Basics Guide
NEW PLAYERS GUIDE TO FRACTURED ONLINE (by Kaos Guild Governor - Dragonfire)
Special thanks to Olive Pit and Spoletta for the help in refining the guide and correcting errors.
NOTE: For any questions regarding the game you are welcome to join the game's official discord https://discord.gg/Bmz4WsHD2Q
Introduction
The purpose of this guide is to provide new players with the main directions and tips required to move through the first steps inside Fractured Online.
Fractured Online actually possesses a very deep array of mechanics which understanding can propel the player both in early and late game.
This is therefore not a comprehensive guide of all the mechanics of the game, but something aimed at ease your survival at early stages of the game and avoid some big mistakes that can significantly slow you down.
Some initial information
Before starting with the actual guide, follows a list of miscellaneous information which are often requested / asked:
1) Is PVP allowed everywhere? Can I be ganked by other players?
- After the recent updates fractured PVP is based on the actual ATTITUDE of the players. This attitude can be set and changed inside cities to PASSIVE or AGGRESSIVE. A PASSIVE player cannot be attacked by an AGGRESSIVE player. Therefore, a player can take its time before deciding if / when to engage in PVP.
- Keep in mind however that Guilds PVP activities (raids, conquests, fortresses), high reward BOSS areas and many GOD TRIALS (cycling areas with increased rewards) will force the players to become aggressive in order to access the content. This mostly occurs on Aerhen/Syndesia not Terra/Arborious where boss areas do not have enforced PvP.
2) What content can I do as a solo player?
- Fractured is in general best enjoyed as a part of a guild / city however...
- Most of the PVE content and crafting content of Fractured Online can be done as a solo player. The limit is represented by some Summoned Legends Boss fights and Ultimate Legends Boss Fights which requires a party in order to be done.
- Small scale open word PVP can also be done as a solo player. However party / raid level PVP can only be enjoyed as a part of a guild / city though you might get lucky and be able to join a raid/siege without being part of a guild.
3) What type of character progression characterizes Fractured Online?
- crafting, enchanting and imbuing TIER 2 armor sets;
- raising the skill school proficiencies by obtaining ORBS which represent the main end game progression of the character;
- raising crafting skills masteries;
- SOON: crafting artifacts.
Character creation
This section is dedicated to the creation process of the character.
Race selection
The first and most important choice of the game is the selection of the Race. While statistics can be changed through gold, and skills / talents can always be changed, the race selection for the character is final. The race is selected by choosing the Main Races and afterwards the Sub-Race in the following screen. Humans have no sub-race despite the fact that Humans and the Iridra can be visually identical.
The rule of the thumb that i always give to new players is the following:
- If you don't have a very clear idea of the type of character that you want to create (meaning you have already decided on a specific build), go HUMAN as the first character. The Human race is designed to be competitive using 99% of the possible builds in the game.
- If you really want to push a specific build, and have a clear idea of the mechanics and nuances required to maximize it, then select another race. All the other races besides humans have specialized strengths and mechanics which, if not used in the right context, will make the character sub-par compared to humans.
Fractured Online has a 8 skill bar + talent systems which allows one to create an incredible amount of different builds and new players typically experiment with a lot of them while exploring the world. Optimizing a build without knowing the game is extremely challenging if not impossible for a new player. If you chose the wrong race for the build you come to like you might have to redo the character. Therefore the best selection for a new player is always the Human race. Select the other ones only if you have the help of a friend / guild / wiki with the knowledge to guide you in your selection. I will however try to provide some suggestions for the most brave of players.
When selecting a race the left window will show the description and all the bonuses bound to such race (remember that you can hover the mouse on abilities for more information).
The following is a brief summary of the races + some suggestions:
- Humans: have the highest amount of attribute point bonuses(+2 to all) and provide high bonuses to all types of powers (magical, physical, spiritual +20). Also high luck bonus (WHICH DO NOT IMPROVE ITEMS DROPS - luck influences combat statistics to a degree). They have a base Health of 2500, base mana of 750 and base carry weight of 100Kg.
- Wildfolk - IRIDRA (blessed humans): same stat bonuses as humans but only have permanent bonuses to spiritual power (related to healing and summons). Increased health and mana regen and increased healing from all sources. They can also eat primal energy items to fill a power bar which can be used every 2 min for a 10 second surge of power which; increases health and mana regen by 100/sec and boosts all types of powers (magical, physical, spiritual) by 40%. The race is viable for specialized tank or healer builds. They have a base Health of 2250, base mana of 1000 and base carry weight of 80Kg.
- Wildfolk - CHADRA (the tigerman): Bonus stats to STR, DEX (+4), CON and PER. Slight poison resistance and stealth bonuses. They can EAT primal energy to gain massive bonuses to physical power and critical chance (up to +20 % physical power and 10% critical chance when over 60% energy). These bonuses can bring the critical chance over the cap value. At high levels of primal energy (60%) it can briefly transform into a big angry tiger with increased stats / damage (this will deplete energy faster). Optimal for martial critical and / or stealth builds.
- Wildfolk - ERWYDRA (the stagman?): Bonus stats to INT (+4), WIS, DEX and PER. Slight poison resistance and detection bonuses. They can EAT primal energy to gain massive bonuses to magical power and cd reduction (up to +20 % magical power and 10% cd reduction when over 60% energy).These bonuses can bring the cooldown reduction over the cap value. At high levels of primal energy (60%) it can briefly transform to a big angry stag further improving magical bonuses and gaining extra HP (this will deplete energy faster). Optimal for pure nuker mage builds.
- Demon - Hellfire Demon: Bonus to STR (+4) and CON (+4) . Higher health pool and extra fire damage / resistance. Gains access to Battle Trance which is basically a rage bar that makes the demon less vulnerable to all effects the higher the rage. At high level of rage (50%) the demon can choose to catch fire (2 minute CD) and apply burning and fire damage to everything around him for a short while.
- Demon - Blood Demon (the vampire): Bonus to INT (+4) and WIS (+4). Higher mana pool but lower health pool. Innate bonuses to magic and physical penetration and the only race to have access to lifesteal on spell damage (which is not achievable by any skill or item imbue). Gains access to Thirst For Blood which is basically a rage bar that increases your magical and physical power the higher the rage. At a high level of rage (50%) the demon can activate Blood Bath (2 minute CD) which increases the life steal and applies bleeding status on all attacks / spells. THIS IS THE MOST DIFFICULT RACE TO PLAY DUE TO THE LOW HEALTH POOL. IT ALLOWS PARTICULAR BUILDS BUT I HAVE LOST COUNT OF THE NUMBER OF NEW PLAYERS WHICH HAVE REROLLED THE CHARACTER AFTER CHOOSING THIS RACE.
Background selection
The next window will lead the player to the selection of the background. The background of the player determines a set of initial skills that the player will start with and will automatically set-up the stat assignment in the next character creation window (the player can of course modify the stats by adding and removing points at their own discretion).
This part of the creation is not extremely critical since players can easily attain all the skills of the game simply while exploring the word. However having a good idea of how to start can significantly simplify the leveling process at the beginning of the game.
For background selection i provide the following suggestions:
- If you like playing melee martial builds proceed with the Gladiator background. This will give access to some skills that synergize well with Axe builds. Axe is actually one of the best melee weapons to level up with since it provides good damage combined with decent health recovery (thanks to the Bloodlust skill which however requires a weapon that applies bleed, such as the Axe). Furthermore Axe is one of the few weapons that possess a double damage type (Slashing, Crushing) meaning that when you hit a monster the lower of the two resistances of that monster will apply to your hit; this is important since in Fractured many monsters can be extremely resistant to a specific type of damage (or even absorb it) forcing you to rethink your approach.
- For archers martial or hybrid magic builds (shortbow allows to cast spells while longbow is purely physical) then the Ranger is the obvious choice.
- For mage builds i suggest to start with either Pyromancer or Battlemage mage background. These two provide fire and lightning schools skills that are more damage oriented and will clear better the monsters (Fire is actually better if you decide to begin playing on Syndesia word, while lightning is better if you begin on Arboreus).
- For hybrid mage-warrior builds (commonly known as Battlemages) the Battlemage, Druid or Pyromancer are all a good selections.
- This might be my own personal opinion but … never pick Street Rat as the beginning background. Starting playing as an assassin at low levels is significantly more difficult and slow than all the other builds.
STAT selection (and key parameters)
Before taling about how to rearrange the stat points it is important to explain some key concepts:
1) POWERS: The power of all the skills and attacks in the game revolves around three specific powers:
- Physical Power: influences the strength of all the Martial Skills (excluding summons) and Martial weapons;
- Magical Power: influences the strength of all the Magical skills and Magical Weapons (Staffs), excluding healing spells (except word of power heal and verdant regrowth) or summoning creatures.
- Spiritual Power: influences the strength of the Healing Spells and Summoned Creatures (it literally increases the stats of such creatures).
IMPORTANT NOTE: remember that in fractured online to be able to cast spells you must not wear any heavy armor and all the weapons / shields you hold must have the property “Spell Channelling”. Many weapons have this property while the only shield is the “Round Shield” (the smallest of course)
2) Accuracy against Willpower and Fortitude (always ignore Evasion): All the effects of spells and skills involve a contest between the character Accuracy against a specific Saving Throw (typically Willpower for magical effects and Fortitude for physical effects). This means that for example the duration of a magical slow will be reduced if the Defender Willpower is higher than the Attacker Accuracy (the actual formula is public and can be found following the hyperlinks).
3) Physical and magical penetration: these two characteristics allow a part of your damage to ignore any type of armor. This stats basically improves the capability of dealing damage to heavy armored targets.
4) Other: here is a brief summary of the other types of parameters (not all just some of the most important):
- CD reduction: decreases the cooldown of spells and skills (cap at 40%);
- Critical Chance: increases the chase of dealing a critical hit (damage depends on weapon critical modifier, spells have +50% damage). Not all skills can crit, read the description
- Critical Damage: increase the amount of damage dealt by a critical hit
- Luck: slightly (up to about 5%) influences everything that is managed by a dice roll (including damage and healing) and also increases Critical Chance and Parry Chance (even above their cap)
- Block Chance: possibility of completely parrying an attack. Battle skills cannot be parried while autoattack and ready skills (most of Knife skills) can be parried. A talent allows to extend parry to missile skills (magical and physical) and bow / staff attacks
- Speed: this defines your walking speed
NOTE: the character sheet really contains all the information on the attributes and statistics. Just hover the mouse on a certain parameter and a description will be displayed.
5) STAT POOL: The overall “stat pool” of the races. You may have noticed from the previous description that races have different stat bonuses and those bonuses do not sum up to the same overall number of stats:
- Humans and blessed humans(Irirdra) have 12 stat bonuses (+2 to all stats.)
- Other Wildfolks have 10 stat bonuses: +2 to three stats and +4 to one stats and special abilities
- Lastly Demons have 8 stat bonuses with two +4 stat bonuses and even stronger special abilities.
- All races get 30 stat points to spend at character creation and can be reallocated later at a fireplace for 100 gold per character rank.
We can finally delve into STATS (in the stat selection page the right window will show what is influenced by the stat you are hovering with the mouse). The stats are the following:
- STRENGTH: this is the necessary stat for all martial builds. STR directly decides the base amount of Physical Power and therefore influences the damage and all the effects of all martial weapons and physical skills. Furthermore Strength increases health regeneration and carried weight.
- INTELLIGENCE: this is the necessary stat for all magical builds. INT directly decides the base amount of Magical Power and therefore influences the damage and all the effects of all magic weapons and spells. Furthermore INT increases the basic mana pool and mana regeneration. Since all skills require mana (even the physical ones) a certain amount of mana regeneration is always necessary. If the INT stat is dumped to minimum the player will need to spend some points on the talent tree to boost the mana regen.
- WISDOM: this is the necessary stat for all healer and summoner builds (in fact the Healing Summoner is a common build for PVE). WIS directly decides the base amount of Spiritual Power and therefore influences the healing amount of spells and the strength of the summons. Wisdom also influences the basic Willpower save and the Magical Penetration attribute.
- CONSTITUTION: this stat, together with the race choice, defines the base HP pool of the character and is of course crucial for tank builds. The stat also influences the base Fortitude saving throw and increases (or decreases if low) the amount of healing received. Never put this stat below 12 points if you don't want to be murdered by any living thing in Fractured.
- DEXTERITY: This stat influences Cooldown Reduction and Physical Penetration . Technically it also defines the base Evasion saving throw which is very useful in melee PvE for light armored characters but just about useless in PvP.
- PERCEPTION: this stat defines the character accuracy and also influences the critical chance and critical damage parameters. This is a key statistic for critical oriented builds. Accuracy is very important so this stat should never go below 10 points (some specific builds that allow to completely ignore accuracy do however exist).
The suggestion here is:
- Always max out your primary power stat (STR, INT or WIS)
- Put at least 12 points in CON
- Put at least 10 points in PER
- If you play hybrid physical magical builds, maximize both STR and INT. This will leave almost no points for saving throws stats but for leveling up this is optimal.
Remember that the choice of the stats is not final. You can reassign them by paying gold while resting at any city fire (enough gold must be in the bank).
Name Selection
Finally you can write your name and start playing. The name in Fractured is not unique (only the account name is) so you don't have to go through the tedious process of trying every name until adding 12 strange characters after your name. Also spaces are allowed so you can write names and surnames. Note that if you pay for a higher pack you can make one name unique to your account alone and prevent any other accounts from using that name.
FIRST STEPS - PART 1
Finally you will enter the game and start in the tutorial area. This is a small area of the game aimed at teaching some of the basics. This area once left cannot be re-entered.
Before delving in anything game related i want to say that there is a blue portal inside a small village of this area.
FORGET IT EXISTS FOR NOW - NEVER ENTER IT SINCE IT IS USED TO LEAVE / SKIP THE TUTORIAL. THE TUTORIAL MUST NEVER BE SKIPPED. Even if you think you are so cool you don't need to follow a tutorial, take note that doing the tutorial provides a lot of skills and Knowledge (Fractured experience) as well as rewards that you carry out of the tutorial.
COMPLETE ALL QUESTS, retrieve all rewards of such quests and KILL ALL TUTORIAL MONSTERS (you can ignore rabbits if you want, but this is the best opportunity to kill horses) until you reach 100% knowledge of such monsters (about 20). This leads to the need to explain the Knowledge System.
The Knowledge System
The Knowledge Points (KP) are the Fractured version of the typical experience points you find in almost all RPG. Ranks correspond to the typical Levels. You can Rank up to 50.
Knowledge in Fractured is however bound to the concept of discovering things (including the entrails of monsters apparently). There are three main ways to acquire knowledge:
- Discovering resources: every time in fractured that you touch for the first time a new type of resources (minerals, trees, plants, crystals, other…) you will be awarded with 500 Kp
- Discovering Points of Interest: the maps of the two playable planets in Fractured (you will access them after leaving the tutorial) is covered with many areas characterized by coloured question marks. These marks indicated the presence of a point of interest. Discovering such points nets 500 KP or 1000 KP in case of major points. The Points Of Interest also indicates the presence of areas where lots of monsters of specific types gather (so reaching the point will not be easy). The color of the point indicates the Challenge Rating of the monsters present in the area. Green are easy, yellow are moderate, Red are difficult.
- Killing monsters: Killing monsters is of course the main source of KP in Fractured. However, killing the same type of monster continuously will not allow to continuously rise in Rank. Then killing a monster the player knowledge of such monster will raise from 0 to 100%. This gives the players two things: a certain amount of KP and the Skills that the monster knows (and uses against you). In Fractured Online skills are unlocked by completing certain thresholds of a monster's knowledge. The knowledge of each monster can be tracked through the Bestiary window accessible from the bottom right corner icons. Killing additional monsters of the same type after reaching 100% knowledge will not give any KP.
- Tutorial quests: a few KP are also awarded by completing the quests provided by the tutorial. Use the Journey Log window to retrieve these rewards.
The following figure is the bestiary.
The ranking process of fractured online therefore brings the player around the world exploring areas and continuously facing new challenges and types of monsters. Furthermore one planet does not have enough KP to rank up to 50. So the player will have to explore both Sydnesia (Aeren) and Arboreus (Terra) (there are however more than enough KP to complete Rank 50 without maxing out the knowledge of each monster).
Ranking in fractured does not provide straight up stat bonus increases. Instead you will gain two things:
- Talent Points: which can be used in the Talent Tree map to unlock different types of bonuses.
- Unlock proficiencies: proficiencies are bound to the end level progression of Fractured. These are bound to the skills and are therefore described later.
The Talent Tree
The next figure shows the Fractured Online talent tree.
The Talent Points gained by ranking up can be used inside Talent Trees to unlock different type of bonuses. Each Statistic has its own branching bonuses and the branches between two statistics provide particular hybrid advantages.
To understand how the talent tree works just experiment with it. You must start in the center and Left click adds to an area while right click removes. You can reassign as many times you want the points and you can also create multiple presets.
Skills, skills presets and proficiencies.
The skills you start with and the skills you unlock by increasing the knowledge of monsters all end up in the overall pool of known skills. Skills are divided into different types of schools, each one containing a wide array of skills related to a context.
A player skill bar can hold a total 8 skills of which at most 2 can be ultimate skills (U symbol on the skill). Furthermore there is a dedicated slot for a consumable item (at the beginning you will have access only to linen bandages which recover a certain amount of health and have 80 sec cd).
A total of 5 skill presets can be created and quickly switched while resting at any fire or campfire. The page below shows a preset page filtered on the command skill school.
TAKE NOTE that if you bring the mouse over a skill in addition to the other information the window tells which monsters know that skill. So if you really want the skill check the monster and ask in General or help chat where to find it.
As discussed, skills are organized in Schools, this is important since each character can increase (by eating end level resources known as ORBS or by imbuing equipment items) the level of the different proficiencies. The following figure shows the Rank page which also holds the proficiency levels.
Increasing the proficiency of a skill by one rank will increase the skill effectiveness, related to that school, by 5%-10%. Take into consideration however that not all skills are affected in the same way by proficiency. To know exactly how the skill is affected hold the cursor over the skill while pressing ALT (this will show additional information regarding the skill), the gray ranges such as “extra weapon damage [100 to 150]” show how the skill is affected by proficiency [0 proficiency to 10].
Death vs. Unconscious
As with many games of its kind, Fractured uses an HP system. In this game though, you don't die if that bar reaches 0. You get knocked down and become unconscious for 30 sec.
When this happens, 10% of your HP bar will change color and become purple. You cannot recover those HP through normal means, the only way is to rest at a fire pit (campfires will not work), which usually means stopping what you are doing and going back to a house or a city.
If your bar becomes completely purple (which means getting knocked down 10 times), or if an enemy player executes you while you are unconscious, you die.
These conditions aside, the only other general consequence for getting knocked down is item durability loss.
A rule of thumb when going pve is to retreat after being knocked down 4 times. Since your maximum HP decreases every time you get knocked down, it also becomes progressively easier for it to happen. You don't want to be left in the middle of a pve hot spot with 25% of your max hp left, it will result in being chain knocked down and in the end killed. That's the reason why the usual hint is to stay in the fight only if you have at least 70% of your max hp left. The PvE in this game can be brutal.
Hunger and Energy
Your character needs to be kept fed and rested. On the left of your HP bar you have 2 gauges, which are respectively hunger (left) and energy (right). Hunger depletes over time and can be restored by eating. When your hunger meter is in the green area, you gain a 10 hp/s bonus to your health regeneration, which will make the difference. If the gauge reaches zero, you become starving and your health regeneration is decreased by 20/s. This can kill you. Energy also depletes over time, but depletes at a rate which depends on your Constitution and on how much weight you are carrying, how often you are attacking and how many skills you are using. When the energy bar is in the green, you get a 4% bonus to movement speed, but if the energy bar reaches zero your character will be exhausted. It will be slowed down and unable to run. To restore the energy you need to rest at a firepit or a campfire. Some types of herbal preparations can also restore energy. Firepits are built inside houses or inns, so they are rarely available out in the wild. If you don't want to come back, your best bet is to build a campfire. You can do so by opening the crafting tab (Default key: B) and going into the blueprint section, where you will find the campfire.
To build the campfire you need branches and small stones. Branches are rarely an issue, you can get them from any tree. Small stones instead are a little harder to gather, especially for new players who have difficulties spotting them on the ground.
WARNING: The following parts contain personal opinions!
Choosing the planet and starting city.
At this point you understand the basics of Ranking, Skills and Talents and you can proceed through the Tutorial.
After you have completed ALL THE TUTORIAL you are ready to use the blue portal. At this point you will be asked to select the starting planet and starting location (each planet has two starting cities).
First of all you have to select the starting planet, this choice is important because the planets have completely different biomes and monsters which can influence your progression.
Syndesia (known also as Aeren) is the human world while Arboreus (known also as Terra) is the Wyldfolk world.
After selecting the planet you must chose the starting location. There are two free cities always available on both planets.
I suggest starting on Syndesia on the lower part of the map since it is closer to the Goblin Areas (green question marks on map). The reason for choosing Syndesia is that it allows to easily access some good green areas for levelling (which provide a wide array of skills) and has up to two easy yellow areas (bandit areas). Goblin and bandits + the skills obtained from the tutorial really allow to acquire an initial array of skills which should be able to propel the player through most of the challenges. Bandits mages in particular give access to elemental protection spells which can greatly help in killing all elemental focused monsters.
If you prefer to start on Arboreus (suggested for healers in particular, physical builds are fine on both planets, mages will have an easier time in Syndesia), keep reading this guide since it contains informations useful for both worlds and you will eventually need to go to Syndesia in any case. There is a section at the end with a few tips on starting in Terra instead of Syndesia.
For each of the monsters named in this guide, remember that you can go to their page on this wiki to check their stats, skills and most importantly resistances (example Termidian Warrior. Knowing which mob is resistant to what makes all the difference.
The figure below show the starting location on Syndesia that i suggest.
FIRST STEPS - PART 2 - Starting on Syndesia
Start murdering goblins (RED circled areas) and touching every potential resource that you can put your hands on. Also remember to discover all the green points of interest on the map. While traveling between interest points you will also encounter many mobs, kill them to increase the knowledge.
Note: also remember that you have a satiety and rest bar to maintain filled in order not to gain malus and potentially die to hunger (health regen goes easily on the negative side when hunger is low).
The goblin shamans in the green points areas also provide some powerful magical skills. however completing these to 100% can take some time so Martial players may decide to skip them after completing the other monsters.
After completing the goblin areas go into the bandit area and repeat (Green Circled Area). As casters, it is important here that you complete as much as possible the bandit mages to get many spells and the elemental protections.
Furthermore Syndesia houses the habitats of the Fire Elementals, Ice Elementals and Storm Elementals. These locations and the monsters inside involve a medium difficulty for the player (fire are the most difficult) and allow the magic oriented players to acquire a wide array of elemental spells.
At this point there are mainly three options:
- If the player feels good with its power level it can proceed in exploring the elemental areas (good for magic builds) or start murdering undeads (a bit better for martial skills).
- Otherwise there is the option of starting building a house to craft some higher level equipment (this will make things easier especially for martial builds but of course will take some time).
- Join a city or a guild and get help from them (this will make it all easier).
This is not a crafting or housing guide so I am not going to explain here how to build houses and craft , enchant and imbue equipment (for imbuing instructions check this page). By this point however you are in the world and you can access the GENERAL chat in game. Ask as many questions as you want, Fractured has a Great Community and I have never seen a question go unanswered.
When proceeding with the elemental areas (red circles in the next figure) take into consideration that fire elementals are the most dangerous.
Undead areas can instead be found on graveyards which are easily found by searching the shadium crystals symbols (purple crystals) on the map. Be careful that some graveyards also hold powerful monsters to be avoided.
Ignore completely the island in the middle of the map if you are not a ranged character or if you don't have a party. The crystal elementals there can be particularly nasty due to mana drain and silence mechanics.
After doing these areas do not proceed with the Red Interest Points. Proceed instead by changing planet. At this point you should in fact have gathered enough primal energy (residue, and dust) to be able to condense 20 primal energy shards. this can be done at a specific table inside the magic workshop of any house, city or starting city.
20 primal energy shards are the tribute required to open the mystic portal present close to the center of the map. This portal allows to access the other planet.
Once on Terra proceed with the same approach. Explore the green points (the Grokotons tribes) and the Yellow Points (termidians and bandits). Remember that bandits at this point will give you no KP by killing them if you have already completed them (just explore the interest points).
Take into consideration that resources on Terra are mostly different from the Aeren ones. So you will also have a lot of KP to obtain by touching resources.
At this point you should have a certain confidence with the game and you can also start adventuring into Red Points of interest areas.
Starting on Terra
If you skipped to this section from the table of contents on top, go back one section and read the First Steps part 2. If you have done that already, keep reading.
Starting on Terra is mostly the same as starting on Syndesia, except that you will face Grokotons early on instead of Goblins.
The immediate effect of this, is that starting on Terra is more indicated for martial backgrounds, since the Grokotons teach a lot of useful martial skills. Mages instead will only find venom spells which are not very useful early on. The skills that you get from goblin shamans are definitely more useful.
Grokotons also tend to be easier fights than goblins, mostly due to the way they are deployed. You will fight them over suspended platforms which prevent too much chain pulling. Once you are done with Grokotons, you can move to bandits similarly to the Syndesia start.
Healers should immediately reach the beach and look for the sea turtles. Between the grokoton sages and the sea turtles you will have a quite good set of healing spells.
Now it comes the hard part. Contrarily to Syndesia where you naturally transition from bandits to elementals, Terra choices are a bit harder.
Your first and best option is to go to the center of the island where there are the Termidians. They have a lot of great skills and are not that hard, but they are closely packed togetherand you will find yourself getting swarmed and downed many times. The Termidian Matron can also prove to be too much of a fight in this moment.
The Acid Elementals can be found near the green crystals on the map, together with Forest Trolls. They teach most of the acid spells in the game. I suggest going into this area later, since forest trolls and especially the Elder Forest Trolls have a very high health regeneration. It takes specific builds to kill them.
Alternatively you can go for a stroll in the forest. Inside the forests, not indicated by question marks on the map, you will find Sproutlings, Woodland Wisps and Treants.
Don't try fighting the ogres or the dragons yet.
Random Events on the map
While going around you will probably encounter random events, which are visibile on the minimap. I will link here the explanations to those in case that you wonder what they are (Rule of thumb: If you are reading this guide, don't go after ghosts. You are not ready. Everything else is fair game.).
Guide To Treasure Chests (Chest icons)
Guide To Ghosts (Ghost icons)
Guide to Mounts (Hooves, wolf and bird paws icons)
Primal Form (Big blue crystal icons, Terra only)