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 page covers the basics of play. Other features of the game are left for you to discover.

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.

AttackDamage a target with a weapon from your inventory. Melee weapons reach only your own square; bows, crossbows, and thrown spears also reach the eight squares around you. You cannot attack your own faction.
FortifySpend 1 wood on a gate in or beside your square to add 10 HP to it. Fortifying a gate at 0 HP claims its base for your faction.
UseUse an item, or use an item on a target. Gathering, drinking, equipping, and laying traps are all done here.
GiveHand a selected item from your inventory to a faction member 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

The grid shows the nine squares around you and everyone in them. 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 square's resources sit in its bottom-left corner. The number is how many units are still left to gather.

Your coordinates sit beside the MAP button, which opens the full island. On the map, press SET DESTINATION, click a base, then press GO to walk there automatically. The map also lists your faction's standing orders and wars.

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 holding structures the owning faction can use. A base is either held by a faction or unclaimed. It changes hands when an enemy breaks its gate down and claims it. While the gate stands, no enemy can enter. Logging off inside a base your faction holds keeps you safe from attack.

Gate

Each base has one gate, and it is the only way in. Attack it with a weapon to lower its HP; pickaxes and scythes deal only 1. Outpost gates hold 2,500 HP, larger holds 5,000.

Fortifying

Each wood spent on a gate adds 10 HP, up to its maximum. Fortifying a gate at 0 HP claims the base, and everything in it, for your faction.

Forge

The forge crafts weapons, armor, tools, and consumables, and repairs broken gear. Your smithing and alchemy levels decide which recipes you can use.

Vault

A vault holds 9 items, shared by your whole faction.

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.
FarmingRaises your critical chance when harvesting grain, dewberry, or blackroot with a scythe. A normal harvest yields 1, a critical yields 2d6.
MagickRaises your critical hit chance with staves. Critical staff hits deal or heal double, green crits inflict sickness, and red crits shatter an enemy staff.
MeleeRaises your critical hit chance with melee weapons.
MiningRaises your critical chance when mining with a pickaxe. A normal strike yields 1 metal, a critical yields 2d6.
PerceptionReveals more about other players when you inspect them. Detects traps, blood trails, poisoned food, and cloaked enemies. Sets a spyglass's range.
RangedRaises your critical hit chance with bows, crossbows, and spears.
SmithingUnlocks crafting recipes and repairs at the forge. Higher levels unlock better gear and add durability to what you craft.
StealthMakes you harder to detect while cloaked. Determines whether your traps and poisons go unnoticed.
WoodcuttingRaises your critical chance when chopping with an axe. A normal swing yields 1 wood, a critical yields 2d6.
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 one, which needs smithing 10, or 20 for superior gear. Cloaks cannot be repaired.

Gathering Tools
ItemRecipeUseRequires
Axe3 MetalChop trees for wood. Doubles as a 1d6 melee weapon.Smith 5
Pickaxe3 MetalMine ore for metal. 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, up to one square away. Spends one arrow per shot.Smith 10
Crossbow3 MetalRanged 1d6, up to one square away. Spends one bolt per shot.Smith 10
Dagger1 MetalMelee. 1d6 damage. Can be poisoned.Smith 10
Spear3 WoodMelee 1d8, or thrown for 1d10 up to one square away. A thrown spear drops on the target's square. Can be poisoned. Stacks to 5.Smith 10
Sword3 MetalMelee. 1d8 damage. Can be poisoned.Smith 10
WarhammerMelee. 1d12 damage. Not craftable; carried by trolls.-
Defense
ItemRecipeUseRequires
Armor3 MetalEquip to absorb damage. 50 HP.Smith 20
Armor+6 MetalSuperior armor. 100 HP.Smith 25
Shield3 MetalRaise to block attacks. 50 HP, and it shatters at 0. Moving lowers it.Smith 20
Shield+6 MetalSuperior shield. 100 HP.Smith 25
Consumables
ItemRecipeUseRequires
Antidote3 DewberryCures sickness, your own or a faction member's on your square. Stacks to 10.Alch 15
Poison3 BlackrootApplies to a sword, dagger, spear, arrows, bolts, rations, or a tonic. A poisoned hit or meal makes the victim sick. Stacks to 10.Alch 10
Rations3 GrainEat to heal yourself 1d6 HP. Can be poisoned. Stacks to 10.-
Tonic3 DewberryDrink to heal yourself 2d6 HP, or give one to a faction member on your square to heal them 2d6, or revive them if downed. Healing to full also cures sickness. Can be poisoned. Stacks to 10.Alch 5
Utility
ItemRecipeUseRequires
Cloak3 BlackrootUse to turn invisible, use again to reappear. Your stealth against a foe's perception decides whether they see you. Attacking does not break it, but being attacked destroys it for good.Smith 25
Spyglass3 MetalReveals players on the map within 3 squares per point of perception.Smith 25
Trap3 WoodLay on your square. The next enemy to enter takes 2d6 damage and springs it. Stealth keeps it hidden.Smith 15
Warhorn3 WoodAlerts every faction member within 50 squares, giving your direction and coordinates. Also draws nearby monsters to you.Smith 15
Staves

Staves are found, never crafted. They reach one square in any direction, and Magick sets their critical hit chance.

ItemRecipeUseRequires
Black StaffStrikes one adjacent enemy for 1d6 damage and destroys 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 yourself or a faction member 1d4 HP, or revives a downed faction member.-
Captains

Every Monday at midnight Eastern, nominations open for 24 hours. Each faction member may cast one vote for anyone in their faction, and may change it until voting closes. The top vote-getters - up to 5 per faction - are elected captain for a 7-day term. If a faction casts no votes, its current captains keep their seats.

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

Captains lead their faction. They have 100 HP instead of 50, and they issue the orders that direct a war. Check your map for standing orders; following them earns you XP.

Orders

On the full map, a captain presses SET ORDER and clicks a base to flag it for capture. The base is then outlined in white for every faction member. Each captain has one order at a time, and clicking the same base again rescinds it.

War

Captains vote to declare war on another faction. War begins once more than half of the current captains name the same target. During wartime, defeating enemy players grants XP. War ends only when captains withdraw their votes below that majority; it carries over to the next set of captains, and an election does not end it.

XP and Leveling

Leveling up takes 5 XP for every level you currently hold, and grants 10 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 while your faction has declared war on theirs+1 XP
Defeat an enemy captain while your faction has declared war on theirs+2 XP