gt;
|-&lt;br /&gt;
|[[Dash]]||Speed||A short range, very high speed dash that goes left or right. Can only be performed once per jump, and only while not on the ground.&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertical Launch]]||Launch||Can launch vertically from a crouch position, requires a short charge delay to activate. Consumes energy to use, will automatically stop if health drops below 100. Not usable in cat form. Automatically opens doors on impact and continues into the next room.&lt;br /&gt;
|-&lt;br /&gt;
|[[Sprint]]||Speed||Can run very fast and break sprint blocks. Requires distance to build up to max speed, consumes energy while at max speed and when breaking sprint blocks. Cannot be used with less than 100 energy and hitting 99 energy stops an active max speed sprint. It falls back to still moving faster than normal. Without this, Eris moves at her normal speed regardless of available energy.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cat Form]]||Size||Allows the player to change into a cat to move through short passages. Can drop bombs in this form if available. Automatically includes a short range swipe attack and the ability to jump as high as in human form. Not effected by high jump or double jump. &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|6 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cat Form ==&lt;br /&gt;
These upgrades improve the capabilities of the player when in the cat form.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Cat Form Upgrades&lt;br /&gt;
!Upgrade!!Category!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Cat Dash]]||Speed||A short range, very high speed dash that goes left or right. Can only be performed once per jump, but as a cat it can also be performed on the ground to clear small drops in tunnels. It has a cooldown delay that effectively guarantees it is slower than sprinting when repeating it over and over. This is to avoid the problem where shield dash is the exclusive means of travel in Castlevania: Symphony of the Night for speed running.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cat Claws]]||Grab||Can grab onto certain walls. Allows climbing of some surfaces, and jumping or horizontal launching off of them when attached. This only works in cat form.&lt;br /&gt;
|-&lt;br /&gt;
|[[Horizontal Launch]]||Launch||Can launch horizontally from a wall grab, requires a short charge delay to activate. Consumes energy to use, will automatically stop if health drops below 100. Mind your surroundings, this could get you into trouble. Automatically opens doors on impact and continues into the next room.&lt;br /&gt;
|-&lt;br /&gt;
|[[Bombs]]||Attack||Allows the dropping of small bombs when in cat form. They are unlimited ammo and break bombable blocks. They are not strong enough to move the player in liquid without the appropriate suit.&lt;br /&gt;
|-&lt;br /&gt;
|[[Big Bombs]]||Attack||Allows the dropping of big bombs when in cat form. See the core upgrade description for more details. These can slightly move the player in liquid without the appropriate suit.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|4 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weapon Upgrades == &lt;br /&gt;
Your weapon can be upgraded to do more damage. This makes enemies easier to kill, allows getting past certain obstacles or opening certain doors, and in general improves your ability to survive.&lt;br /&gt;
&lt;br /&gt;
=== Standard Gun Upgrades ===&lt;br /&gt;
All effects in the table below stack but the total damage percentage improvement is relative to the base weapon. None of these require any form of ammo to use, they are your standard blaster weapons. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Weapon Upgrades&lt;br /&gt;
!Weapon!!Effect!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Blaster]]||None||The standard gun you start with. You shoot stuff, it hurts stuff.&lt;br /&gt;
|-&lt;br /&gt;
|[[Power]]||+50% Damage||Causes your gun to be more powerful. Hurts stuff more.&lt;br /&gt;
|-&lt;br /&gt;
|[[Spread]]||2 Parallel Shots||Causes your gun to fire 2 parallel shots at once (one slightly above normal and one slightly below normal). Each shot does the full damage if it hits. They are tracked separately.&lt;br /&gt;
|-&lt;br /&gt;
|[[Quantum]]||+25% Damage||Allows your shots to pass through solid things in the environment (unlimited). Has no effect on passing through enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[Phased]]||+25% Damage||Allows your shots to pass through living things. Up to 2 additional enemies can be hurt if they are behind the original target. The same enemy cannot be hit more than once by each shot with this effect. Has no effect on passing through the environment.&lt;br /&gt;
|-&lt;br /&gt;
|[[Charge]]||+25% Damage (when charged)||Allows energy to be collected in the weapon and discharged all at once. Charging takes roughly 1 second. Damage bonus only applies when weapon is charged before release. This also allows your weapon to hit like a missile against creatures that can only be damaged by missile attacks.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|7 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Elemental Upgrades ===&lt;br /&gt;
These are upgrades that provide elemental powers to your weapon. Only one can be active at a time, but effects and damage improvements are always on top of whatever other weapon upgrades are active.&lt;br /&gt;
All elements are strong against their opposite, slightly strong against the element that is similar to their opposite, slightly weak against the element that is slightly strong against them, and very weak against themselves.&lt;br /&gt;
[[File:Fracterebus_element_interactions.png|right|Graph showing how pairs of pairs of elements interact.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Elemental Weapon Features&lt;br /&gt;
!Target!!Effect!!Description&lt;br /&gt;
|-&lt;br /&gt;
|Normal or Other||+20% Damage||When something isn&#039;t associated with any particular element or is not one of the categories listed below, you still cause some extra damage when using an elemental weapon.&lt;br /&gt;
|-&lt;br /&gt;
|Same Element||-90% Damage||When something is associated with the same element you are using, you deal dramatically less damage to them.&lt;br /&gt;
|-&lt;br /&gt;
|Opposite Element||+100% Damage||When something is the opposite element to what you are using, you deal dramatically more damage to them.&lt;br /&gt;
|-&lt;br /&gt;
|Similar Element||-40% Damage||When something is from an element that is similar to the element you are using, you deal less damage.&lt;br /&gt;
|-&lt;br /&gt;
|Similar Opposite Element||+40% Damage||When something is similar to the element that is the opposite of the element you are using, you deal more damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Specific Elemental Effects ===&lt;br /&gt;
Each biome has a main boss that is the strongest form of the element from that biome and guards the weapon that is strong against it. These weapons also have a special extra feature. New biomes may be added over time, the current list of biomes is: Fire, Ice, Electric, Water, Light, Dark, Life, Death, Earth, Air, Gravity, Void.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Specific Elemental Effects&lt;br /&gt;
!Element!!Very&amp;lt;br /&amp;gt;Strong Against!!Slightly&amp;lt;br /&amp;gt;Strong Against!!Similar to&amp;lt;br /&amp;gt;Weakness!!Special Effect&lt;br /&gt;
|-&lt;br /&gt;
|Fire||Ice||Water||Electric||Allows burning of certain environmental barriers.&lt;br /&gt;
|-&lt;br /&gt;
|Ice||Fire||Electric||Water||If an enemy would take lethal damage, they are instead frozen in place and can be used as a platform.&lt;br /&gt;
|-&lt;br /&gt;
|Electric||Water||Ice||Fire||Can activate unpowered electrical things.&lt;br /&gt;
|-&lt;br /&gt;
|Water||Electric||Fire||Ice||Can short out electrical things.&lt;br /&gt;
|-&lt;br /&gt;
|Light||Dark||Death||Life||Can light very dark areas.&lt;br /&gt;
|-&lt;br /&gt;
|Dark||Light||Life||Death||Can dim very bright lights.&lt;br /&gt;
|-&lt;br /&gt;
|Life||Death||Dark||Light||Can create a barrier out of new life.&lt;br /&gt;
|-&lt;br /&gt;
|Death||Life||Light||Dark||Can wither certain environmental barriers.&lt;br /&gt;
|-&lt;br /&gt;
|Earth||Air||Void||Gravity||Allows downward shots to form a small pile of dirt that can be used to get slightly higher.&lt;br /&gt;
|-&lt;br /&gt;
|Air||Earth||Gravity||Void||Allows upward shots to form a small tornado that pulls you slightly higher.&lt;br /&gt;
|-&lt;br /&gt;
|Gravity||Void||Air||Earth||Crushes things?&lt;br /&gt;
|-&lt;br /&gt;
|Void||Gravity||Earth||Air||Explodes things?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Item Drops =&lt;br /&gt;
These are the things that drop when enemies are killed. Their purpose is to refill various consumables. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Item Drops&lt;br /&gt;
!Drop!!Category!!Amount!!Description&lt;br /&gt;
|-&lt;br /&gt;
|Small Energy||Health||+5||Small increase in current health up to allowed max health. Overflow redirected to backup.&lt;br /&gt;
|-&lt;br /&gt;
|Large Energy||Health||+25||Large increase in current health up to allowed max health. Overflow redirected to backup.&lt;br /&gt;
|-&lt;br /&gt;
|Huge Energy||Health||+100||Very rare massive increase in current health up to allowed max health. Overflow redirected to backup.&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||Elemental||+10||Small increase in current elemental ammo amount up to allowed max capacity.&lt;br /&gt;
|-&lt;br /&gt;
|Large Elemental||Elemental||+25||Large increase in current elemental ammo amount up to allowed max capacity.&lt;br /&gt;
|-&lt;br /&gt;
|Missile||Missile||+2||Adds missiles to your current count, up to the max number of missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Missile Bunch||Missile||+5||Adds missiles to your current count, up to the max number of missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Big Missile||Big Missile||+1||Adds a big missile to your current count, up to the max number of big missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Big Missile Bunch||Big Missile||+3||Adds big missiles to your current count, up to the max number of big missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Big Bomb||Big Bomb||+1||Adds a big bomb to your current count, up to the max number of big bombs.&lt;br /&gt;
|-&lt;br /&gt;
|Big Bomb Bunch||Big Bomb||+3||Adds big bombs to your current count, up to the max number of big bombs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Loot Tables =&lt;br /&gt;
Enemies have different loot tables that associate item drops with a weight. The weight controls the odds of each item dropping. At the time the enemy dies, the required loot table for that enemy is loaded and then adjusted based on the player&#039;s current needs. For example, a player that is already full of missiles won&#039;t see missile drops most of the time. This results in a reduction of time sunk into farming for supplies and an overall better player experience. &lt;br /&gt;
&lt;br /&gt;
== Base Loot Tables ==&lt;br /&gt;
Loot tables are set up in a way that only configures possible items. Any item that is not explicitly configured has essentially no chance of dropping.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Example Loot Table&lt;br /&gt;
!Drop!!Weight!!Effective%&lt;br /&gt;
|-&lt;br /&gt;
|Nothing||5||5%&lt;br /&gt;
|-&lt;br /&gt;
|Anything||5||5%&lt;br /&gt;
|-&lt;br /&gt;
|Small Health||50||50%&lt;br /&gt;
|-&lt;br /&gt;
|Large Health||10||10%&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||15||15%&lt;br /&gt;
|-&lt;br /&gt;
|Missile||15||15%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;||100||100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Player State Adjustment ==&lt;br /&gt;
Adjustments for player state are made by item category. (Health, Elemental, Missile, BigMissile, and BigBomb.) Anything the player already has their max capacity of is removed from the loot table. Using the above loot table as an example, if the player is full on health, the two possible health drops are removed from the table. This changes the probability of the remaining options automatically.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ When Player Has Max Health&lt;br /&gt;
!Drop!!Weight!!Effective%&lt;br /&gt;
|-&lt;br /&gt;
|Nothing||5||12.5%&lt;br /&gt;
|-&lt;br /&gt;
|Anything||5||12.5%&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||15||37.5%&lt;br /&gt;
|-&lt;br /&gt;
|Missile||15||37.5%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;||40||100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There is also a special adjustment made if the player is below 50 health. Loot tables in that situation are modified to favor health drops over other things to try to help the player recover. Note that a loot table that doesn&#039;t have health drops will not be affected by this. The way it works is that each health item in the list has 20 weight added to it. Using the same example above, that would change the table to this.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Critical Health Loot Table&lt;br /&gt;
!Drop!!Weight!!Effective%&lt;br /&gt;
|-&lt;br /&gt;
|Nothing||5||3.6%&lt;br /&gt;
|-&lt;br /&gt;
|Anything||5||3.6%&lt;br /&gt;
|-&lt;br /&gt;
|Small Health||70||50.0%&lt;br /&gt;
|-&lt;br /&gt;
|Large Health||30||21.4%&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||15||10.7%&lt;br /&gt;
|-&lt;br /&gt;
|Missile||15||10.7%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;||140||100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Special Options ==&lt;br /&gt;
&lt;br /&gt;
The special categories of &amp;quot;Nothing&amp;quot; and &amp;quot;Anything&amp;quot; are for making loot feel more exciting. If a loot roll lands on Nothing, then obviously there is no drop   at all. (Sorry.) If a loot roll lands on Anything, a loot reroll occurs that uses a table that has every item being both possible and equally likely. Nothing and Anything are not part of this special table. This results in every in the game being capable of dropping every item. It may not be especially likely, but it can happen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Special &amp;quot;Anything&amp;quot; Loot Table&lt;br /&gt;
!Drop!!Weight!!Effective%&lt;br /&gt;
|-&lt;br /&gt;
|Small Health||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Large Energy||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Huge Energy||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Large Elemental||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Missile||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Missile Bunch||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Big Missile||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Big Missile Bunch||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Big Bomb||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Big Bomb Bunch||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;||11||100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Controls =&lt;br /&gt;
The player is expected to be reasonably agile and controlling Eris should feel responsive, but it has to follow a standard set of rules. The standard unit of measure is a tile, think of it as a small square amount of space. &lt;br /&gt;
&lt;br /&gt;
== Attacking ==&lt;br /&gt;
The primary form of attack is through the use of a projectile weapon without melee attack options. When in tiny form attacks can be performed using explosives. All tile measurements are actually relative to the player, but are described as from the ground for easier explanation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shooting Options&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;When NOT Moving:&#039;&#039;&lt;br /&gt;
** Standing:&lt;br /&gt;
*** The standard aim will fire a projectile forward at a height 1.5 tiles off of the ground (in the middle of the 2nd tile up from the ground).&lt;br /&gt;
*** The spread shot fires 2 projectiles at 1.0 and 2.0 tiles off the ground.&lt;br /&gt;
*** You can aim straight up.&lt;br /&gt;
*** You can aim diagonal attacks at 45 degrees either up or down.&lt;br /&gt;
** Crouching:&lt;br /&gt;
*** The standard aim will fire a projectile closer to the ground at a height of 0.7 tiles off the ground.&lt;br /&gt;
*** The spread shot fires 2 projectiles at 0.4 and 1.0 tiles off the ground.&lt;br /&gt;
*** You can aim straight up.&lt;br /&gt;
*** You can aim diagonal attacks at 45 degrees either up or down.&lt;br /&gt;
* &#039;&#039;When Moving:&#039;&#039;&lt;br /&gt;
** The standard aim will fire a projectile forward at a height 1.5 tiles off of the ground (in the middle of the 2nd tile up from the ground).&lt;br /&gt;
** The spread shot fires 2 projectiles at 1.0 and 2.0 tiles off the ground.&lt;br /&gt;
** You can aim straight up.&lt;br /&gt;
** You can aim diagonal attacks at 45 degrees either up or down.&lt;br /&gt;
** (You cannot move while crouching.)&lt;br /&gt;
* &#039;&#039;When Jumping:&#039;&#039;&lt;br /&gt;
** The standard aim will fire a projectile forward at a height 1.5 tiles off of the ground (in the middle of the 2nd tile up from the ground).&lt;br /&gt;
** The spread shot fires 2 projectiles at 1.0 and 2.0 tiles off the ground.&lt;br /&gt;
** You can aim straight up.&lt;br /&gt;
** You can aim diagonal attacks at 45 degrees either up or down.&lt;br /&gt;
** While not on the ground, you can fire a projectile straight down.&lt;br /&gt;
&lt;br /&gt;
== Exploring ==&lt;br /&gt;
The player is roughly 2.5 tiles tall and 1 tile wide. Most environments have vertical clearance of at least 3 tiles and gaps will be at least 1 tile wide. This includes doorways and hallways. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement Options&#039;&#039;&#039;&lt;br /&gt;
* While standing at full height, the player can move left and right.&lt;br /&gt;
* While on the ground, the player can jump or crouch.&lt;br /&gt;
* While not on the ground, the player can still control their left and right trajectory.&lt;br /&gt;
* While crouching, the player can shrink to tiny form. Moving or jumping while crouching will result in standing up first.&lt;br /&gt;
* While in tiny form, you can move left and right, remaining in tiny form.&lt;br /&gt;
* There are many movement upgrades that add to this list when they have been found and are enabled.&lt;br /&gt;
&lt;br /&gt;
= Escape =&lt;br /&gt;
After beating the final boss, a mad dash must be made to the escape pod. &lt;br /&gt;
* All save, recharge, and map stations are disabled.&lt;br /&gt;
* All doors are changed to blue regardless of previous requirements for opening them.&lt;br /&gt;
* There will still be environmental difficulties such as water and lava.&lt;br /&gt;
* Enemies are no longer present.&lt;br /&gt;
* Uncollected items will still be present in the world and can still be collected.&lt;br /&gt;
* This event will be timed. &lt;br /&gt;
** No free movement abilities will be granted, so it may be difficult to finish on time.&lt;br /&gt;
** The available time will be calculated by the number of rooms required for the escape, plus some comfortable padding.&lt;br /&gt;
** The calculation assumes all available movement abilities have been collected, but it should be possible to finish with some missing.&lt;br /&gt;
* Failing the escape&lt;br /&gt;
** Will place you at your last save prior to the final boss.&lt;br /&gt;
** You can avoid the final boss chamber and instead go to gather more uncollected upgrades.&lt;br /&gt;
** If you try the escape again immediately, the final boss will already be defeated.&lt;br /&gt;
** The final boss will be reset to alive if any additional upgrade is collected.&lt;br /&gt;
** If the final boss is already dead, the timer will start again when you enter the final boss chamber.&lt;br /&gt;
** The escape pod is not active unless the timer has been started.&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Design&amp;diff=364</id>
		<title>Design</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Design&amp;diff=364"/>
		<updated>2026-09-20T22:55:58Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: /* The Story Cycle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Story =&lt;br /&gt;
The story of this game is derived from Greek mythology, which is full of arguments between and within families.  This one involves two families of gods and the unending collection of planets that are ruined and then restored in the process.&lt;br /&gt;
&lt;br /&gt;
== Cast of Characters ==&lt;br /&gt;
* &#039;&#039;&#039;Eris&#039;&#039;&#039; - Goddess of Strife and Discord &#039;&#039;(Her human form is controlled by the player.)&#039;&#039;&lt;br /&gt;
** Daughter of Nyx&lt;br /&gt;
** Sister of Hypnos&lt;br /&gt;
** Mother of Lethe&lt;br /&gt;
* &#039;&#039;&#039;Nyx&#039;&#039;&#039; - Goddess of Night&lt;br /&gt;
** Mother of Eris and Hypnos&lt;br /&gt;
* &#039;&#039;&#039;Hypnos&#039;&#039;&#039; - God of Sleep&lt;br /&gt;
** Son of Nyx&lt;br /&gt;
** Brother of Eris&lt;br /&gt;
* &#039;&#039;&#039;Lethe&#039;&#039;&#039; - Goddess of Forgetfulness&lt;br /&gt;
** Daughter of Eris&lt;br /&gt;
* &#039;&#039;&#039;Themis&#039;&#039;&#039; - Goddess of Divine Law and Order&lt;br /&gt;
** Advisor to Zeus&lt;br /&gt;
** Judge of other gods&lt;br /&gt;
** Daughter of Uranus and Gaia&lt;br /&gt;
* &#039;&#039;&#039;Uranus&#039;&#039;&#039; - God of Sky&lt;br /&gt;
** Father of Themis&lt;br /&gt;
* &#039;&#039;&#039;Gaia&#039;&#039;&#039; - Goddess of Earth&lt;br /&gt;
** Mother of Themis&lt;br /&gt;
&lt;br /&gt;
== The Story Cycle ==&lt;br /&gt;
You are the dark goddess Eris in human form, condemned to repair the damage you caused to a planet. This story repeats in a loop indefinitely.&lt;br /&gt;
&lt;br /&gt;
# Eris causes war and destruction on a planet for her own entertainment. The destruction results in the elimination of most life and an imbalance of the elements.&lt;br /&gt;
# The destruction and imbalance of elements deeply upsets Uranus and Gaia. They seek intervention by their daughter Themis against Eris.&lt;br /&gt;
# Themis listens to her parents and tries Eris for what she considers to be crimes against nature.  &lt;br /&gt;
# Themis finds Eris guilty and sentences her to restore the elemental balance as a human placed directly on a planet she had ruined.&lt;br /&gt;
# There is an escape pod with a message that indicates the requirement to restore the balance of the elements.&lt;br /&gt;
# The escape pod cannot be activated until the balance has been restored and warns that Eris’ presence is itself a destabilizing force on the planet.&lt;br /&gt;
# The escape pod also holds a basic weapon to use in this quest.&lt;br /&gt;
# Themis incarnates Eris to a human form to prepare for her her punishment.&lt;br /&gt;
# Eris&#039; daughter Lethe then causes her to forget being a goddess entirely.&lt;br /&gt;
# Eris&#039; brother Hypnos puts Eris into a deep sleep and delivers her to the ruined planet.&lt;br /&gt;
# Eris wakes up near the escape pod. The escape pod allows her to view the recorded message and provides a basic weapon to use.&lt;br /&gt;
# Driven by her desire to leave the ruined planet, Eris works to restore the balance of the elements by defeating the bosses of each biome and then a final boss in its own biome.&lt;br /&gt;
# After the defeat of the final boss with the balance finally restored, Eris must return to the escape pod prior to time running out, presumably to avoid destabilizing the elements again.&lt;br /&gt;
# When Eris gets to the escape pod and enters it ready to leave the planet, the now active escape pod ramps up in power to fly away. Instead of launching to space it violently explodes instead, wiping the human form of Eris from existence.&lt;br /&gt;
# With her human form annihilated in the explosion, Eris returns to the realm of the gods. Being a goddess and immortal, her memories return. Being a dark goddess she resumes doing what she does best... Causing strife and discord on another planet.  This returns her to step #1 in the cycle but with a new planet.&lt;br /&gt;
&lt;br /&gt;
= Upgrades =&lt;br /&gt;
As you explore the planet, you discover upgrades that improve your survivability, movement, and the ways you can attack things.&lt;br /&gt;
&lt;br /&gt;
== Core Upgrades == &lt;br /&gt;
There are typically multiple copies of each of these core upgrades and finding multiple of them increases the amount of whatever is controlled by that type of upgrade.  For example, finding an additional energy capsule will increase the amount of damage you can take before being killed and finding additional missile upgrades will increase how many missiles you can carry.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Core Upgrades&lt;br /&gt;
!Upgrade!!Category!!Upgrade&amp;lt;br /&amp;gt;Count!!Total&amp;lt;br /&amp;gt;Amount!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Health Capsule]]||Health||9||999||Increases the max amount of heath you have by 100. Essentially improves the number of hits you can take before being killed.&lt;br /&gt;
|-&lt;br /&gt;
|[[Backup Health Capsule]]||Health||5||500||Gives a place to store additional energy beyond the max, each one holds 100 extra.&lt;br /&gt;
|-&lt;br /&gt;
|[[Elemental Capsule]]||Ammo||11||300||Increases the max amount of elemental ammo you can use by 25. The first time you acquire an elemental weapon, it includes a capacity of 25 shots. Elemental ammo capacity can be used for any elemental ammo type. (i.e. there aren&#039;t different elemental capsules for each element.)&lt;br /&gt;
|-&lt;br /&gt;
|[[Missiles]]||Ammo||50||100||Increases the max number of missiles you can fire before running out by 2. Can’t be used at all until you have at least one.&lt;br /&gt;
|-&lt;br /&gt;
|[[Big Missiles]]||Ammo||25||50||Increases the max number of big missiles you can fire before running out by 2. Can’t be used at all until you have at least one.&lt;br /&gt;
|-&lt;br /&gt;
|[[Big Bombs]]||Ammo||25||100||Increases the max number of big bombs you can drop before running out by 4. Can’t be used at all until you have at least one. This give a small upward motion while in liquid without the appropriate suit.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|125 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Health Transfers ===&lt;br /&gt;
Energy can be shunted back and forth between normal and backup manually at any time. Each manual transfer, regardless of size or direction, costs 10 energy to perform. An automatic transfer occurs when normal energy runs out. The full amount possible will be transferred until either the backup storage is empty or normal storage is full. Automatic transfers are considered an emergency situation and are performed without an extra energy cost.&lt;br /&gt;
&lt;br /&gt;
== Suits == &lt;br /&gt;
The environment is dangerous and suit upgrades help you survive and get around. All suit capabilities stack when active and all suits can be active simultaneously.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Suits&lt;br /&gt;
!Suit!!Effect!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Defense Suit]]||-50% General Damage||Reduces damage received from everything. It should be noted that later areas have enemies that hit at least 50% harder.&lt;br /&gt;
|-&lt;br /&gt;
|[[Liquid Suit]]||+90% Liquid Movement||Restores most of the lost movement caused by being in liquids. Water is way thinner than Mud or Lava. Doesn&#039;t change damage amounts.&lt;br /&gt;
|-&lt;br /&gt;
|[[Heat Suit]]||Heat Damage Reduction||Heated areas that hurt you, now hurt you way less (2%). Lava hurts you way slower too (15%). Doesn&#039;t change damage amounts from sources that are not environments.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cold Suit]]||Cold Damage Reduction||Super cold areas that hurt you, now hurt you way less (2%). Cold water hurts you way slower too (15%). Doesn&#039;t change damage amounts from sources that are not environments.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|4 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
These upgrades improve the movement capabilities of the player, which in turn control access to various places. I briefly considered a grapple hook style item, but I don’t particularly want to have to code it and make it behave well. It&#039;s my opinion that there has never been a grapple hook ability that was implemented in a way that was actually fun.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Movement Upgrades&lt;br /&gt;
!Upgrade!!Category!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[High Jump]]||Jump||Amount of vertical movement when you jump is increased. See [[Jump Mechanics]] for more details.&lt;br /&gt;
|-&lt;br /&gt;
|[[Double Jump]]||Jump||Can jump a second time while not on the ground. Stacks with High Jump to create an even higher possible jump height. See [[Jump Mechanics]] for more details.&lt;br /&gt;
|-&lt;br /&gt;
|[[Dash]]||Speed||A short range, very high speed dash that goes left or right. Can only be performed once per jump, and only while not on the ground.&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertical Launch]]||Launch||Can launch vertically from a crouch position, requires a short charge delay to activate. Consumes energy to use, will automatically stop if health drops below 100. Not usable in cat form. Automatically opens doors on impact and continues into the next room.&lt;br /&gt;
|-&lt;br /&gt;
|[[Sprint]]||Speed||Can run very fast and break sprint blocks. Requires distance to build up to max speed, consumes energy while at max speed and when breaking sprint blocks. Cannot be used with less than 100 energy and hitting 99 energy stops an active max speed sprint. It falls back to still moving faster than normal. Without this, Eris moves at her normal speed regardless of available energy.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cat Form]]||Size||Allows the player to change into a cat to move through short passages. Can drop bombs in this form if available. Automatically includes a short range swipe attack and the ability to jump as high as in human form. Not effected by high jump or double jump. &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|6 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cat Form ==&lt;br /&gt;
These upgrades improve the capabilities of the player when in the cat form.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Cat Form Upgrades&lt;br /&gt;
!Upgrade!!Category!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Cat Dash]]||Speed||A short range, very high speed dash that goes left or right. Can only be performed once per jump, but as a cat it can also be performed on the ground to clear small drops in tunnels. It has a cooldown delay that effectively guarantees it is slower than sprinting when repeating it over and over. This is to avoid the problem where shield dash is the exclusive means of travel in Castlevania: Symphony of the Night for speed running.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cat Claws]]||Grab||Can grab onto certain walls. Allows climbing of some surfaces, and jumping or horizontal launching off of them when attached. This only works in cat form.&lt;br /&gt;
|-&lt;br /&gt;
|[[Horizontal Launch]]||Launch||Can launch horizontally from a wall grab, requires a short charge delay to activate. Consumes energy to use, will automatically stop if health drops below 100. Mind your surroundings, this could get you into trouble. Automatically opens doors on impact and continues into the next room.&lt;br /&gt;
|-&lt;br /&gt;
|[[Bombs]]||Attack||Allows the dropping of small bombs when in cat form. They are unlimited ammo and break bombable blocks. They are not strong enough to move the player in liquid without the appropriate suit.&lt;br /&gt;
|-&lt;br /&gt;
|[[Big Bombs]]||Attack||Allows the dropping of big bombs when in cat form. See the core upgrade description for more details. These can slightly move the player in liquid without the appropriate suit.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|4 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weapon Upgrades == &lt;br /&gt;
Your weapon can be upgraded to do more damage. This makes enemies easier to kill, allows getting past certain obstacles or opening certain doors, and in general improves your ability to survive.&lt;br /&gt;
&lt;br /&gt;
=== Standard Gun Upgrades ===&lt;br /&gt;
All effects in the table below stack but the total damage percentage improvement is relative to the base weapon. None of these require any form of ammo to use, they are your standard blaster weapons. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Weapon Upgrades&lt;br /&gt;
!Weapon!!Effect!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Blaster]]||None||The standard gun you start with. You shoot stuff, it hurts stuff.&lt;br /&gt;
|-&lt;br /&gt;
|[[Power]]||+50% Damage||Causes your gun to be more powerful. Hurts stuff more.&lt;br /&gt;
|-&lt;br /&gt;
|[[Spread]]||2 Parallel Shots||Causes your gun to fire 2 parallel shots at once (one slightly above normal and one slightly below normal). Each shot does the full damage if it hits. They are tracked separately.&lt;br /&gt;
|-&lt;br /&gt;
|[[Quantum]]||+25% Damage||Allows your shots to pass through solid things in the environment (unlimited). Has no effect on passing through enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[Phased]]||+25% Damage||Allows your shots to pass through living things. Up to 2 additional enemies can be hurt if they are behind the original target. The same enemy cannot be hit more than once by each shot with this effect. Has no effect on passing through the environment.&lt;br /&gt;
|-&lt;br /&gt;
|[[Charge]]||+25% Damage (when charged)||Allows energy to be collected in the weapon and discharged all at once. Charging takes roughly 1 second. Damage bonus only applies when weapon is charged before release. This also allows your weapon to hit like a missile against creatures that can only be damaged by missile attacks.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|7 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Elemental Upgrades ===&lt;br /&gt;
These are upgrades that provide elemental powers to your weapon. Only one can be active at a time, but effects and damage improvements are always on top of whatever other weapon upgrades are active.&lt;br /&gt;
All elements are strong against their opposite, slightly strong against the element that is similar to their opposite, slightly weak against the element that is slightly strong against them, and very weak against themselves.&lt;br /&gt;
[[File:Fracterebus_element_interactions.png|right|Graph showing how pairs of pairs of elements interact.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Elemental Weapon Features&lt;br /&gt;
!Target!!Effect!!Description&lt;br /&gt;
|-&lt;br /&gt;
|Normal or Other||+20% Damage||When something isn&#039;t associated with any particular element or is not one of the categories listed below, you still cause some extra damage when using an elemental weapon.&lt;br /&gt;
|-&lt;br /&gt;
|Same Element||-90% Damage||When something is associated with the same element you are using, you deal dramatically less damage to them.&lt;br /&gt;
|-&lt;br /&gt;
|Opposite Element||+100% Damage||When something is the opposite element to what you are using, you deal dramatically more damage to them.&lt;br /&gt;
|-&lt;br /&gt;
|Similar Element||-40% Damage||When something is from an element that is similar to the element you are using, you deal less damage.&lt;br /&gt;
|-&lt;br /&gt;
|Similar Opposite Element||+40% Damage||When something is similar to the element that is the opposite of the element you are using, you deal more damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Specific Elemental Effects ===&lt;br /&gt;
Each biome has a main boss that is the strongest form of the element from that biome and guards the weapon that is strong against it. These weapons also have a special extra feature. New biomes may be added over time, the current list of biomes is: Fire, Ice, Electric, Water, Light, Dark, Life, Death, Earth, Air, Gravity, Void.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Specific Elemental Effects&lt;br /&gt;
!Element!!Very&amp;lt;br /&amp;gt;Strong Against!!Slightly&amp;lt;br /&amp;gt;Strong Against!!Similar to&amp;lt;br /&amp;gt;Weakness!!Special Effect&lt;br /&gt;
|-&lt;br /&gt;
|Fire||Ice||Water||Electric||Allows burning of certain environmental barriers.&lt;br /&gt;
|-&lt;br /&gt;
|Ice||Fire||Electric||Water||If an enemy would take lethal damage, they are instead frozen in place and can be used as a platform.&lt;br /&gt;
|-&lt;br /&gt;
|Electric||Water||Ice||Fire||Can activate unpowered electrical things.&lt;br /&gt;
|-&lt;br /&gt;
|Water||Electric||Fire||Ice||Can short out electrical things.&lt;br /&gt;
|-&lt;br /&gt;
|Light||Dark||Death||Life||Can light very dark areas.&lt;br /&gt;
|-&lt;br /&gt;
|Dark||Light||Life||Death||Can dim very bright lights.&lt;br /&gt;
|-&lt;br /&gt;
|Life||Death||Dark||Light||Can create a barrier out of new life.&lt;br /&gt;
|-&lt;br /&gt;
|Death||Life||Light||Dark||Can wither certain environmental barriers.&lt;br /&gt;
|-&lt;br /&gt;
|Earth||Air||Void||Gravity||Allows downward shots to form a small pile of dirt that can be used to get slightly higher.&lt;br /&gt;
|-&lt;br /&gt;
|Air||Earth||Gravity||Void||Allows upward shots to form a small tornado that pulls you slightly higher.&lt;br /&gt;
|-&lt;br /&gt;
|Gravity||Void||Air||Earth||Crushes things?&lt;br /&gt;
|-&lt;br /&gt;
|Void||Gravity||Earth||Air||Explodes things?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Item Drops =&lt;br /&gt;
These are the things that drop when enemies are killed. Their purpose is to refill various consumables. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Item Drops&lt;br /&gt;
!Drop!!Category!!Amount!!Description&lt;br /&gt;
|-&lt;br /&gt;
|Small Energy||Health||+5||Small increase in current health up to allowed max health. Overflow redirected to backup.&lt;br /&gt;
|-&lt;br /&gt;
|Large Energy||Health||+25||Large increase in current health up to allowed max health. Overflow redirected to backup.&lt;br /&gt;
|-&lt;br /&gt;
|Huge Energy||Health||+100||Very rare massive increase in current health up to allowed max health. Overflow redirected to backup.&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||Elemental||+10||Small increase in current elemental ammo amount up to allowed max capacity.&lt;br /&gt;
|-&lt;br /&gt;
|Large Elemental||Elemental||+25||Large increase in current elemental ammo amount up to allowed max capacity.&lt;br /&gt;
|-&lt;br /&gt;
|Missile||Missile||+2||Adds missiles to your current count, up to the max number of missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Missile Bunch||Missile||+5||Adds missiles to your current count, up to the max number of missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Big Missile||Big Missile||+1||Adds a big missile to your current count, up to the max number of big missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Big Missile Bunch||Big Missile||+3||Adds big missiles to your current count, up to the max number of big missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Big Bomb||Big Bomb||+1||Adds a big bomb to your current count, up to the max number of big bombs.&lt;br /&gt;
|-&lt;br /&gt;
|Big Bomb Bunch||Big Bomb||+3||Adds big bombs to your current count, up to the max number of big bombs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Loot Tables =&lt;br /&gt;
Enemies have different loot tables that associate item drops with a weight. The weight controls the odds of each item dropping. At the time the enemy dies, the required loot table for that enemy is loaded and then adjusted based on the player&#039;s current needs. For example, a player that is already full of missiles won&#039;t see missile drops most of the time. This results in a reduction of time sunk into farming for supplies and an overall better player experience. &lt;br /&gt;
&lt;br /&gt;
== Base Loot Tables ==&lt;br /&gt;
Loot tables are set up in a way that only configures possible items. Any item that is not explicitly configured has essentially no chance of dropping.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Example Loot Table&lt;br /&gt;
!Drop!!Weight!!Effective%&lt;br /&gt;
|-&lt;br /&gt;
|Nothing||5||5%&lt;br /&gt;
|-&lt;br /&gt;
|Anything||5||5%&lt;br /&gt;
|-&lt;br /&gt;
|Small Health||50||50%&lt;br /&gt;
|-&lt;br /&gt;
|Large Health||10||10%&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||15||15%&lt;br /&gt;
|-&lt;br /&gt;
|Missile||15||15%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;||100||100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Player State Adjustment ==&lt;br /&gt;
Adjustments for player state are made by item category. (Health, Elemental, Missile, BigMissile, and BigBomb.) Anything the player already has their max capacity of is removed from the loot table. Using the above loot table as an example, if the player is full on health, the two possible health drops are removed from the table. This changes the probability of the remaining options automatically.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ When Player Has Max Health&lt;br /&gt;
!Drop!!Weight!!Effective%&lt;br /&gt;
|-&lt;br /&gt;
|Nothing||5||12.5%&lt;br /&gt;
|-&lt;br /&gt;
|Anything||5||12.5%&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||15||37.5%&lt;br /&gt;
|-&lt;br /&gt;
|Missile||15||37.5%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;||40||100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There is also a special adjustment made if the player is below 50 health. Loot tables in that situation are modified to favor health drops over other things to try to help the player recover. Note that a loot table that doesn&#039;t have health drops will not be affected by this. The way it works is that each health item in the list has 20 weight added to it. Using the same example above, that would change the table to this.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Critical Health Loot Table&lt;br /&gt;
!Drop!!Weight!!Effective%&lt;br /&gt;
|-&lt;br /&gt;
|Nothing||5||3.6%&lt;br /&gt;
|-&lt;br /&gt;
|Anything||5||3.6%&lt;br /&gt;
|-&lt;br /&gt;
|Small Health||70||50.0%&lt;br /&gt;
|-&lt;br /&gt;
|Large Health||30||21.4%&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||15||10.7%&lt;br /&gt;
|-&lt;br /&gt;
|Missile||15||10.7%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;||140||100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Special Options ==&lt;br /&gt;
&lt;br /&gt;
The special categories of &amp;quot;Nothing&amp;quot; and &amp;quot;Anything&amp;quot; are for making loot feel more exciting. If a loot roll lands on Nothing, then obviously there is no drop   at all. (Sorry.) If a loot roll lands on Anything, a loot reroll occurs that uses a table that has every item being both possible and equally likely. Nothing and Anything are not part of this special table. This results in every in the game being capable of dropping every item. It may not be especially likely, but it can happen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Special &amp;quot;Anything&amp;quot; Loot Table&lt;br /&gt;
!Drop!!Weight!!Effective%&lt;br /&gt;
|-&lt;br /&gt;
|Small Health||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Large Energy||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Huge Energy||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Large Elemental||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Missile||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Missile Bunch||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Big Missile||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Big Missile Bunch||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Big Bomb||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Big Bomb Bunch||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;||11||100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Controls =&lt;br /&gt;
The player is expected to be reasonably agile and controlling Eris should feel responsive, but it has to follow a standard set of rules. The standard unit of measure is a tile, think of it as a small square amount of space. &lt;br /&gt;
&lt;br /&gt;
== Attacking ==&lt;br /&gt;
The primary form of attack is through the use of a projectile weapon without melee attack options. When in tiny form attacks can be performed using explosives. All tile measurements are actually relative to the player, but are described as from the ground for easier explanation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shooting Options&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;When NOT Moving:&#039;&#039;&lt;br /&gt;
** Standing:&lt;br /&gt;
*** The standard aim will fire a projectile forward at a height 1.5 tiles off of the ground (in the middle of the 2nd tile up from the ground).&lt;br /&gt;
*** The spread shot fires 2 projectiles at 1.0 and 2.0 tiles off the ground.&lt;br /&gt;
*** You can aim straight up.&lt;br /&gt;
*** You can aim diagonal attacks at 45 degrees either up or down.&lt;br /&gt;
** Crouching:&lt;br /&gt;
*** The standard aim will fire a projectile closer to the ground at a height of 0.7 tiles off the ground.&lt;br /&gt;
*** The spread shot fires 2 projectiles at 0.4 and 1.0 tiles off the ground.&lt;br /&gt;
*** You can aim straight up.&lt;br /&gt;
*** You can aim diagonal attacks at 45 degrees either up or down.&lt;br /&gt;
* &#039;&#039;When Moving:&#039;&#039;&lt;br /&gt;
** The standard aim will fire a projectile forward at a height 1.5 tiles off of the ground (in the middle of the 2nd tile up from the ground).&lt;br /&gt;
** The spread shot fires 2 projectiles at 1.0 and 2.0 tiles off the ground.&lt;br /&gt;
** You can aim straight up.&lt;br /&gt;
** You can aim diagonal attacks at 45 degrees either up or down.&lt;br /&gt;
** (You cannot move while crouching.)&lt;br /&gt;
* &#039;&#039;When Jumping:&#039;&#039;&lt;br /&gt;
** The standard aim will fire a projectile forward at a height 1.5 tiles off of the ground (in the middle of the 2nd tile up from the ground).&lt;br /&gt;
** The spread shot fires 2 projectiles at 1.0 and 2.0 tiles off the ground.&lt;br /&gt;
** You can aim straight up.&lt;br /&gt;
** You can aim diagonal attacks at 45 degrees either up or down.&lt;br /&gt;
** While not on the ground, you can fire a projectile straight down.&lt;br /&gt;
&lt;br /&gt;
== Exploring ==&lt;br /&gt;
The player is roughly 2.5 tiles tall and 1 tile wide. Most environments have vertical clearance of at least 3 tiles and gaps will be at least 1 tile wide. This includes doorways and hallways. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement Options&#039;&#039;&#039;&lt;br /&gt;
* While standing at full height, the player can move left and right.&lt;br /&gt;
* While on the ground, the player can jump or crouch.&lt;br /&gt;
* While not on the ground, the player can still control their left and right trajectory.&lt;br /&gt;
* While crouching, the player can shrink to tiny form. Moving or jumping while crouching will result in standing up first.&lt;br /&gt;
* While in tiny form, you can move left and right, remaining in tiny form.&lt;br /&gt;
* There are many movement upgrades that add to this list when they have been found and are enabled.&lt;br /&gt;
&lt;br /&gt;
= Escape =&lt;br /&gt;
After beating the final boss, a mad dash must be made to the escape pod. &lt;br /&gt;
* All save, recharge, and map stations are disabled.&lt;br /&gt;
* All doors are changed to blue regardless of previous requirements for opening them.&lt;br /&gt;
* There will still be environmental difficulties such as water and lava.&lt;br /&gt;
* Enemies are no longer present.&lt;br /&gt;
* Uncollected items will still be present in the world and can still be collected.&lt;br /&gt;
* This event will be timed. &lt;br /&gt;
** No free movement abilities will be granted, so it may be difficult to finish on time.&lt;br /&gt;
** The available time will be calculated by the number of rooms required for the escape, plus some comfortable padding.&lt;br /&gt;
** The calculation assumes all available movement abilities have been collected, but it should be possible to finish with some missing.&lt;br /&gt;
* Failing the escape&lt;br /&gt;
** Will place you at your last save prior to the final boss.&lt;br /&gt;
** You can avoid the final boss chamber and instead go to gather more uncollected upgrades.&lt;br /&gt;
** If you try the escape again immediately, the final boss will already be defeated.&lt;br /&gt;
** The final boss will be reset to alive if any additional upgrade is collected.&lt;br /&gt;
** If the final boss is already dead, the timer will start again when you enter the final boss chamber.&lt;br /&gt;
** The escape pod is not active unless the timer has been started.&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Design&amp;diff=363</id>
		<title>Design</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Design&amp;diff=363"/>
		<updated>2026-09-20T22:53:39Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: /* The Story Cycle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Story =&lt;br /&gt;
The story of this game is derived from Greek mythology, which is full of arguments between and within families.  This one involves two families of gods and the unending collection of planets that are ruined and then restored in the process.&lt;br /&gt;
&lt;br /&gt;
== Cast of Characters ==&lt;br /&gt;
* &#039;&#039;&#039;Eris&#039;&#039;&#039; - Goddess of Strife and Discord &#039;&#039;(Her human form is controlled by the player.)&#039;&#039;&lt;br /&gt;
** Daughter of Nyx&lt;br /&gt;
** Sister of Hypnos&lt;br /&gt;
** Mother of Lethe&lt;br /&gt;
* &#039;&#039;&#039;Nyx&#039;&#039;&#039; - Goddess of Night&lt;br /&gt;
** Mother of Eris and Hypnos&lt;br /&gt;
* &#039;&#039;&#039;Hypnos&#039;&#039;&#039; - God of Sleep&lt;br /&gt;
** Son of Nyx&lt;br /&gt;
** Brother of Eris&lt;br /&gt;
* &#039;&#039;&#039;Lethe&#039;&#039;&#039; - Goddess of Forgetfulness&lt;br /&gt;
** Daughter of Eris&lt;br /&gt;
* &#039;&#039;&#039;Themis&#039;&#039;&#039; - Goddess of Divine Law and Order&lt;br /&gt;
** Advisor to Zeus&lt;br /&gt;
** Judge of other gods&lt;br /&gt;
** Daughter of Uranus and Gaia&lt;br /&gt;
* &#039;&#039;&#039;Uranus&#039;&#039;&#039; - God of Sky&lt;br /&gt;
** Father of Themis&lt;br /&gt;
* &#039;&#039;&#039;Gaia&#039;&#039;&#039; - Goddess of Earth&lt;br /&gt;
** Mother of Themis&lt;br /&gt;
&lt;br /&gt;
== The Story Cycle ==&lt;br /&gt;
You are the dark goddess Eris in human form, condemned to repair the damage you caused to a planet. This story repeats in a loop indefinitely.&lt;br /&gt;
&lt;br /&gt;
# Eris causes war and destruction on a planet for her own entertainment. The destruction results in the elimination of most life and an imbalance of the elements.&lt;br /&gt;
# The destruction and imbalance of elements deeply upsets Uranus and Gaia. They seek intervention by their daughter Themis against Eris.&lt;br /&gt;
# Themis listens to her parents and tries Eris for what she considers to be crimes against nature.  &lt;br /&gt;
# Themis finds Eris guilty and sentences her to restore the elemental balance as a human placed directly on a planet she had ruined.&lt;br /&gt;
# There is an escape pod with a message that indicates the requirement to restore the balance of the elements.&lt;br /&gt;
# The escape pod cannot be activated until the balance has been restored and warns that Eris’ presence is itself a destabilizing force on the planet.&lt;br /&gt;
# The escape pod also holds a basic weapon to use in this quest.&lt;br /&gt;
# Themis incarnates Eris to a human form to prepare for her her punishment.&lt;br /&gt;
# Eris&#039; daughter Lethe then causes her to forget being a goddess entirely.&lt;br /&gt;
# Eris&#039; sister Hypnos puts Eris into a deep sleep and delivers her to the ruined planet.&lt;br /&gt;
# Eris wakes up near the escape pod. The escape pod allows her to view the message she recorded for herself, and provides a basic weapon to use.&lt;br /&gt;
# Driven by her desire to leave the ruined planet, Eris works to restore the balance of the elements by defeating the bosses of each biome and then a final boss in its own biome.&lt;br /&gt;
# After the defeat of the final boss with the balance finally restored, Eris must return to the escape pod prior to time running out, presumably to avoid destabilizing the elements again.&lt;br /&gt;
# When Eris gets to the escape pod and enters it ready to leave the planet, the now active escape pod ramps up in power to fly away. Instead of launching to space it violently explodes instead, wiping the human form of Eris from existence.&lt;br /&gt;
# With her human form annihilated in the explosion, Eris returns to the realm of the gods. Being a goddess and immortal, her memories return. Being a dark goddess she resumes doing what she does best... Causing strife and discord on another planet.  This returns her to step #1 in the cycle but with a new planet.&lt;br /&gt;
&lt;br /&gt;
= Upgrades =&lt;br /&gt;
As you explore the planet, you discover upgrades that improve your survivability, movement, and the ways you can attack things.&lt;br /&gt;
&lt;br /&gt;
== Core Upgrades == &lt;br /&gt;
There are typically multiple copies of each of these core upgrades and finding multiple of them increases the amount of whatever is controlled by that type of upgrade.  For example, finding an additional energy capsule will increase the amount of damage you can take before being killed and finding additional missile upgrades will increase how many missiles you can carry.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Core Upgrades&lt;br /&gt;
!Upgrade!!Category!!Upgrade&amp;lt;br /&amp;gt;Count!!Total&amp;lt;br /&amp;gt;Amount!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Health Capsule]]||Health||9||999||Increases the max amount of heath you have by 100. Essentially improves the number of hits you can take before being killed.&lt;br /&gt;
|-&lt;br /&gt;
|[[Backup Health Capsule]]||Health||5||500||Gives a place to store additional energy beyond the max, each one holds 100 extra.&lt;br /&gt;
|-&lt;br /&gt;
|[[Elemental Capsule]]||Ammo||11||300||Increases the max amount of elemental ammo you can use by 25. The first time you acquire an elemental weapon, it includes a capacity of 25 shots. Elemental ammo capacity can be used for any elemental ammo type. (i.e. there aren&#039;t different elemental capsules for each element.)&lt;br /&gt;
|-&lt;br /&gt;
|[[Missiles]]||Ammo||50||100||Increases the max number of missiles you can fire before running out by 2. Can’t be used at all until you have at least one.&lt;br /&gt;
|-&lt;br /&gt;
|[[Big Missiles]]||Ammo||25||50||Increases the max number of big missiles you can fire before running out by 2. Can’t be used at all until you have at least one.&lt;br /&gt;
|-&lt;br /&gt;
|[[Big Bombs]]||Ammo||25||100||Increases the max number of big bombs you can drop before running out by 4. Can’t be used at all until you have at least one. This give a small upward motion while in liquid without the appropriate suit.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|125 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Health Transfers ===&lt;br /&gt;
Energy can be shunted back and forth between normal and backup manually at any time. Each manual transfer, regardless of size or direction, costs 10 energy to perform. An automatic transfer occurs when normal energy runs out. The full amount possible will be transferred until either the backup storage is empty or normal storage is full. Automatic transfers are considered an emergency situation and are performed without an extra energy cost.&lt;br /&gt;
&lt;br /&gt;
== Suits == &lt;br /&gt;
The environment is dangerous and suit upgrades help you survive and get around. All suit capabilities stack when active and all suits can be active simultaneously.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Suits&lt;br /&gt;
!Suit!!Effect!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Defense Suit]]||-50% General Damage||Reduces damage received from everything. It should be noted that later areas have enemies that hit at least 50% harder.&lt;br /&gt;
|-&lt;br /&gt;
|[[Liquid Suit]]||+90% Liquid Movement||Restores most of the lost movement caused by being in liquids. Water is way thinner than Mud or Lava. Doesn&#039;t change damage amounts.&lt;br /&gt;
|-&lt;br /&gt;
|[[Heat Suit]]||Heat Damage Reduction||Heated areas that hurt you, now hurt you way less (2%). Lava hurts you way slower too (15%). Doesn&#039;t change damage amounts from sources that are not environments.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cold Suit]]||Cold Damage Reduction||Super cold areas that hurt you, now hurt you way less (2%). Cold water hurts you way slower too (15%). Doesn&#039;t change damage amounts from sources that are not environments.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|4 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
These upgrades improve the movement capabilities of the player, which in turn control access to various places. I briefly considered a grapple hook style item, but I don’t particularly want to have to code it and make it behave well. It&#039;s my opinion that there has never been a grapple hook ability that was implemented in a way that was actually fun.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Movement Upgrades&lt;br /&gt;
!Upgrade!!Category!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[High Jump]]||Jump||Amount of vertical movement when you jump is increased. See [[Jump Mechanics]] for more details.&lt;br /&gt;
|-&lt;br /&gt;
|[[Double Jump]]||Jump||Can jump a second time while not on the ground. Stacks with High Jump to create an even higher possible jump height. See [[Jump Mechanics]] for more details.&lt;br /&gt;
|-&lt;br /&gt;
|[[Dash]]||Speed||A short range, very high speed dash that goes left or right. Can only be performed once per jump, and only while not on the ground.&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertical Launch]]||Launch||Can launch vertically from a crouch position, requires a short charge delay to activate. Consumes energy to use, will automatically stop if health drops below 100. Not usable in cat form. Automatically opens doors on impact and continues into the next room.&lt;br /&gt;
|-&lt;br /&gt;
|[[Sprint]]||Speed||Can run very fast and break sprint blocks. Requires distance to build up to max speed, consumes energy while at max speed and when breaking sprint blocks. Cannot be used with less than 100 energy and hitting 99 energy stops an active max speed sprint. It falls back to still moving faster than normal. Without this, Eris moves at her normal speed regardless of available energy.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cat Form]]||Size||Allows the player to change into a cat to move through short passages. Can drop bombs in this form if available. Automatically includes a short range swipe attack and the ability to jump as high as in human form. Not effected by high jump or double jump. &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|6 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cat Form ==&lt;br /&gt;
These upgrades improve the capabilities of the player when in the cat form.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Cat Form Upgrades&lt;br /&gt;
!Upgrade!!Category!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Cat Dash]]||Speed||A short range, very high speed dash that goes left or right. Can only be performed once per jump, but as a cat it can also be performed on the ground to clear small drops in tunnels. It has a cooldown delay that effectively guarantees it is slower than sprinting when repeating it over and over. This is to avoid the problem where shield dash is the exclusive means of travel in Castlevania: Symphony of the Night for speed running.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cat Claws]]||Grab||Can grab onto certain walls. Allows climbing of some surfaces, and jumping or horizontal launching off of them when attached. This only works in cat form.&lt;br /&gt;
|-&lt;br /&gt;
|[[Horizontal Launch]]||Launch||Can launch horizontally from a wall grab, requires a short charge delay to activate. Consumes energy to use, will automatically stop if health drops below 100. Mind your surroundings, this could get you into trouble. Automatically opens doors on impact and continues into the next room.&lt;br /&gt;
|-&lt;br /&gt;
|[[Bombs]]||Attack||Allows the dropping of small bombs when in cat form. They are unlimited ammo and break bombable blocks. They are not strong enough to move the player in liquid without the appropriate suit.&lt;br /&gt;
|-&lt;br /&gt;
|[[Big Bombs]]||Attack||Allows the dropping of big bombs when in cat form. See the core upgrade description for more details. These can slightly move the player in liquid without the appropriate suit.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|4 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weapon Upgrades == &lt;br /&gt;
Your weapon can be upgraded to do more damage. This makes enemies easier to kill, allows getting past certain obstacles or opening certain doors, and in general improves your ability to survive.&lt;br /&gt;
&lt;br /&gt;
=== Standard Gun Upgrades ===&lt;br /&gt;
All effects in the table below stack but the total damage percentage improvement is relative to the base weapon. None of these require any form of ammo to use, they are your standard blaster weapons. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Weapon Upgrades&lt;br /&gt;
!Weapon!!Effect!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Blaster]]||None||The standard gun you start with. You shoot stuff, it hurts stuff.&lt;br /&gt;
|-&lt;br /&gt;
|[[Power]]||+50% Damage||Causes your gun to be more powerful. Hurts stuff more.&lt;br /&gt;
|-&lt;br /&gt;
|[[Spread]]||2 Parallel Shots||Causes your gun to fire 2 parallel shots at once (one slightly above normal and one slightly below normal). Each shot does the full damage if it hits. They are tracked separately.&lt;br /&gt;
|-&lt;br /&gt;
|[[Quantum]]||+25% Damage||Allows your shots to pass through solid things in the environment (unlimited). Has no effect on passing through enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[Phased]]||+25% Damage||Allows your shots to pass through living things. Up to 2 additional enemies can be hurt if they are behind the original target. The same enemy cannot be hit more than once by each shot with this effect. Has no effect on passing through the environment.&lt;br /&gt;
|-&lt;br /&gt;
|[[Charge]]||+25% Damage (when charged)||Allows energy to be collected in the weapon and discharged all at once. Charging takes roughly 1 second. Damage bonus only applies when weapon is charged before release. This also allows your weapon to hit like a missile against creatures that can only be damaged by missile attacks.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|7 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Elemental Upgrades ===&lt;br /&gt;
These are upgrades that provide elemental powers to your weapon. Only one can be active at a time, but effects and damage improvements are always on top of whatever other weapon upgrades are active.&lt;br /&gt;
All elements are strong against their opposite, slightly strong against the element that is similar to their opposite, slightly weak against the element that is slightly strong against them, and very weak against themselves.&lt;br /&gt;
[[File:Fracterebus_element_interactions.png|right|Graph showing how pairs of pairs of elements interact.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Elemental Weapon Features&lt;br /&gt;
!Target!!Effect!!Description&lt;br /&gt;
|-&lt;br /&gt;
|Normal or Other||+20% Damage||When something isn&#039;t associated with any particular element or is not one of the categories listed below, you still cause some extra damage when using an elemental weapon.&lt;br /&gt;
|-&lt;br /&gt;
|Same Element||-90% Damage||When something is associated with the same element you are using, you deal dramatically less damage to them.&lt;br /&gt;
|-&lt;br /&gt;
|Opposite Element||+100% Damage||When something is the opposite element to what you are using, you deal dramatically more damage to them.&lt;br /&gt;
|-&lt;br /&gt;
|Similar Element||-40% Damage||When something is from an element that is similar to the element you are using, you deal less damage.&lt;br /&gt;
|-&lt;br /&gt;
|Similar Opposite Element||+40% Damage||When something is similar to the element that is the opposite of the element you are using, you deal more damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Specific Elemental Effects ===&lt;br /&gt;
Each biome has a main boss that is the strongest form of the element from that biome and guards the weapon that is strong against it. These weapons also have a special extra feature. New biomes may be added over time, the current list of biomes is: Fire, Ice, Electric, Water, Light, Dark, Life, Death, Earth, Air, Gravity, Void.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Specific Elemental Effects&lt;br /&gt;
!Element!!Very&amp;lt;br /&amp;gt;Strong Against!!Slightly&amp;lt;br /&amp;gt;Strong Against!!Similar to&amp;lt;br /&amp;gt;Weakness!!Special Effect&lt;br /&gt;
|-&lt;br /&gt;
|Fire||Ice||Water||Electric||Allows burning of certain environmental barriers.&lt;br /&gt;
|-&lt;br /&gt;
|Ice||Fire||Electric||Water||If an enemy would take lethal damage, they are instead frozen in place and can be used as a platform.&lt;br /&gt;
|-&lt;br /&gt;
|Electric||Water||Ice||Fire||Can activate unpowered electrical things.&lt;br /&gt;
|-&lt;br /&gt;
|Water||Electric||Fire||Ice||Can short out electrical things.&lt;br /&gt;
|-&lt;br /&gt;
|Light||Dark||Death||Life||Can light very dark areas.&lt;br /&gt;
|-&lt;br /&gt;
|Dark||Light||Life||Death||Can dim very bright lights.&lt;br /&gt;
|-&lt;br /&gt;
|Life||Death||Dark||Light||Can create a barrier out of new life.&lt;br /&gt;
|-&lt;br /&gt;
|Death||Life||Light||Dark||Can wither certain environmental barriers.&lt;br /&gt;
|-&lt;br /&gt;
|Earth||Air||Void||Gravity||Allows downward shots to form a small pile of dirt that can be used to get slightly higher.&lt;br /&gt;
|-&lt;br /&gt;
|Air||Earth||Gravity||Void||Allows upward shots to form a small tornado that pulls you slightly higher.&lt;br /&gt;
|-&lt;br /&gt;
|Gravity||Void||Air||Earth||Crushes things?&lt;br /&gt;
|-&lt;br /&gt;
|Void||Gravity||Earth||Air||Explodes things?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Item Drops =&lt;br /&gt;
These are the things that drop when enemies are killed. Their purpose is to refill various consumables. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Item Drops&lt;br /&gt;
!Drop!!Category!!Amount!!Description&lt;br /&gt;
|-&lt;br /&gt;
|Small Energy||Health||+5||Small increase in current health up to allowed max health. Overflow redirected to backup.&lt;br /&gt;
|-&lt;br /&gt;
|Large Energy||Health||+25||Large increase in current health up to allowed max health. Overflow redirected to backup.&lt;br /&gt;
|-&lt;br /&gt;
|Huge Energy||Health||+100||Very rare massive increase in current health up to allowed max health. Overflow redirected to backup.&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||Elemental||+10||Small increase in current elemental ammo amount up to allowed max capacity.&lt;br /&gt;
|-&lt;br /&gt;
|Large Elemental||Elemental||+25||Large increase in current elemental ammo amount up to allowed max capacity.&lt;br /&gt;
|-&lt;br /&gt;
|Missile||Missile||+2||Adds missiles to your current count, up to the max number of missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Missile Bunch||Missile||+5||Adds missiles to your current count, up to the max number of missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Big Missile||Big Missile||+1||Adds a big missile to your current count, up to the max number of big missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Big Missile Bunch||Big Missile||+3||Adds big missiles to your current count, up to the max number of big missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Big Bomb||Big Bomb||+1||Adds a big bomb to your current count, up to the max number of big bombs.&lt;br /&gt;
|-&lt;br /&gt;
|Big Bomb Bunch||Big Bomb||+3||Adds big bombs to your current count, up to the max number of big bombs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Loot Tables =&lt;br /&gt;
Enemies have different loot tables that associate item drops with a weight. The weight controls the odds of each item dropping. At the time the enemy dies, the required loot table for that enemy is loaded and then adjusted based on the player&#039;s current needs. For example, a player that is already full of missiles won&#039;t see missile drops most of the time. This results in a reduction of time sunk into farming for supplies and an overall better player experience. &lt;br /&gt;
&lt;br /&gt;
== Base Loot Tables ==&lt;br /&gt;
Loot tables are set up in a way that only configures possible items. Any item that is not explicitly configured has essentially no chance of dropping.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Example Loot Table&lt;br /&gt;
!Drop!!Weight!!Effective%&lt;br /&gt;
|-&lt;br /&gt;
|Nothing||5||5%&lt;br /&gt;
|-&lt;br /&gt;
|Anything||5||5%&lt;br /&gt;
|-&lt;br /&gt;
|Small Health||50||50%&lt;br /&gt;
|-&lt;br /&gt;
|Large Health||10||10%&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||15||15%&lt;br /&gt;
|-&lt;br /&gt;
|Missile||15||15%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;||100||100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Player State Adjustment ==&lt;br /&gt;
Adjustments for player state are made by item category. (Health, Elemental, Missile, BigMissile, and BigBomb.) Anything the player already has their max capacity of is removed from the loot table. Using the above loot table as an example, if the player is full on health, the two possible health drops are removed from the table. This changes the probability of the remaining options automatically.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ When Player Has Max Health&lt;br /&gt;
!Drop!!Weight!!Effective%&lt;br /&gt;
|-&lt;br /&gt;
|Nothing||5||12.5%&lt;br /&gt;
|-&lt;br /&gt;
|Anything||5||12.5%&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||15||37.5%&lt;br /&gt;
|-&lt;br /&gt;
|Missile||15||37.5%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;||40||100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There is also a special adjustment made if the player is below 50 health. Loot tables in that situation are modified to favor health drops over other things to try to help the player recover. Note that a loot table that doesn&#039;t have health drops will not be affected by this. The way it works is that each health item in the list has 20 weight added to it. Using the same example above, that would change the table to this.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Critical Health Loot Table&lt;br /&gt;
!Drop!!Weight!!Effective%&lt;br /&gt;
|-&lt;br /&gt;
|Nothing||5||3.6%&lt;br /&gt;
|-&lt;br /&gt;
|Anything||5||3.6%&lt;br /&gt;
|-&lt;br /&gt;
|Small Health||70||50.0%&lt;br /&gt;
|-&lt;br /&gt;
|Large Health||30||21.4%&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||15||10.7%&lt;br /&gt;
|-&lt;br /&gt;
|Missile||15||10.7%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;||140||100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Special Options ==&lt;br /&gt;
&lt;br /&gt;
The special categories of &amp;quot;Nothing&amp;quot; and &amp;quot;Anything&amp;quot; are for making loot feel more exciting. If a loot roll lands on Nothing, then obviously there is no drop   at all. (Sorry.) If a loot roll lands on Anything, a loot reroll occurs that uses a table that has every item being both possible and equally likely. Nothing and Anything are not part of this special table. This results in every in the game being capable of dropping every item. It may not be especially likely, but it can happen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Special &amp;quot;Anything&amp;quot; Loot Table&lt;br /&gt;
!Drop!!Weight!!Effective%&lt;br /&gt;
|-&lt;br /&gt;
|Small Health||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Large Energy||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Huge Energy||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Large Elemental||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Missile||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Missile Bunch||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Big Missile||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Big Missile Bunch||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Big Bomb||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Big Bomb Bunch||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;||11||100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Controls =&lt;br /&gt;
The player is expected to be reasonably agile and controlling Eris should feel responsive, but it has to follow a standard set of rules. The standard unit of measure is a tile, think of it as a small square amount of space. &lt;br /&gt;
&lt;br /&gt;
== Attacking ==&lt;br /&gt;
The primary form of attack is through the use of a projectile weapon without melee attack options. When in tiny form attacks can be performed using explosives. All tile measurements are actually relative to the player, but are described as from the ground for easier explanation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shooting Options&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;When NOT Moving:&#039;&#039;&lt;br /&gt;
** Standing:&lt;br /&gt;
*** The standard aim will fire a projectile forward at a height 1.5 tiles off of the ground (in the middle of the 2nd tile up from the ground).&lt;br /&gt;
*** The spread shot fires 2 projectiles at 1.0 and 2.0 tiles off the ground.&lt;br /&gt;
*** You can aim straight up.&lt;br /&gt;
*** You can aim diagonal attacks at 45 degrees either up or down.&lt;br /&gt;
** Crouching:&lt;br /&gt;
*** The standard aim will fire a projectile closer to the ground at a height of 0.7 tiles off the ground.&lt;br /&gt;
*** The spread shot fires 2 projectiles at 0.4 and 1.0 tiles off the ground.&lt;br /&gt;
*** You can aim straight up.&lt;br /&gt;
*** You can aim diagonal attacks at 45 degrees either up or down.&lt;br /&gt;
* &#039;&#039;When Moving:&#039;&#039;&lt;br /&gt;
** The standard aim will fire a projectile forward at a height 1.5 tiles off of the ground (in the middle of the 2nd tile up from the ground).&lt;br /&gt;
** The spread shot fires 2 projectiles at 1.0 and 2.0 tiles off the ground.&lt;br /&gt;
** You can aim straight up.&lt;br /&gt;
** You can aim diagonal attacks at 45 degrees either up or down.&lt;br /&gt;
** (You cannot move while crouching.)&lt;br /&gt;
* &#039;&#039;When Jumping:&#039;&#039;&lt;br /&gt;
** The standard aim will fire a projectile forward at a height 1.5 tiles off of the ground (in the middle of the 2nd tile up from the ground).&lt;br /&gt;
** The spread shot fires 2 projectiles at 1.0 and 2.0 tiles off the ground.&lt;br /&gt;
** You can aim straight up.&lt;br /&gt;
** You can aim diagonal attacks at 45 degrees either up or down.&lt;br /&gt;
** While not on the ground, you can fire a projectile straight down.&lt;br /&gt;
&lt;br /&gt;
== Exploring ==&lt;br /&gt;
The player is roughly 2.5 tiles tall and 1 tile wide. Most environments have vertical clearance of at least 3 tiles and gaps will be at least 1 tile wide. This includes doorways and hallways. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement Options&#039;&#039;&#039;&lt;br /&gt;
* While standing at full height, the player can move left and right.&lt;br /&gt;
* While on the ground, the player can jump or crouch.&lt;br /&gt;
* While not on the ground, the player can still control their left and right trajectory.&lt;br /&gt;
* While crouching, the player can shrink to tiny form. Moving or jumping while crouching will result in standing up first.&lt;br /&gt;
* While in tiny form, you can move left and right, remaining in tiny form.&lt;br /&gt;
* There are many movement upgrades that add to this list when they have been found and are enabled.&lt;br /&gt;
&lt;br /&gt;
= Escape =&lt;br /&gt;
After beating the final boss, a mad dash must be made to the escape pod. &lt;br /&gt;
* All save, recharge, and map stations are disabled.&lt;br /&gt;
* All doors are changed to blue regardless of previous requirements for opening them.&lt;br /&gt;
* There will still be environmental difficulties such as water and lava.&lt;br /&gt;
* Enemies are no longer present.&lt;br /&gt;
* Uncollected items will still be present in the world and can still be collected.&lt;br /&gt;
* This event will be timed. &lt;br /&gt;
** No free movement abilities will be granted, so it may be difficult to finish on time.&lt;br /&gt;
** The available time will be calculated by the number of rooms required for the escape, plus some comfortable padding.&lt;br /&gt;
** The calculation assumes all available movement abilities have been collected, but it should be possible to finish with some missing.&lt;br /&gt;
* Failing the escape&lt;br /&gt;
** Will place you at your last save prior to the final boss.&lt;br /&gt;
** You can avoid the final boss chamber and instead go to gather more uncollected upgrades.&lt;br /&gt;
** If you try the escape again immediately, the final boss will already be defeated.&lt;br /&gt;
** The final boss will be reset to alive if any additional upgrade is collected.&lt;br /&gt;
** If the final boss is already dead, the timer will start again when you enter the final boss chamber.&lt;br /&gt;
** The escape pod is not active unless the timer has been started.&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Design&amp;diff=362</id>
		<title>Design</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Design&amp;diff=362"/>
		<updated>2026-09-20T22:51:42Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: /* Cast of Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Story =&lt;br /&gt;
The story of this game is derived from Greek mythology, which is full of arguments between and within families.  This one involves two families of gods and the unending collection of planets that are ruined and then restored in the process.&lt;br /&gt;
&lt;br /&gt;
== Cast of Characters ==&lt;br /&gt;
* &#039;&#039;&#039;Eris&#039;&#039;&#039; - Goddess of Strife and Discord &#039;&#039;(Her human form is controlled by the player.)&#039;&#039;&lt;br /&gt;
** Daughter of Nyx&lt;br /&gt;
** Sister of Hypnos&lt;br /&gt;
** Mother of Lethe&lt;br /&gt;
* &#039;&#039;&#039;Nyx&#039;&#039;&#039; - Goddess of Night&lt;br /&gt;
** Mother of Eris and Hypnos&lt;br /&gt;
* &#039;&#039;&#039;Hypnos&#039;&#039;&#039; - God of Sleep&lt;br /&gt;
** Son of Nyx&lt;br /&gt;
** Brother of Eris&lt;br /&gt;
* &#039;&#039;&#039;Lethe&#039;&#039;&#039; - Goddess of Forgetfulness&lt;br /&gt;
** Daughter of Eris&lt;br /&gt;
* &#039;&#039;&#039;Themis&#039;&#039;&#039; - Goddess of Divine Law and Order&lt;br /&gt;
** Advisor to Zeus&lt;br /&gt;
** Judge of other gods&lt;br /&gt;
** Daughter of Uranus and Gaia&lt;br /&gt;
* &#039;&#039;&#039;Uranus&#039;&#039;&#039; - God of Sky&lt;br /&gt;
** Father of Themis&lt;br /&gt;
* &#039;&#039;&#039;Gaia&#039;&#039;&#039; - Goddess of Earth&lt;br /&gt;
** Mother of Themis&lt;br /&gt;
&lt;br /&gt;
== The Story Cycle ==&lt;br /&gt;
You are the dark goddess Eris in human form, condemned to repair the damage you caused to a planet. This story repeats in a loop indefinitely.&lt;br /&gt;
&lt;br /&gt;
# Eris causes war and destruction on a planet for her own entertainment. The destruction results in the elimination of most life and an imbalance of the elements.&lt;br /&gt;
# The destruction and imbalance of elements deeply upsets Uranus and Gaia. They seek intervention by their daughter Themis against Eris.&lt;br /&gt;
# Themis listens to her parents and tries Eris for what she considers to be crimes against nature.  &lt;br /&gt;
# Themis finds Eris guilty and sentences her to restore the elemental balance as a human placed directly on a planet she had ruined.&lt;br /&gt;
# Eris records a message to herself in the computer of an escape pod. This message describes the requirement to restore the balance of the elements. &lt;br /&gt;
# The escape pod cannot be activated until the balance has been restored and warns that Eris’ presence is itself a destabilizing force on the planet.&lt;br /&gt;
# The escape pod also holds a basic weapon to use in this quest.&lt;br /&gt;
# Themis incarnates Eris to a human form to prepare for her her punishment.&lt;br /&gt;
# Eris&#039; daughter Lethe then causes her to forget being a goddess entirely.&lt;br /&gt;
# Eris&#039; sister Hypnos puts Eris into a deep sleep and delivers her to the ruined planet.&lt;br /&gt;
# Eris wakes up near the escape pod. The escape pod allows her to view the message she recorded for herself, and provides a basic weapon to use.&lt;br /&gt;
# Driven by her desire to leave the ruined planet, Eris works to restore the balance of the elements by defeating the bosses of each biome and then a final boss in its own biome.&lt;br /&gt;
# After the defeat of the final boss with the balance finally restored, Eris must return to the escape pod prior to time running out, presumably to avoid destabilizing the elements again.&lt;br /&gt;
# When Eris gets to the escape pod and enters it ready to leave the planet, the now active escape pod ramps up in power to fly away. Instead of launching to space it violently explodes instead, wiping the human form of Eris from existence.&lt;br /&gt;
# With her human form annihilated in the explosion, Eris returns to the realm of the gods. Being a goddess and immortal, her memories return. Being a dark goddess she resumes doing what she does best... Causing strife and discord on another planet.  This returns her to step #1 in the cycle but with a new planet.&lt;br /&gt;
&lt;br /&gt;
= Upgrades =&lt;br /&gt;
As you explore the planet, you discover upgrades that improve your survivability, movement, and the ways you can attack things.&lt;br /&gt;
&lt;br /&gt;
== Core Upgrades == &lt;br /&gt;
There are typically multiple copies of each of these core upgrades and finding multiple of them increases the amount of whatever is controlled by that type of upgrade.  For example, finding an additional energy capsule will increase the amount of damage you can take before being killed and finding additional missile upgrades will increase how many missiles you can carry.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Core Upgrades&lt;br /&gt;
!Upgrade!!Category!!Upgrade&amp;lt;br /&amp;gt;Count!!Total&amp;lt;br /&amp;gt;Amount!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Health Capsule]]||Health||9||999||Increases the max amount of heath you have by 100. Essentially improves the number of hits you can take before being killed.&lt;br /&gt;
|-&lt;br /&gt;
|[[Backup Health Capsule]]||Health||5||500||Gives a place to store additional energy beyond the max, each one holds 100 extra.&lt;br /&gt;
|-&lt;br /&gt;
|[[Elemental Capsule]]||Ammo||11||300||Increases the max amount of elemental ammo you can use by 25. The first time you acquire an elemental weapon, it includes a capacity of 25 shots. Elemental ammo capacity can be used for any elemental ammo type. (i.e. there aren&#039;t different elemental capsules for each element.)&lt;br /&gt;
|-&lt;br /&gt;
|[[Missiles]]||Ammo||50||100||Increases the max number of missiles you can fire before running out by 2. Can’t be used at all until you have at least one.&lt;br /&gt;
|-&lt;br /&gt;
|[[Big Missiles]]||Ammo||25||50||Increases the max number of big missiles you can fire before running out by 2. Can’t be used at all until you have at least one.&lt;br /&gt;
|-&lt;br /&gt;
|[[Big Bombs]]||Ammo||25||100||Increases the max number of big bombs you can drop before running out by 4. Can’t be used at all until you have at least one. This give a small upward motion while in liquid without the appropriate suit.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|125 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Health Transfers ===&lt;br /&gt;
Energy can be shunted back and forth between normal and backup manually at any time. Each manual transfer, regardless of size or direction, costs 10 energy to perform. An automatic transfer occurs when normal energy runs out. The full amount possible will be transferred until either the backup storage is empty or normal storage is full. Automatic transfers are considered an emergency situation and are performed without an extra energy cost.&lt;br /&gt;
&lt;br /&gt;
== Suits == &lt;br /&gt;
The environment is dangerous and suit upgrades help you survive and get around. All suit capabilities stack when active and all suits can be active simultaneously.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Suits&lt;br /&gt;
!Suit!!Effect!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Defense Suit]]||-50% General Damage||Reduces damage received from everything. It should be noted that later areas have enemies that hit at least 50% harder.&lt;br /&gt;
|-&lt;br /&gt;
|[[Liquid Suit]]||+90% Liquid Movement||Restores most of the lost movement caused by being in liquids. Water is way thinner than Mud or Lava. Doesn&#039;t change damage amounts.&lt;br /&gt;
|-&lt;br /&gt;
|[[Heat Suit]]||Heat Damage Reduction||Heated areas that hurt you, now hurt you way less (2%). Lava hurts you way slower too (15%). Doesn&#039;t change damage amounts from sources that are not environments.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cold Suit]]||Cold Damage Reduction||Super cold areas that hurt you, now hurt you way less (2%). Cold water hurts you way slower too (15%). Doesn&#039;t change damage amounts from sources that are not environments.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|4 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
These upgrades improve the movement capabilities of the player, which in turn control access to various places. I briefly considered a grapple hook style item, but I don’t particularly want to have to code it and make it behave well. It&#039;s my opinion that there has never been a grapple hook ability that was implemented in a way that was actually fun.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Movement Upgrades&lt;br /&gt;
!Upgrade!!Category!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[High Jump]]||Jump||Amount of vertical movement when you jump is increased. See [[Jump Mechanics]] for more details.&lt;br /&gt;
|-&lt;br /&gt;
|[[Double Jump]]||Jump||Can jump a second time while not on the ground. Stacks with High Jump to create an even higher possible jump height. See [[Jump Mechanics]] for more details.&lt;br /&gt;
|-&lt;br /&gt;
|[[Dash]]||Speed||A short range, very high speed dash that goes left or right. Can only be performed once per jump, and only while not on the ground.&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertical Launch]]||Launch||Can launch vertically from a crouch position, requires a short charge delay to activate. Consumes energy to use, will automatically stop if health drops below 100. Not usable in cat form. Automatically opens doors on impact and continues into the next room.&lt;br /&gt;
|-&lt;br /&gt;
|[[Sprint]]||Speed||Can run very fast and break sprint blocks. Requires distance to build up to max speed, consumes energy while at max speed and when breaking sprint blocks. Cannot be used with less than 100 energy and hitting 99 energy stops an active max speed sprint. It falls back to still moving faster than normal. Without this, Eris moves at her normal speed regardless of available energy.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cat Form]]||Size||Allows the player to change into a cat to move through short passages. Can drop bombs in this form if available. Automatically includes a short range swipe attack and the ability to jump as high as in human form. Not effected by high jump or double jump. &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|6 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cat Form ==&lt;br /&gt;
These upgrades improve the capabilities of the player when in the cat form.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Cat Form Upgrades&lt;br /&gt;
!Upgrade!!Category!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Cat Dash]]||Speed||A short range, very high speed dash that goes left or right. Can only be performed once per jump, but as a cat it can also be performed on the ground to clear small drops in tunnels. It has a cooldown delay that effectively guarantees it is slower than sprinting when repeating it over and over. This is to avoid the problem where shield dash is the exclusive means of travel in Castlevania: Symphony of the Night for speed running.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cat Claws]]||Grab||Can grab onto certain walls. Allows climbing of some surfaces, and jumping or horizontal launching off of them when attached. This only works in cat form.&lt;br /&gt;
|-&lt;br /&gt;
|[[Horizontal Launch]]||Launch||Can launch horizontally from a wall grab, requires a short charge delay to activate. Consumes energy to use, will automatically stop if health drops below 100. Mind your surroundings, this could get you into trouble. Automatically opens doors on impact and continues into the next room.&lt;br /&gt;
|-&lt;br /&gt;
|[[Bombs]]||Attack||Allows the dropping of small bombs when in cat form. They are unlimited ammo and break bombable blocks. They are not strong enough to move the player in liquid without the appropriate suit.&lt;br /&gt;
|-&lt;br /&gt;
|[[Big Bombs]]||Attack||Allows the dropping of big bombs when in cat form. See the core upgrade description for more details. These can slightly move the player in liquid without the appropriate suit.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|4 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weapon Upgrades == &lt;br /&gt;
Your weapon can be upgraded to do more damage. This makes enemies easier to kill, allows getting past certain obstacles or opening certain doors, and in general improves your ability to survive.&lt;br /&gt;
&lt;br /&gt;
=== Standard Gun Upgrades ===&lt;br /&gt;
All effects in the table below stack but the total damage percentage improvement is relative to the base weapon. None of these require any form of ammo to use, they are your standard blaster weapons. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Weapon Upgrades&lt;br /&gt;
!Weapon!!Effect!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Blaster]]||None||The standard gun you start with. You shoot stuff, it hurts stuff.&lt;br /&gt;
|-&lt;br /&gt;
|[[Power]]||+50% Damage||Causes your gun to be more powerful. Hurts stuff more.&lt;br /&gt;
|-&lt;br /&gt;
|[[Spread]]||2 Parallel Shots||Causes your gun to fire 2 parallel shots at once (one slightly above normal and one slightly below normal). Each shot does the full damage if it hits. They are tracked separately.&lt;br /&gt;
|-&lt;br /&gt;
|[[Quantum]]||+25% Damage||Allows your shots to pass through solid things in the environment (unlimited). Has no effect on passing through enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[Phased]]||+25% Damage||Allows your shots to pass through living things. Up to 2 additional enemies can be hurt if they are behind the original target. The same enemy cannot be hit more than once by each shot with this effect. Has no effect on passing through the environment.&lt;br /&gt;
|-&lt;br /&gt;
|[[Charge]]||+25% Damage (when charged)||Allows energy to be collected in the weapon and discharged all at once. Charging takes roughly 1 second. Damage bonus only applies when weapon is charged before release. This also allows your weapon to hit like a missile against creatures that can only be damaged by missile attacks.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|7 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Elemental Upgrades ===&lt;br /&gt;
These are upgrades that provide elemental powers to your weapon. Only one can be active at a time, but effects and damage improvements are always on top of whatever other weapon upgrades are active.&lt;br /&gt;
All elements are strong against their opposite, slightly strong against the element that is similar to their opposite, slightly weak against the element that is slightly strong against them, and very weak against themselves.&lt;br /&gt;
[[File:Fracterebus_element_interactions.png|right|Graph showing how pairs of pairs of elements interact.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Elemental Weapon Features&lt;br /&gt;
!Target!!Effect!!Description&lt;br /&gt;
|-&lt;br /&gt;
|Normal or Other||+20% Damage||When something isn&#039;t associated with any particular element or is not one of the categories listed below, you still cause some extra damage when using an elemental weapon.&lt;br /&gt;
|-&lt;br /&gt;
|Same Element||-90% Damage||When something is associated with the same element you are using, you deal dramatically less damage to them.&lt;br /&gt;
|-&lt;br /&gt;
|Opposite Element||+100% Damage||When something is the opposite element to what you are using, you deal dramatically more damage to them.&lt;br /&gt;
|-&lt;br /&gt;
|Similar Element||-40% Damage||When something is from an element that is similar to the element you are using, you deal less damage.&lt;br /&gt;
|-&lt;br /&gt;
|Similar Opposite Element||+40% Damage||When something is similar to the element that is the opposite of the element you are using, you deal more damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Specific Elemental Effects ===&lt;br /&gt;
Each biome has a main boss that is the strongest form of the element from that biome and guards the weapon that is strong against it. These weapons also have a special extra feature. New biomes may be added over time, the current list of biomes is: Fire, Ice, Electric, Water, Light, Dark, Life, Death, Earth, Air, Gravity, Void.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Specific Elemental Effects&lt;br /&gt;
!Element!!Very&amp;lt;br /&amp;gt;Strong Against!!Slightly&amp;lt;br /&amp;gt;Strong Against!!Similar to&amp;lt;br /&amp;gt;Weakness!!Special Effect&lt;br /&gt;
|-&lt;br /&gt;
|Fire||Ice||Water||Electric||Allows burning of certain environmental barriers.&lt;br /&gt;
|-&lt;br /&gt;
|Ice||Fire||Electric||Water||If an enemy would take lethal damage, they are instead frozen in place and can be used as a platform.&lt;br /&gt;
|-&lt;br /&gt;
|Electric||Water||Ice||Fire||Can activate unpowered electrical things.&lt;br /&gt;
|-&lt;br /&gt;
|Water||Electric||Fire||Ice||Can short out electrical things.&lt;br /&gt;
|-&lt;br /&gt;
|Light||Dark||Death||Life||Can light very dark areas.&lt;br /&gt;
|-&lt;br /&gt;
|Dark||Light||Life||Death||Can dim very bright lights.&lt;br /&gt;
|-&lt;br /&gt;
|Life||Death||Dark||Light||Can create a barrier out of new life.&lt;br /&gt;
|-&lt;br /&gt;
|Death||Life||Light||Dark||Can wither certain environmental barriers.&lt;br /&gt;
|-&lt;br /&gt;
|Earth||Air||Void||Gravity||Allows downward shots to form a small pile of dirt that can be used to get slightly higher.&lt;br /&gt;
|-&lt;br /&gt;
|Air||Earth||Gravity||Void||Allows upward shots to form a small tornado that pulls you slightly higher.&lt;br /&gt;
|-&lt;br /&gt;
|Gravity||Void||Air||Earth||Crushes things?&lt;br /&gt;
|-&lt;br /&gt;
|Void||Gravity||Earth||Air||Explodes things?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Item Drops =&lt;br /&gt;
These are the things that drop when enemies are killed. Their purpose is to refill various consumables. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Item Drops&lt;br /&gt;
!Drop!!Category!!Amount!!Description&lt;br /&gt;
|-&lt;br /&gt;
|Small Energy||Health||+5||Small increase in current health up to allowed max health. Overflow redirected to backup.&lt;br /&gt;
|-&lt;br /&gt;
|Large Energy||Health||+25||Large increase in current health up to allowed max health. Overflow redirected to backup.&lt;br /&gt;
|-&lt;br /&gt;
|Huge Energy||Health||+100||Very rare massive increase in current health up to allowed max health. Overflow redirected to backup.&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||Elemental||+10||Small increase in current elemental ammo amount up to allowed max capacity.&lt;br /&gt;
|-&lt;br /&gt;
|Large Elemental||Elemental||+25||Large increase in current elemental ammo amount up to allowed max capacity.&lt;br /&gt;
|-&lt;br /&gt;
|Missile||Missile||+2||Adds missiles to your current count, up to the max number of missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Missile Bunch||Missile||+5||Adds missiles to your current count, up to the max number of missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Big Missile||Big Missile||+1||Adds a big missile to your current count, up to the max number of big missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Big Missile Bunch||Big Missile||+3||Adds big missiles to your current count, up to the max number of big missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Big Bomb||Big Bomb||+1||Adds a big bomb to your current count, up to the max number of big bombs.&lt;br /&gt;
|-&lt;br /&gt;
|Big Bomb Bunch||Big Bomb||+3||Adds big bombs to your current count, up to the max number of big bombs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Loot Tables =&lt;br /&gt;
Enemies have different loot tables that associate item drops with a weight. The weight controls the odds of each item dropping. At the time the enemy dies, the required loot table for that enemy is loaded and then adjusted based on the player&#039;s current needs. For example, a player that is already full of missiles won&#039;t see missile drops most of the time. This results in a reduction of time sunk into farming for supplies and an overall better player experience. &lt;br /&gt;
&lt;br /&gt;
== Base Loot Tables ==&lt;br /&gt;
Loot tables are set up in a way that only configures possible items. Any item that is not explicitly configured has essentially no chance of dropping.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Example Loot Table&lt;br /&gt;
!Drop!!Weight!!Effective%&lt;br /&gt;
|-&lt;br /&gt;
|Nothing||5||5%&lt;br /&gt;
|-&lt;br /&gt;
|Anything||5||5%&lt;br /&gt;
|-&lt;br /&gt;
|Small Health||50||50%&lt;br /&gt;
|-&lt;br /&gt;
|Large Health||10||10%&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||15||15%&lt;br /&gt;
|-&lt;br /&gt;
|Missile||15||15%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;||100||100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Player State Adjustment ==&lt;br /&gt;
Adjustments for player state are made by item category. (Health, Elemental, Missile, BigMissile, and BigBomb.) Anything the player already has their max capacity of is removed from the loot table. Using the above loot table as an example, if the player is full on health, the two possible health drops are removed from the table. This changes the probability of the remaining options automatically.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ When Player Has Max Health&lt;br /&gt;
!Drop!!Weight!!Effective%&lt;br /&gt;
|-&lt;br /&gt;
|Nothing||5||12.5%&lt;br /&gt;
|-&lt;br /&gt;
|Anything||5||12.5%&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||15||37.5%&lt;br /&gt;
|-&lt;br /&gt;
|Missile||15||37.5%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;||40||100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There is also a special adjustment made if the player is below 50 health. Loot tables in that situation are modified to favor health drops over other things to try to help the player recover. Note that a loot table that doesn&#039;t have health drops will not be affected by this. The way it works is that each health item in the list has 20 weight added to it. Using the same example above, that would change the table to this.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Critical Health Loot Table&lt;br /&gt;
!Drop!!Weight!!Effective%&lt;br /&gt;
|-&lt;br /&gt;
|Nothing||5||3.6%&lt;br /&gt;
|-&lt;br /&gt;
|Anything||5||3.6%&lt;br /&gt;
|-&lt;br /&gt;
|Small Health||70||50.0%&lt;br /&gt;
|-&lt;br /&gt;
|Large Health||30||21.4%&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||15||10.7%&lt;br /&gt;
|-&lt;br /&gt;
|Missile||15||10.7%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;||140||100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Special Options ==&lt;br /&gt;
&lt;br /&gt;
The special categories of &amp;quot;Nothing&amp;quot; and &amp;quot;Anything&amp;quot; are for making loot feel more exciting. If a loot roll lands on Nothing, then obviously there is no drop   at all. (Sorry.) If a loot roll lands on Anything, a loot reroll occurs that uses a table that has every item being both possible and equally likely. Nothing and Anything are not part of this special table. This results in every in the game being capable of dropping every item. It may not be especially likely, but it can happen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Special &amp;quot;Anything&amp;quot; Loot Table&lt;br /&gt;
!Drop!!Weight!!Effective%&lt;br /&gt;
|-&lt;br /&gt;
|Small Health||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Large Energy||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Huge Energy||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Large Elemental||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Missile||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Missile Bunch||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Big Missile||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Big Missile Bunch||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Big Bomb||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Big Bomb Bunch||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;||11||100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Controls =&lt;br /&gt;
The player is expected to be reasonably agile and controlling Eris should feel responsive, but it has to follow a standard set of rules. The standard unit of measure is a tile, think of it as a small square amount of space. &lt;br /&gt;
&lt;br /&gt;
== Attacking ==&lt;br /&gt;
The primary form of attack is through the use of a projectile weapon without melee attack options. When in tiny form attacks can be performed using explosives. All tile measurements are actually relative to the player, but are described as from the ground for easier explanation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shooting Options&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;When NOT Moving:&#039;&#039;&lt;br /&gt;
** Standing:&lt;br /&gt;
*** The standard aim will fire a projectile forward at a height 1.5 tiles off of the ground (in the middle of the 2nd tile up from the ground).&lt;br /&gt;
*** The spread shot fires 2 projectiles at 1.0 and 2.0 tiles off the ground.&lt;br /&gt;
*** You can aim straight up.&lt;br /&gt;
*** You can aim diagonal attacks at 45 degrees either up or down.&lt;br /&gt;
** Crouching:&lt;br /&gt;
*** The standard aim will fire a projectile closer to the ground at a height of 0.7 tiles off the ground.&lt;br /&gt;
*** The spread shot fires 2 projectiles at 0.4 and 1.0 tiles off the ground.&lt;br /&gt;
*** You can aim straight up.&lt;br /&gt;
*** You can aim diagonal attacks at 45 degrees either up or down.&lt;br /&gt;
* &#039;&#039;When Moving:&#039;&#039;&lt;br /&gt;
** The standard aim will fire a projectile forward at a height 1.5 tiles off of the ground (in the middle of the 2nd tile up from the ground).&lt;br /&gt;
** The spread shot fires 2 projectiles at 1.0 and 2.0 tiles off the ground.&lt;br /&gt;
** You can aim straight up.&lt;br /&gt;
** You can aim diagonal attacks at 45 degrees either up or down.&lt;br /&gt;
** (You cannot move while crouching.)&lt;br /&gt;
* &#039;&#039;When Jumping:&#039;&#039;&lt;br /&gt;
** The standard aim will fire a projectile forward at a height 1.5 tiles off of the ground (in the middle of the 2nd tile up from the ground).&lt;br /&gt;
** The spread shot fires 2 projectiles at 1.0 and 2.0 tiles off the ground.&lt;br /&gt;
** You can aim straight up.&lt;br /&gt;
** You can aim diagonal attacks at 45 degrees either up or down.&lt;br /&gt;
** While not on the ground, you can fire a projectile straight down.&lt;br /&gt;
&lt;br /&gt;
== Exploring ==&lt;br /&gt;
The player is roughly 2.5 tiles tall and 1 tile wide. Most environments have vertical clearance of at least 3 tiles and gaps will be at least 1 tile wide. This includes doorways and hallways. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement Options&#039;&#039;&#039;&lt;br /&gt;
* While standing at full height, the player can move left and right.&lt;br /&gt;
* While on the ground, the player can jump or crouch.&lt;br /&gt;
* While not on the ground, the player can still control their left and right trajectory.&lt;br /&gt;
* While crouching, the player can shrink to tiny form. Moving or jumping while crouching will result in standing up first.&lt;br /&gt;
* While in tiny form, you can move left and right, remaining in tiny form.&lt;br /&gt;
* There are many movement upgrades that add to this list when they have been found and are enabled.&lt;br /&gt;
&lt;br /&gt;
= Escape =&lt;br /&gt;
After beating the final boss, a mad dash must be made to the escape pod. &lt;br /&gt;
* All save, recharge, and map stations are disabled.&lt;br /&gt;
* All doors are changed to blue regardless of previous requirements for opening them.&lt;br /&gt;
* There will still be environmental difficulties such as water and lava.&lt;br /&gt;
* Enemies are no longer present.&lt;br /&gt;
* Uncollected items will still be present in the world and can still be collected.&lt;br /&gt;
* This event will be timed. &lt;br /&gt;
** No free movement abilities will be granted, so it may be difficult to finish on time.&lt;br /&gt;
** The available time will be calculated by the number of rooms required for the escape, plus some comfortable padding.&lt;br /&gt;
** The calculation assumes all available movement abilities have been collected, but it should be possible to finish with some missing.&lt;br /&gt;
* Failing the escape&lt;br /&gt;
** Will place you at your last save prior to the final boss.&lt;br /&gt;
** You can avoid the final boss chamber and instead go to gather more uncollected upgrades.&lt;br /&gt;
** If you try the escape again immediately, the final boss will already be defeated.&lt;br /&gt;
** The final boss will be reset to alive if any additional upgrade is collected.&lt;br /&gt;
** If the final boss is already dead, the timer will start again when you enter the final boss chamber.&lt;br /&gt;
** The escape pod is not active unless the timer has been started.&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Jump_Mechanics&amp;diff=361</id>
		<title>Jump Mechanics</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Jump_Mechanics&amp;diff=361"/>
		<updated>2026-09-20T22:39:54Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Jumps are measured in tiles which are 20x20 pixels. The screen is 32x18 tiles. All jumps are designed to grant 0.5 tiles of vertical height beyond an integer number of tiles. This ensures there is a bit of leeway to ensure jumps don&#039;t need to be perfectly executed to be completed successfully.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Jump and Platform Heights&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; | &lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Reachable Platforms&lt;br /&gt;
|-&lt;br /&gt;
!Jump Type!!High&amp;lt;br /&amp;gt;Jump!!Double&amp;lt;br /&amp;gt;Jump||Jump&amp;lt;br /&amp;gt;Height||Jump&amp;lt;br /&amp;gt;Pixels||Screen %||Max&amp;lt;br /&amp;gt;Platform||Jump||High&amp;lt;br /&amp;gt;Jump||Double&amp;lt;br /&amp;gt;Jump||Double&amp;lt;br /&amp;gt;High&lt;br /&gt;
|-&lt;br /&gt;
|Jump||No||No||4.5||90px||~25%||4.0||Yes||No||No||No&lt;br /&gt;
|-&lt;br /&gt;
|High Jump||Yes||No||6.5||130px||~36%||6.0||Yes||Yes||No||No&lt;br /&gt;
|-&lt;br /&gt;
|Double Jump||No||Yes||8.5||170px||~47%||8.0||Yes||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|Double High||Yes||Yes||11.5||230px||~64%||11.0||Yes||Yes||Yes||Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Double Jump Details&lt;br /&gt;
!Jump Type!!Single&amp;lt;br /&amp;gt;Jump!!Second&amp;lt;br /&amp;gt;Jump!!Total&amp;lt;br /&amp;gt;Height!!Extra&amp;lt;br /&amp;gt;Height&lt;br /&gt;
|-&lt;br /&gt;
|Double Jump||4.5||4.0||8.5||~89%&lt;br /&gt;
|-&lt;br /&gt;
|Double High||6.5||5.0||11.5||~77%&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Jump_Mechanics&amp;diff=360</id>
		<title>Jump Mechanics</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Jump_Mechanics&amp;diff=360"/>
		<updated>2026-09-20T22:21:25Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: Created page with &amp;quot;Jumps are measured in tiles which are 20x20 pixels. All jumps are designed to grant 0.5 tiles of vertical height beyond an integer number of tiles. This ensures there is a bit of leeway to ensure jumps don&amp;#039;t need to be perfectly executed to be completed successfully.  {| class=&amp;quot;wikitable&amp;quot; |+ Jump and Platform Heights | colspan=&amp;quot;5&amp;quot; |  ! colspan=&amp;quot;4&amp;quot; |Reachable Platforms |- !Jump Type!!High&amp;lt;br /&amp;gt;Jump!!Double&amp;lt;br /&amp;gt;Jump||Jump&amp;lt;br /&amp;gt;Height||Max&amp;lt;br /&amp;gt;Platform||Jump||High&amp;lt;br /&amp;gt;Ju...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Jumps are measured in tiles which are 20x20 pixels. All jumps are designed to grant 0.5 tiles of vertical height beyond an integer number of tiles. This ensures there is a bit of leeway to ensure jumps don&#039;t need to be perfectly executed to be completed successfully.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Jump and Platform Heights&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; | &lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Reachable Platforms&lt;br /&gt;
|-&lt;br /&gt;
!Jump Type!!High&amp;lt;br /&amp;gt;Jump!!Double&amp;lt;br /&amp;gt;Jump||Jump&amp;lt;br /&amp;gt;Height||Max&amp;lt;br /&amp;gt;Platform||Jump||High&amp;lt;br /&amp;gt;Jump||Double&amp;lt;br /&amp;gt;Jump||Double&amp;lt;br /&amp;gt;High&lt;br /&gt;
|-&lt;br /&gt;
|Jump||No||No||4.5||4.0||Yes||No||No||No&lt;br /&gt;
|-&lt;br /&gt;
|High Jump||Yes||No||6.5||6.0||Yes||Yes||No||No&lt;br /&gt;
|-&lt;br /&gt;
|Double Jump||No||Yes||8.5||8.0||Yes||Yes||Yes||No&lt;br /&gt;
|-&lt;br /&gt;
|Double High||Yes||Yes||11.5||11.0||Yes||Yes||Yes||Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Double Jump Details&lt;br /&gt;
!Jump Type!!Single&amp;lt;br /&amp;gt;Jump!!Second&amp;lt;br /&amp;gt;Jump!!Total&amp;lt;br /&amp;gt;Height!!Extra&amp;lt;br /&amp;gt;Height&lt;br /&gt;
|-&lt;br /&gt;
|Double Jump||4.5||4.0||8.5||~89%&lt;br /&gt;
|-&lt;br /&gt;
|Double High||6.5||5.0||11.5||~77%&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Design&amp;diff=359</id>
		<title>Design</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Design&amp;diff=359"/>
		<updated>2026-09-20T21:55:55Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: /* Movement */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Story =&lt;br /&gt;
The story of this game is derived from Greek mythology, which is full of arguments between and within families.  This one involves two families of gods and the unending collection of planets that are ruined and then restored in the process.&lt;br /&gt;
&lt;br /&gt;
== Cast of Characters ==&lt;br /&gt;
* &#039;&#039;&#039;Eris&#039;&#039;&#039; - Goddess of Strife and Discord &#039;&#039;(Her human form is controlled by the player.)&#039;&#039;&lt;br /&gt;
** Daughter of Nyx&lt;br /&gt;
** Sister of Hypnos&lt;br /&gt;
** Mother of Lethe&lt;br /&gt;
* &#039;&#039;&#039;Nyx&#039;&#039;&#039; - Goddess of Night&lt;br /&gt;
** Mother of Eris and Hypnos&lt;br /&gt;
* &#039;&#039;&#039;Hypnos&#039;&#039;&#039; - Goddess of Sleep&lt;br /&gt;
** Daughter of Nyx&lt;br /&gt;
** Sister of Eris&lt;br /&gt;
* &#039;&#039;&#039;Lethe&#039;&#039;&#039; - Goddess of Forgetfulness&lt;br /&gt;
** Daughter of Eris&lt;br /&gt;
* &#039;&#039;&#039;Themis&#039;&#039;&#039; - Goddess of Divine Law and Order&lt;br /&gt;
** Advisor to Zeus&lt;br /&gt;
** Judge of other gods&lt;br /&gt;
** Daughter of Uranus and Gaia&lt;br /&gt;
* &#039;&#039;&#039;Uranus&#039;&#039;&#039; - God of Sky&lt;br /&gt;
** Father of Themis&lt;br /&gt;
* &#039;&#039;&#039;Gaia&#039;&#039;&#039; - Goddess of Earth&lt;br /&gt;
** Mother of Themis&lt;br /&gt;
&lt;br /&gt;
== The Story Cycle ==&lt;br /&gt;
You are the dark goddess Eris in human form, condemned to repair the damage you caused to a planet. This story repeats in a loop indefinitely.&lt;br /&gt;
&lt;br /&gt;
# Eris causes war and destruction on a planet for her own entertainment. The destruction results in the elimination of most life and an imbalance of the elements.&lt;br /&gt;
# The destruction and imbalance of elements deeply upsets Uranus and Gaia. They seek intervention by their daughter Themis against Eris.&lt;br /&gt;
# Themis listens to her parents and tries Eris for what she considers to be crimes against nature.  &lt;br /&gt;
# Themis finds Eris guilty and sentences her to restore the elemental balance as a human placed directly on a planet she had ruined.&lt;br /&gt;
# Eris records a message to herself in the computer of an escape pod. This message describes the requirement to restore the balance of the elements. &lt;br /&gt;
# The escape pod cannot be activated until the balance has been restored and warns that Eris’ presence is itself a destabilizing force on the planet.&lt;br /&gt;
# The escape pod also holds a basic weapon to use in this quest.&lt;br /&gt;
# Themis incarnates Eris to a human form to prepare for her her punishment.&lt;br /&gt;
# Eris&#039; daughter Lethe then causes her to forget being a goddess entirely.&lt;br /&gt;
# Eris&#039; sister Hypnos puts Eris into a deep sleep and delivers her to the ruined planet.&lt;br /&gt;
# Eris wakes up near the escape pod. The escape pod allows her to view the message she recorded for herself, and provides a basic weapon to use.&lt;br /&gt;
# Driven by her desire to leave the ruined planet, Eris works to restore the balance of the elements by defeating the bosses of each biome and then a final boss in its own biome.&lt;br /&gt;
# After the defeat of the final boss with the balance finally restored, Eris must return to the escape pod prior to time running out, presumably to avoid destabilizing the elements again.&lt;br /&gt;
# When Eris gets to the escape pod and enters it ready to leave the planet, the now active escape pod ramps up in power to fly away. Instead of launching to space it violently explodes instead, wiping the human form of Eris from existence.&lt;br /&gt;
# With her human form annihilated in the explosion, Eris returns to the realm of the gods. Being a goddess and immortal, her memories return. Being a dark goddess she resumes doing what she does best... Causing strife and discord on another planet.  This returns her to step #1 in the cycle but with a new planet.&lt;br /&gt;
&lt;br /&gt;
= Upgrades =&lt;br /&gt;
As you explore the planet, you discover upgrades that improve your survivability, movement, and the ways you can attack things.&lt;br /&gt;
&lt;br /&gt;
== Core Upgrades == &lt;br /&gt;
There are typically multiple copies of each of these core upgrades and finding multiple of them increases the amount of whatever is controlled by that type of upgrade.  For example, finding an additional energy capsule will increase the amount of damage you can take before being killed and finding additional missile upgrades will increase how many missiles you can carry.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Core Upgrades&lt;br /&gt;
!Upgrade!!Category!!Upgrade&amp;lt;br /&amp;gt;Count!!Total&amp;lt;br /&amp;gt;Amount!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Health Capsule]]||Health||9||999||Increases the max amount of heath you have by 100. Essentially improves the number of hits you can take before being killed.&lt;br /&gt;
|-&lt;br /&gt;
|[[Backup Health Capsule]]||Health||5||500||Gives a place to store additional energy beyond the max, each one holds 100 extra.&lt;br /&gt;
|-&lt;br /&gt;
|[[Elemental Capsule]]||Ammo||11||300||Increases the max amount of elemental ammo you can use by 25. The first time you acquire an elemental weapon, it includes a capacity of 25 shots. Elemental ammo capacity can be used for any elemental ammo type. (i.e. there aren&#039;t different elemental capsules for each element.)&lt;br /&gt;
|-&lt;br /&gt;
|[[Missiles]]||Ammo||50||100||Increases the max number of missiles you can fire before running out by 2. Can’t be used at all until you have at least one.&lt;br /&gt;
|-&lt;br /&gt;
|[[Big Missiles]]||Ammo||25||50||Increases the max number of big missiles you can fire before running out by 2. Can’t be used at all until you have at least one.&lt;br /&gt;
|-&lt;br /&gt;
|[[Big Bombs]]||Ammo||25||100||Increases the max number of big bombs you can drop before running out by 4. Can’t be used at all until you have at least one. This give a small upward motion while in liquid without the appropriate suit.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|125 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Health Transfers ===&lt;br /&gt;
Energy can be shunted back and forth between normal and backup manually at any time. Each manual transfer, regardless of size or direction, costs 10 energy to perform. An automatic transfer occurs when normal energy runs out. The full amount possible will be transferred until either the backup storage is empty or normal storage is full. Automatic transfers are considered an emergency situation and are performed without an extra energy cost.&lt;br /&gt;
&lt;br /&gt;
== Suits == &lt;br /&gt;
The environment is dangerous and suit upgrades help you survive and get around. All suit capabilities stack when active and all suits can be active simultaneously.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Suits&lt;br /&gt;
!Suit!!Effect!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Defense Suit]]||-50% General Damage||Reduces damage received from everything. It should be noted that later areas have enemies that hit at least 50% harder.&lt;br /&gt;
|-&lt;br /&gt;
|[[Liquid Suit]]||+90% Liquid Movement||Restores most of the lost movement caused by being in liquids. Water is way thinner than Mud or Lava. Doesn&#039;t change damage amounts.&lt;br /&gt;
|-&lt;br /&gt;
|[[Heat Suit]]||Heat Damage Reduction||Heated areas that hurt you, now hurt you way less (2%). Lava hurts you way slower too (15%). Doesn&#039;t change damage amounts from sources that are not environments.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cold Suit]]||Cold Damage Reduction||Super cold areas that hurt you, now hurt you way less (2%). Cold water hurts you way slower too (15%). Doesn&#039;t change damage amounts from sources that are not environments.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|4 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
These upgrades improve the movement capabilities of the player, which in turn control access to various places. I briefly considered a grapple hook style item, but I don’t particularly want to have to code it and make it behave well. It&#039;s my opinion that there has never been a grapple hook ability that was implemented in a way that was actually fun.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Movement Upgrades&lt;br /&gt;
!Upgrade!!Category!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[High Jump]]||Jump||Amount of vertical movement when you jump is increased. See [[Jump Mechanics]] for more details.&lt;br /&gt;
|-&lt;br /&gt;
|[[Double Jump]]||Jump||Can jump a second time while not on the ground. Stacks with High Jump to create an even higher possible jump height. See [[Jump Mechanics]] for more details.&lt;br /&gt;
|-&lt;br /&gt;
|[[Dash]]||Speed||A short range, very high speed dash that goes left or right. Can only be performed once per jump, and only while not on the ground.&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertical Launch]]||Launch||Can launch vertically from a crouch position, requires a short charge delay to activate. Consumes energy to use, will automatically stop if health drops below 100. Not usable in cat form. Automatically opens doors on impact and continues into the next room.&lt;br /&gt;
|-&lt;br /&gt;
|[[Sprint]]||Speed||Can run very fast and break sprint blocks. Requires distance to build up to max speed, consumes energy while at max speed and when breaking sprint blocks. Cannot be used with less than 100 energy and hitting 99 energy stops an active max speed sprint. It falls back to still moving faster than normal. Without this, Eris moves at her normal speed regardless of available energy.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cat Form]]||Size||Allows the player to change into a cat to move through short passages. Can drop bombs in this form if available. Automatically includes a short range swipe attack and the ability to jump as high as in human form. Not effected by high jump or double jump. &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|6 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cat Form ==&lt;br /&gt;
These upgrades improve the capabilities of the player when in the cat form.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Cat Form Upgrades&lt;br /&gt;
!Upgrade!!Category!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Cat Dash]]||Speed||A short range, very high speed dash that goes left or right. Can only be performed once per jump, but as a cat it can also be performed on the ground to clear small drops in tunnels. It has a cooldown delay that effectively guarantees it is slower than sprinting when repeating it over and over. This is to avoid the problem where shield dash is the exclusive means of travel in Castlevania: Symphony of the Night for speed running.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cat Claws]]||Grab||Can grab onto certain walls. Allows climbing of some surfaces, and jumping or horizontal launching off of them when attached. This only works in cat form.&lt;br /&gt;
|-&lt;br /&gt;
|[[Horizontal Launch]]||Launch||Can launch horizontally from a wall grab, requires a short charge delay to activate. Consumes energy to use, will automatically stop if health drops below 100. Mind your surroundings, this could get you into trouble. Automatically opens doors on impact and continues into the next room.&lt;br /&gt;
|-&lt;br /&gt;
|[[Bombs]]||Attack||Allows the dropping of small bombs when in cat form. They are unlimited ammo and break bombable blocks. They are not strong enough to move the player in liquid without the appropriate suit.&lt;br /&gt;
|-&lt;br /&gt;
|[[Big Bombs]]||Attack||Allows the dropping of big bombs when in cat form. See the core upgrade description for more details. These can slightly move the player in liquid without the appropriate suit.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|4 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weapon Upgrades == &lt;br /&gt;
Your weapon can be upgraded to do more damage. This makes enemies easier to kill, allows getting past certain obstacles or opening certain doors, and in general improves your ability to survive.&lt;br /&gt;
&lt;br /&gt;
=== Standard Gun Upgrades ===&lt;br /&gt;
All effects in the table below stack but the total damage percentage improvement is relative to the base weapon. None of these require any form of ammo to use, they are your standard blaster weapons. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Weapon Upgrades&lt;br /&gt;
!Weapon!!Effect!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Blaster]]||None||The standard gun you start with. You shoot stuff, it hurts stuff.&lt;br /&gt;
|-&lt;br /&gt;
|[[Power]]||+50% Damage||Causes your gun to be more powerful. Hurts stuff more.&lt;br /&gt;
|-&lt;br /&gt;
|[[Spread]]||2 Parallel Shots||Causes your gun to fire 2 parallel shots at once (one slightly above normal and one slightly below normal). Each shot does the full damage if it hits. They are tracked separately.&lt;br /&gt;
|-&lt;br /&gt;
|[[Quantum]]||+25% Damage||Allows your shots to pass through solid things in the environment (unlimited). Has no effect on passing through enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[Phased]]||+25% Damage||Allows your shots to pass through living things. Up to 2 additional enemies can be hurt if they are behind the original target. The same enemy cannot be hit more than once by each shot with this effect. Has no effect on passing through the environment.&lt;br /&gt;
|-&lt;br /&gt;
|[[Charge]]||+25% Damage (when charged)||Allows energy to be collected in the weapon and discharged all at once. Charging takes roughly 1 second. Damage bonus only applies when weapon is charged before release. This also allows your weapon to hit like a missile against creatures that can only be damaged by missile attacks.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|7 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Elemental Upgrades ===&lt;br /&gt;
These are upgrades that provide elemental powers to your weapon. Only one can be active at a time, but effects and damage improvements are always on top of whatever other weapon upgrades are active.&lt;br /&gt;
All elements are strong against their opposite, slightly strong against the element that is similar to their opposite, slightly weak against the element that is slightly strong against them, and very weak against themselves.&lt;br /&gt;
[[File:Fracterebus_element_interactions.png|right|Graph showing how pairs of pairs of elements interact.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Elemental Weapon Features&lt;br /&gt;
!Target!!Effect!!Description&lt;br /&gt;
|-&lt;br /&gt;
|Normal or Other||+20% Damage||When something isn&#039;t associated with any particular element or is not one of the categories listed below, you still cause some extra damage when using an elemental weapon.&lt;br /&gt;
|-&lt;br /&gt;
|Same Element||-90% Damage||When something is associated with the same element you are using, you deal dramatically less damage to them.&lt;br /&gt;
|-&lt;br /&gt;
|Opposite Element||+100% Damage||When something is the opposite element to what you are using, you deal dramatically more damage to them.&lt;br /&gt;
|-&lt;br /&gt;
|Similar Element||-40% Damage||When something is from an element that is similar to the element you are using, you deal less damage.&lt;br /&gt;
|-&lt;br /&gt;
|Similar Opposite Element||+40% Damage||When something is similar to the element that is the opposite of the element you are using, you deal more damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Specific Elemental Effects ===&lt;br /&gt;
Each biome has a main boss that is the strongest form of the element from that biome and guards the weapon that is strong against it. These weapons also have a special extra feature. New biomes may be added over time, the current list of biomes is: Fire, Ice, Electric, Water, Light, Dark, Life, Death, Earth, Air, Gravity, Void.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Specific Elemental Effects&lt;br /&gt;
!Element!!Very&amp;lt;br /&amp;gt;Strong Against!!Slightly&amp;lt;br /&amp;gt;Strong Against!!Similar to&amp;lt;br /&amp;gt;Weakness!!Special Effect&lt;br /&gt;
|-&lt;br /&gt;
|Fire||Ice||Water||Electric||Allows burning of certain environmental barriers.&lt;br /&gt;
|-&lt;br /&gt;
|Ice||Fire||Electric||Water||If an enemy would take lethal damage, they are instead frozen in place and can be used as a platform.&lt;br /&gt;
|-&lt;br /&gt;
|Electric||Water||Ice||Fire||Can activate unpowered electrical things.&lt;br /&gt;
|-&lt;br /&gt;
|Water||Electric||Fire||Ice||Can short out electrical things.&lt;br /&gt;
|-&lt;br /&gt;
|Light||Dark||Death||Life||Can light very dark areas.&lt;br /&gt;
|-&lt;br /&gt;
|Dark||Light||Life||Death||Can dim very bright lights.&lt;br /&gt;
|-&lt;br /&gt;
|Life||Death||Dark||Light||Can create a barrier out of new life.&lt;br /&gt;
|-&lt;br /&gt;
|Death||Life||Light||Dark||Can wither certain environmental barriers.&lt;br /&gt;
|-&lt;br /&gt;
|Earth||Air||Void||Gravity||Allows downward shots to form a small pile of dirt that can be used to get slightly higher.&lt;br /&gt;
|-&lt;br /&gt;
|Air||Earth||Gravity||Void||Allows upward shots to form a small tornado that pulls you slightly higher.&lt;br /&gt;
|-&lt;br /&gt;
|Gravity||Void||Air||Earth||Crushes things?&lt;br /&gt;
|-&lt;br /&gt;
|Void||Gravity||Earth||Air||Explodes things?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Item Drops =&lt;br /&gt;
These are the things that drop when enemies are killed. Their purpose is to refill various consumables. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Item Drops&lt;br /&gt;
!Drop!!Category!!Amount!!Description&lt;br /&gt;
|-&lt;br /&gt;
|Small Energy||Health||+5||Small increase in current health up to allowed max health. Overflow redirected to backup.&lt;br /&gt;
|-&lt;br /&gt;
|Large Energy||Health||+25||Large increase in current health up to allowed max health. Overflow redirected to backup.&lt;br /&gt;
|-&lt;br /&gt;
|Huge Energy||Health||+100||Very rare massive increase in current health up to allowed max health. Overflow redirected to backup.&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||Elemental||+10||Small increase in current elemental ammo amount up to allowed max capacity.&lt;br /&gt;
|-&lt;br /&gt;
|Large Elemental||Elemental||+25||Large increase in current elemental ammo amount up to allowed max capacity.&lt;br /&gt;
|-&lt;br /&gt;
|Missile||Missile||+2||Adds missiles to your current count, up to the max number of missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Missile Bunch||Missile||+5||Adds missiles to your current count, up to the max number of missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Big Missile||Big Missile||+1||Adds a big missile to your current count, up to the max number of big missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Big Missile Bunch||Big Missile||+3||Adds big missiles to your current count, up to the max number of big missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Big Bomb||Big Bomb||+1||Adds a big bomb to your current count, up to the max number of big bombs.&lt;br /&gt;
|-&lt;br /&gt;
|Big Bomb Bunch||Big Bomb||+3||Adds big bombs to your current count, up to the max number of big bombs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Loot Tables =&lt;br /&gt;
Enemies have different loot tables that associate item drops with a weight. The weight controls the odds of each item dropping. At the time the enemy dies, the required loot table for that enemy is loaded and then adjusted based on the player&#039;s current needs. For example, a player that is already full of missiles won&#039;t see missile drops most of the time. This results in a reduction of time sunk into farming for supplies and an overall better player experience. &lt;br /&gt;
&lt;br /&gt;
== Base Loot Tables ==&lt;br /&gt;
Loot tables are set up in a way that only configures possible items. Any item that is not explicitly configured has essentially no chance of dropping.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Example Loot Table&lt;br /&gt;
!Drop!!Weight!!Effective%&lt;br /&gt;
|-&lt;br /&gt;
|Nothing||5||5%&lt;br /&gt;
|-&lt;br /&gt;
|Anything||5||5%&lt;br /&gt;
|-&lt;br /&gt;
|Small Health||50||50%&lt;br /&gt;
|-&lt;br /&gt;
|Large Health||10||10%&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||15||15%&lt;br /&gt;
|-&lt;br /&gt;
|Missile||15||15%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;||100||100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Player State Adjustment ==&lt;br /&gt;
Adjustments for player state are made by item category. (Health, Elemental, Missile, BigMissile, and BigBomb.) Anything the player already has their max capacity of is removed from the loot table. Using the above loot table as an example, if the player is full on health, the two possible health drops are removed from the table. This changes the probability of the remaining options automatically.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ When Player Has Max Health&lt;br /&gt;
!Drop!!Weight!!Effective%&lt;br /&gt;
|-&lt;br /&gt;
|Nothing||5||12.5%&lt;br /&gt;
|-&lt;br /&gt;
|Anything||5||12.5%&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||15||37.5%&lt;br /&gt;
|-&lt;br /&gt;
|Missile||15||37.5%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;||40||100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There is also a special adjustment made if the player is below 50 health. Loot tables in that situation are modified to favor health drops over other things to try to help the player recover. Note that a loot table that doesn&#039;t have health drops will not be affected by this. The way it works is that each health item in the list has 20 weight added to it. Using the same example above, that would change the table to this.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Critical Health Loot Table&lt;br /&gt;
!Drop!!Weight!!Effective%&lt;br /&gt;
|-&lt;br /&gt;
|Nothing||5||3.6%&lt;br /&gt;
|-&lt;br /&gt;
|Anything||5||3.6%&lt;br /&gt;
|-&lt;br /&gt;
|Small Health||70||50.0%&lt;br /&gt;
|-&lt;br /&gt;
|Large Health||30||21.4%&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||15||10.7%&lt;br /&gt;
|-&lt;br /&gt;
|Missile||15||10.7%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;||140||100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Special Options ==&lt;br /&gt;
&lt;br /&gt;
The special categories of &amp;quot;Nothing&amp;quot; and &amp;quot;Anything&amp;quot; are for making loot feel more exciting. If a loot roll lands on Nothing, then obviously there is no drop   at all. (Sorry.) If a loot roll lands on Anything, a loot reroll occurs that uses a table that has every item being both possible and equally likely. Nothing and Anything are not part of this special table. This results in every in the game being capable of dropping every item. It may not be especially likely, but it can happen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Special &amp;quot;Anything&amp;quot; Loot Table&lt;br /&gt;
!Drop!!Weight!!Effective%&lt;br /&gt;
|-&lt;br /&gt;
|Small Health||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Large Energy||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Huge Energy||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Large Elemental||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Missile||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Missile Bunch||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Big Missile||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Big Missile Bunch||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Big Bomb||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Big Bomb Bunch||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;||11||100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Controls =&lt;br /&gt;
The player is expected to be reasonably agile and controlling Eris should feel responsive, but it has to follow a standard set of rules. The standard unit of measure is a tile, think of it as a small square amount of space. &lt;br /&gt;
&lt;br /&gt;
== Attacking ==&lt;br /&gt;
The primary form of attack is through the use of a projectile weapon without melee attack options. When in tiny form attacks can be performed using explosives. All tile measurements are actually relative to the player, but are described as from the ground for easier explanation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shooting Options&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;When NOT Moving:&#039;&#039;&lt;br /&gt;
** Standing:&lt;br /&gt;
*** The standard aim will fire a projectile forward at a height 1.5 tiles off of the ground (in the middle of the 2nd tile up from the ground).&lt;br /&gt;
*** The spread shot fires 2 projectiles at 1.0 and 2.0 tiles off the ground.&lt;br /&gt;
*** You can aim straight up.&lt;br /&gt;
*** You can aim diagonal attacks at 45 degrees either up or down.&lt;br /&gt;
** Crouching:&lt;br /&gt;
*** The standard aim will fire a projectile closer to the ground at a height of 0.7 tiles off the ground.&lt;br /&gt;
*** The spread shot fires 2 projectiles at 0.4 and 1.0 tiles off the ground.&lt;br /&gt;
*** You can aim straight up.&lt;br /&gt;
*** You can aim diagonal attacks at 45 degrees either up or down.&lt;br /&gt;
* &#039;&#039;When Moving:&#039;&#039;&lt;br /&gt;
** The standard aim will fire a projectile forward at a height 1.5 tiles off of the ground (in the middle of the 2nd tile up from the ground).&lt;br /&gt;
** The spread shot fires 2 projectiles at 1.0 and 2.0 tiles off the ground.&lt;br /&gt;
** You can aim straight up.&lt;br /&gt;
** You can aim diagonal attacks at 45 degrees either up or down.&lt;br /&gt;
** (You cannot move while crouching.)&lt;br /&gt;
* &#039;&#039;When Jumping:&#039;&#039;&lt;br /&gt;
** The standard aim will fire a projectile forward at a height 1.5 tiles off of the ground (in the middle of the 2nd tile up from the ground).&lt;br /&gt;
** The spread shot fires 2 projectiles at 1.0 and 2.0 tiles off the ground.&lt;br /&gt;
** You can aim straight up.&lt;br /&gt;
** You can aim diagonal attacks at 45 degrees either up or down.&lt;br /&gt;
** While not on the ground, you can fire a projectile straight down.&lt;br /&gt;
&lt;br /&gt;
== Exploring ==&lt;br /&gt;
The player is roughly 2.5 tiles tall and 1 tile wide. Most environments have vertical clearance of at least 3 tiles and gaps will be at least 1 tile wide. This includes doorways and hallways. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement Options&#039;&#039;&#039;&lt;br /&gt;
* While standing at full height, the player can move left and right.&lt;br /&gt;
* While on the ground, the player can jump or crouch.&lt;br /&gt;
* While not on the ground, the player can still control their left and right trajectory.&lt;br /&gt;
* While crouching, the player can shrink to tiny form. Moving or jumping while crouching will result in standing up first.&lt;br /&gt;
* While in tiny form, you can move left and right, remaining in tiny form.&lt;br /&gt;
* There are many movement upgrades that add to this list when they have been found and are enabled.&lt;br /&gt;
&lt;br /&gt;
= Escape =&lt;br /&gt;
After beating the final boss, a mad dash must be made to the escape pod. &lt;br /&gt;
* All save, recharge, and map stations are disabled.&lt;br /&gt;
* All doors are changed to blue regardless of previous requirements for opening them.&lt;br /&gt;
* There will still be environmental difficulties such as water and lava.&lt;br /&gt;
* Enemies are no longer present.&lt;br /&gt;
* Uncollected items will still be present in the world and can still be collected.&lt;br /&gt;
* This event will be timed. &lt;br /&gt;
** No free movement abilities will be granted, so it may be difficult to finish on time.&lt;br /&gt;
** The available time will be calculated by the number of rooms required for the escape, plus some comfortable padding.&lt;br /&gt;
** The calculation assumes all available movement abilities have been collected, but it should be possible to finish with some missing.&lt;br /&gt;
* Failing the escape&lt;br /&gt;
** Will place you at your last save prior to the final boss.&lt;br /&gt;
** You can avoid the final boss chamber and instead go to gather more uncollected upgrades.&lt;br /&gt;
** If you try the escape again immediately, the final boss will already be defeated.&lt;br /&gt;
** The final boss will be reset to alive if any additional upgrade is collected.&lt;br /&gt;
** If the final boss is already dead, the timer will start again when you enter the final boss chamber.&lt;br /&gt;
** The escape pod is not active unless the timer has been started.&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Development_Tools&amp;diff=358</id>
		<title>Development Tools</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Development_Tools&amp;diff=358"/>
		<updated>2026-09-17T00:58:32Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: /* Documentation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Any game is a massive undertaking that requires skilled creators. Those folks use all sorts of tools to do that creating. This is the list of tools I used for Fracterebus. It may not be what you want to use in the end, but I provided it in case it&#039;s helpful for you. Most of the tools in this list are free, a fair few are open source, and all of them have license terms that I was comfortable using for the creation of a commercial game. Web hosting and storefronts are obviously not free. At this time, no software or services in this list sponsor me in any way.&lt;br /&gt;
&lt;br /&gt;
= Core Development =&lt;br /&gt;
; [https://godotengine.org Godot Engine] : This is a game engine. It is a piece of software that handles a lot of the core requirements of what is needed to make a game. The alternate approach would have been making my own game engine from scratch (a task I have attempted with other projects, and ultimately failed at). I selected Godot because it is an excellent engine to work with and has a massive amount of community content available for learning how it works. It also supports my preferred programming language of C#. I also like that it&#039;s &#039;&#039;NOT&#039;&#039; a certain other game engine that has had massive licensing and fees issues in the past.&lt;br /&gt;
&lt;br /&gt;
; [https://visualstudio.microsoft.com/vs/community Visual Studio Community] : This is a development IDE that most aspiring developers have probably at least heard of. I switched to this from Visual Studio Code after issues getting unit tests to work properly. Importantly, any individual developer can use Visual Studio Community to create their own free or paid apps. Pay closer attention to the license if you are part of any size company, it may not be usable for you without paying.&lt;br /&gt;
&lt;br /&gt;
; [https://code.visualstudio.com Visual Studio Code] : I include this here because I did use it until I got frustrated with it. It may still be useful for you if you don&#039;t qualify for the free use of Visual Studio Community.&lt;br /&gt;
&lt;br /&gt;
; [https://notepad-plus-plus.org Notepad++] : This is the single greatest text editing tool I&#039;ve ever used and recommend it to anyone that wants a fast and light tool. For Fracterebus I used it to create tons of JSON files for configuration and an occasional web based tool.&lt;br /&gt;
&lt;br /&gt;
= Resource Creation =&lt;br /&gt;
; [https://aseprite.org Aseprite] : In a game designed with the pixel art visual style, you&#039;ll find you need to push around more pixels than you could even imagine. This is essentially the de facto pixel art editor. It&#039;s powerful for both still images and complex animations. Note that this tool is free only if you build it from source yourself. I supported the author by purchasing it through Steam which saves me from having to build the binary for myself and keeps me up to date automatically.&lt;br /&gt;
&lt;br /&gt;
; [https://www.audacityteam.org Audacity] : Used for creating and modifying audio for both sound effects and background music. I am absolutely not a musically inclined person, but I can recognize a good tool when I use it.&lt;br /&gt;
&lt;br /&gt;
= Documentation =&lt;br /&gt;
; [https://www.mediawiki.org MediaWiki] : A wildly powerful wiki system that you&#039;re looking at right now. I needed a place to describe things to both the public and myself while I was figuring out the design of Fracterebus.&lt;br /&gt;
&lt;br /&gt;
; [https://refractsurvey.com RefractSurvey] : A system I built for tracking feedback from users. This includes anyone from convention visitors to play testers or beta testers. This tool was created for the specific purpose of tracking feedback for Pixel Refraction Studio projects. It is available for purchase at [https://buy.refractsurvey.com itch.io].&lt;br /&gt;
&lt;br /&gt;
; [https://refracttrack.com RefractTrack] : A system I built for tracking development tasks and bugs. For those with other development experience, think of Jira or GitHub Issues. This tool was created for the specific purpose of tracking indie game development tasks for Pixel Refraction Studio projects. It is available for purchase at [https://buy.refracttrack.com itch.io].&lt;br /&gt;
&lt;br /&gt;
; [https://wordpress.org WordPress] : Blogging software used for the development/news [https://blog.fracterebus.com blog] for Fracterebus. I never really found a theme I liked very much, but I also don&#039;t imagine a ton of traffic to a blog full of nerdy things.&lt;br /&gt;
&lt;br /&gt;
; [https://www.nfoservers.com NFO Servers] : This is my web hosting provider. I&#039;ve been administrating my own dedicated Linux server with them for over a decade and highly recommend them. If your project needs a server, check them out. This server hosts the Wiki, Blog, Main Site, and Bug Tracker.&lt;br /&gt;
&lt;br /&gt;
= Internationalization = &lt;br /&gt;
; [https://gemini.google.com Google Gemini] or [https://claude.ai Claude] : I can&#039;t claim this project is fully AI-Free because of internationalization. (See the [[AI Disclosure]].) There isn&#039;t an especially large amount of text in Fracterebus that requires internationalization, but it needs to be in as many languages as possible to improve the market size I have access to. After consideration of non-AI alternatives, I selected Gemini because it provided support for the internationalization I needed along with descriptions of why things were translated the way they were into various languages. Sorry to any consumers of locales besides en-US if the translation was strange.&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
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