Faction
In EverQuest, Faction is a measure of how much a population or group of NPCs like or dislike your character. |
Faction Levels
Ally | Warmly | Kindly | Amiable | Indifferent | Apprehensive | Dubious | Threatening | Scowls |
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1100 to 2000 | 750 to 1099 | 500 to 749 | 100 to 499 | 0 to 99 | -1 to -100 | -101 to -500 | -501 to -750 | -751 to -2000 |
Max Ally and Max Hated Messages
Max Ally | "Your standing with <specific_faction> could not possibly get any better" |
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Max Hated | "Your standing with <specific_faction> could not possibly get any worse" |
Faction Standing
Faction standing refers to the level of friendliness a character has with a certain faction. A new character starts at designated, specific faction levels with all factions in the game world. The player can alter the character's standing through several methods, such as by killing certain monsters and/or NPCs or by completing quests. There are many faction groups that are diametrically opposed, meaning, that a raise or lowering in a given faction with automatically raise or lower the opposing faction.
Example: Killing an orc in Crushbone | |
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Your faction standing with Crushbone Orcs got worse. |
Another way to raise or lower factions is to complete quests.
Example: Turning in Crushbone Belts in Kaladim | |
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Your faction standing with Storm Guard got better. |
It's worth it to note that faction standing changes made from killing monsters or NPCs vary wildly. Some mobs give a +1 and -30 to any given faction while others could be +30 and -100. Killing named NPCs or monsters of any given faction normally give correspondingly larger faction hits than non-named mobs in the same faction.
Race
Your character's race provides a fixed bonus or detriment with specific factions in the game world. This fixed number is always added or subtracted, regardless of the faction work done through quests and monster/NPC killing; however, not all quests have race-based requirements, which allows any race to become max ally or max hated.
For those factions that have a race-based modifier attached to them, the opposing faction may be restricted from obtaining the higher levels of faction; for example, Iksar are generally hated in Kelethin and may raise their faction by killing Crushbone orcs. The Iksar character's faction may only get to a certain level and not be allowed to go any higher. Without killing hundreds and hundreds of them, it would be difficult to tell.
Class
Your character's class may positively or negatively affect faction standing. For example, an Iksar Shadowknight may never be accepted around Dwarf Paladin NPCs; on the same note, Dwarf Paladin characters may never be welcome in the Troll city. Class faction standing is a fixed number, like the race-based modifier. It is figured into any given character's faction standing, with the caveat that only with those factions who are hard-coded with such a requirement.
Deity
The deity you choose for your character has an impact on your game world interactions, especially the old world and during the Kunark-era content. Like race and class choices, it is a hard-coded and fixed number that is applied to any faction calculations, regardless of the number of NPCs or monsters killed or quests completed.
Temporary Modifiers
Faction standing can be modified in a number of ways:
- Using skills, such as Hide or Sneak. Standing behind an NPC or mob while hidden or sneaking will cause you to con as indifferent; however, there are certain classes of mobs that see through those skills
- Spells can modify, either through obfuscation, such as Invisibility or Invisibility versus Undead, or through charm-type spells/songs
- Illusions can change factions, such as the Shaman's bear form or the Druid's/Ranger's wolf form, et al.
- There are items that can modify faction, such as Puppet Strings