Faction

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In EverQuest, Faction is a measure of how much a population or group of NPCs like or dislike your character. Various mobs and NPCs belong to faction groups. Some belong to multiple faction groups. Every player starts out with various levels of like or dislike with every faction group. They may be different depending on your race and/or class. Killing mobs and completing quests can change faction levels. When you Consider (/con) NPCs and mobs you will get a message. The message relays two things. The first is the NPCs attitude toward you. The second is how tough the NPC is compared to you.


Faction Levels[edit]

Ally Warmly Kindly Amiable Indifferent Apprehensive Dubious Threatening Scowls
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

FactionChart.png

Max Ally and Max Hated Messages[edit]

Max Ally "Your standing with <specific_faction> could not possibly get any better"
Max Hated "Your standing with <specific_faction> could not possibly get any worse"

Faction Standing[edit]

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

Your faction standing with Crushbone Orcs got worse.
Your faction standing with Storm Guard got better.
Your faction standing with Faydarks Champions got better.
Your faction standing with Indigo Brotherhood got worse.
Your faction standing with Emerald Warriors got better.


Another way to raise or lower factions is to complete quests.

Example: Turning in Crushbone Belts in Kaladim

Your faction standing with Storm Guard got better.
Your faction standing with Kazon Stormhammer got better.
Your faction standing with Miners Guild 249 got better.
Your faction standing with Merchants of Kaladim got better.
Your faction standing with Craknek Warriors got worse.


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[edit]

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[edit]

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[edit]

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[edit]

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 Scalp of the Ghoul Lord or by charming with items like Puppet Strings

Considering[edit]

Considering is closely related to faction, in that you can determine your faction standing by clicking on the hotkey (default: 'C' key) or by typing either /consider or /con. By targeting an NPC or monster and considering, you will receive a message telling you how your character stands in relation to their faction and what level, roughly, they are in relation to your character:

Captain Silverwind judges you amiably --looks like quite a gamble.

Consideration Standing[edit]

There are a limited possibility of messages to indicate your faction standing through consideration:

Message Kill on sight?
...regards you as an ally No
...looks upon you warmly No
...kindly considers you No
...judges you amiably No
...regards you indifferently No
...looks your way apprehensively No
...glowers at you dubiously No
...glares at you threateningly Yes
...scowls at you, ready to attack Yes

The two that are Kill on Sight (KOS), "ready to attack" and "threateningly" indicate that once your character is within aggro range that the NPC or monster will initiate the attack. Also note that NPCs that give quests and merchants will not interact positively with your character until you reach a certain faction level, as indicated by the above table. For example, merchants will not buy or sell to a character that cons as "dubious" to that NPC merchant.

Consider Difficulty Levels[edit]

The second part of the consider message indicates the typical estimated difficulty of attacking a mob.

Message In-game Reference Note
-- You could probably win this fight. Gray You will not receive experience for this encounter [Note: Not present on TAKP server]
-- You could probably win this fight... it's not certain though. Green You will receive no experience for this encounter
-- looks kind of dangerous. Light blue or LB Appears after level 25; you receive 25% of the normal experience for this encounter
-- he/she/it appears to be quite formidable. Dark blue or DB You receive experience
-- looks like quite a gamble. White or even con Indicates the same level as your character
-- looks like he/she/it would wipe the floor with you! Yellow NPC/Monster is 1-2 levels above you
-- what would you like your tombstone to say? Red NPC/Monster is 3+ levels above you

Note that there are different messages below level 25 for some of the consider colors and levels.

Considering Corpses[edit]

When you consider a corpse, you will receive a message on when the corpse will decay, or disappear.

For a player's corpse, you receive:

This corpse's resurrection time will expire in 1 hour(s) 15 minute(s) 37 second(s)
This corpse will decay in 3 day(s) 9 hour(s) 3 minute(s) 27 second(s)

When conning an NPC's corpse, you receive:

This corpse will decay in 5 minute(s) 38 second(s)