FRAY - How to Play
FRAY
info

Fray is a massively-multiplayer online game about three factions vying for power and territory on a primordial island. Create a character, swear fealty to a faction, and work together to survive the dangers of the island and sieges from your enemies.

This info page will teach you the basics of Fray gameplay. Grasping these basics will help you become a valuable member of your faction. There are also more other features of the game not presented here, but which must instead be discovered through play.

Controls

You can play with the mouse, the keyboard, or both.

To move, click any square next to you on the grid, or use the W, A, S, and D keys (the arrow keys work too). Hold a direction to keep walking, and press two keys at once to step diagonally. Press Enter to send a message in chat.

To act on the world, pick a target from the target selector, select an item from your inventory if the action calls for one, then press an action button beside the grid. Only the actions that suit your chosen target and item are available.

AttackUse a weapon selected from your inventory to deal damage to a target.
FortifyUse wood from your inventory to claim a gate for your faction, or strengthen one your faction has already claimed.
UseUse an item, or use an item on a selected target.
GiveHand a selected item from your inventory to another player on your square.
DropDrop a selected item from your inventory onto the ground where you stand.
CollectLoot a corpse, or pick up items dropped in your square.
The Grid
Forest
𖠰3
Forest
𖠰2
Meadow
Forest
𖠰3
Meadow
Meadow
Lake
Meadow
Meadow

Your grid is the nine squares around you - the terrain, the players, the monsters, and whatever else shares your ground. Players and monsters appear as dots. The color marks allegiance: lavender for Crown, gold for Chain, seagreen for Hillfolk, and white for monsters. Your own dot carries your faction's color. Click any adjacent square to move there.

A tile's resources sit in its bottom-left corner. The number is how many units are still left to gather.

Press MAP for the full island view. From the map, TRAVEL walks you to any base on its own. The map also shows your coordinates and any standing captain orders.

Square Types
MountainImpassable
WallImpassable
MineYields Metal
GateClaim Bases
Tunnel
Interior
WatchtowerTrack Players
OceanImpassable
LakeImpassable
RiverImpassable
ForestYields Wood
ThicketYields Dewberry
Meadow
ForgeCraft Items
VaultStore Items
SwampYields Blackroot
Beach
FarmYields Grain
Bases

Bases are walled compounds scattered across the island. Each one belongs to a faction and holds structures that faction can use. A base changes hands when an enemy breaks down its gate and claims it. While the gate stands, no enemy can get inside. Shelter in a base your faction owns and you are safe from harm while offline.

Gate

The gate is a base's only entrance and the key to taking it. Strike an enemy gate with any weapon to wear it down. Once it reaches 0 HP, anyone can fortify it with wood to claim the base for their faction.

Fortifying

Spend wood on a friendly gate to raise its HP - each piece makes it harder for enemies to break through. Fortifying an enemy gate that has been beaten down to 0 HP claims the whole base for your faction.

Forge

The forge turns raw materials into weapons, armor, tools, and consumables. Your smithing and alchemy levels decide which recipes you can use.

Vault

Every base has a vault that holds up to 9 items, shared by your whole faction. Use it to stockpile supplies, hide rare loot, or arm up for war.

Factions

When you create your character, you choose a faction. This choice is permanent.

🜲
Crown
The people of Fray have tested our borders long enough. We are rich, dedicated, and divine. They will bow to our Lady.
Starting Gear: Pickaxe, Axe, Scythe, Wood x10, Armor, Spear
Chain
A former penal colony of Crown. Now we are a proud nation - one empowered by our past as raiders, thieves, and cutthroats.
Starting Gear: Pickaxe, Axe, Scythe, Wood x10, Dagger, Poison
Hillfolk
They want a war on our land - we will give them one. Our axes are sharp. Our bond is strong. Our land is a living weapon. Let them come.
Starting Gear: Pickaxe, Axe, Scythe, Wood x10, Shield, Warhorn
Skills

You begin at level 1 with 10 skill points to spend. Every level after that, up to level 20, hands you 10 more. No single skill can climb past 30. Leveling up costs 5 XP per level you currently hold.

SkillEffect
AlchemyUnlocks tonics, poisons, and antidotes at the forge. Higher levels brew larger batches.
FarmingIncreases your yield when harvesting grain, dewberry, and blackroot with a scythe. Critical harvests bring in extra.
MagickIncreases your critical hit chance with staves.
MeleeIncreases your critical hit chance with swords, daggers, axes, and warhammers.
MiningIncreases ore yield when mining with a pickaxe. Critical strikes turn up extra ore.
PerceptionReveals more about other players when you inspect them. Helps you spot traps and cloaked enemies, and makes a spyglass sharper.
RangedIncreases your critical hit chance with bows, crossbows, and thrown spears.
SmithingUnlocks crafting recipes and repairs at the forge. Higher levels unlock better gear.
StealthMakes you harder to spot while cloaked, and helps your traps stay hidden from those who would trigger them.
WoodcuttingIncreases wood yield when chopping trees with an axe. Critical swings fell extra.
Items

Unless noted otherwise, items are crafted at a forge inside a base. Your inventory holds 6 slots. Weapons and gear wear down with use and eventually turn [broken], which stops them working. Spend 1 metal at a forge to repair a broken item (smithing 10 required).

Gathering Tools
ItemRecipeUseRequires
Axe3 MetalChop trees for wood. Doubles as a 1d6 melee weapon.Smith 5
Pickaxe3 MetalMine ore from mines. Doubles as a 1d4 melee weapon.Smith 5
Scythe3 MetalHarvest grain, dewberry, and blackroot. Doubles as a 1d4 melee weapon.Smith 5
Weapons
ItemRecipeUseRequires
Arrow x101 WoodAmmo for bows. Can be poisoned. Stacks to 100.-
Bolt x101 MetalAmmo for crossbows. Can be poisoned. Stacks to 100.-
Bow3 WoodRanged 1d6. Requires arrows.Smith 10
Crossbow3 MetalRanged 1d6. Requires bolts.Smith 10
Dagger1 MetalMelee. 1d6 damage. Can be poisoned.Smith 10
Spear3 WoodMelee 1d8, or thrown for 1d10 ranged. Can be poisoned. Stacks to 5.Smith 10
Sword3 MetalMelee. 1d8 damage. Can be poisoned.Smith 10
WarhammerMelee. 1d12 damage. Cannot be crafted.-
Defense
ItemRecipeUseRequires
Armor3 MetalEquip to passively absorb damage. 50 HP.Smith 20
Armor+6 MetalSuperior armor. 100 HP.Smith 25
Shield3 MetalRaise to block attacks. 50 HP.Smith 20
Shield+6 MetalSuperior shield. 100 HP.Smith 25
Consumables
ItemRecipeUseRequires
Antidote3 DewberryCures sickness. Stacks to 10.Alch 15
Poison3 BlackrootCoat a weapon, arrows, bolts, rations, or a tonic. A poisoned hit or poisoned meal leaves the victim sick. Stacks to 10.Alch 10
Rations3 GrainEat to heal yourself 1d6 HP. Can be poisoned. Stacks to 10.-
Tonic3 DewberryHeal another player 2d6 HP, or revive a downed one. Can be poisoned. Stacks to 10.Alch 5
Utility
ItemRecipeUseRequires
Cloak3 BlackrootTurn invisible. Attacking breaks it. Your stealth and a foe's perception decide if you are seen.Smith 25
Spyglass3 MetalReveal a stretch of the map and the players on it. Perception sets its range and detail.Smith 25
Trap3 WoodLay on your tile. The next enemy to step there takes 2d6 damage. Stealth helps it stay hidden.Smith 15
Warhorn3 WoodSound a blast heard by your whole faction. Only works during a war.Smith 15
Staves

Staves are rare relics - found, never forged. The Magick skill sharpens your critical hits with them.

ItemRecipeUseRequires
Black StaffStrikes one adjacent enemy for 1d6 dark damage and rips away their cloak.-
Green StaffStrikes one adjacent enemy for 1d6 damage. A critical hit also leaves them sick.-
Red StaffStrikes one adjacent enemy for 1d6 damage. A critical hit shatters one of their staves.-
White StaffHeals an adjacent ally for 1d4 HP, or revives a downed faction member.-
Captains

Every Monday at midnight EST, nominations open for 24 hours. Every faction member may vote for one player to become captain. When voting closes, the top vote-getters - up to 5 per faction - are elected captain for a 7-day term.

Monday
Voting Opens
24 Hours
Cast Votes
Top 5
Elected as Captains
7 Days
Term Length

Captains lead their faction. They are hardier than common folk, and they issue the orders that direct a war. Check your map for your current orders - following them earns you XP.

Orders

A captain can open the full map and click an enemy base to issue a capture order. The base is marked with a white square on the map for every faction member. Clicking it again rescinds the order.

War

Captains can vote to declare war on another faction. War begins once a majority of captains name the same target. During wartime, defeating enemy players grants XP. War ends when enough captains withdraw their vote to break the majority, or when a new election cycle begins.

XP and Leveling

Leveling up takes 5 XP for every level you currently hold, and rewards you with 10 fresh skill points. You earn XP by following captain orders and by fighting in wartime.

XP Sources
Defeat a troll+1 XP
Claim a base flagged by a captain's capture order (fortify the gate at 0 HP)+1 XP
Defeat an enemy player during an active war+1 XP
Defeat an enemy captain during an active war+2 XP
Credits

Music by co.ag.