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Factions

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Category:FactionsCategory:PvPCategory:EventsCategory:CustomizationCategory:AspectCategory:Crafting

Summary

Factions is a persistent PvP system of conflict between four separate factions where players can earn Faction Score, Silver, unique rewards, and more.
* Battle Mana Recovery and Battle Hamstring mechanics are active in this activity

Video
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Factions Menu

Joining a Faction

Note: During the first 30 Days the Factions system has gone live, Guilds may instead change Factions at most once every 24 Hours (this is to give guilds a chance to learn the system and "try out" different relationships with other guilds/factions)

Allied Guilds

Last Week Tally

Participate in Factions

Players cannot change this setting:
* While Flagged in PvP
* While inside a Faction Castle
* While within 50 tiles of a Faction Flag
* While within 50 tiles of a Faction Waypost

Players who are in a guild that has a Faction alignment, but they have Participate in Factions setting disabled, will:
* Not display as Orange to other factions
* Not be able to enter Faction Castles
* Not be able engage in any Faction Activity
* Will not display a Faction Tag for their overhead name

Faction Restrictions

Faction Flagging

Harmful Actions in Factions

Players will NOT be able to do Harmful actions to other players in the same Faction, UNLESS any of the following are true:
* Both players belong to the same Guild
* Both players belong to the same Party and the target player has "Flag as Green to Party" toggled on
* The players belong to different Guilds that are currently at WAR with each other

Beneficial Actions

Exceptions:
* This mechanic will not apply during PvP Events or Special Events

Prevent Faction Healing

Faction Commands and Settings

The Commands and Settings menu has a number of Faction-specific toggleable options and hotkeys for players, that can be accessed by using Paperdoll -> Help -> Commands -> Faction

Area of Effect (AoE) Spells in Factions

Faction

A Faction Player casting an AoE Spell will only hit other Faction players/followers (no blue targets) if any of the following are true:
* The Caster is within 50 tiles of a Waypost
* The Caster is within 50 tiles of a Faction Flag
* The Caster is inside of a Faction Castle
* The Caster is inside of a Faction's Town
* The Caster is inside of a Faction Dungeon

PvP Event Participants

Friendly Faction Players

Player Faction Score

ShowFactionKills

Activity Icons

In the Faction Menu and Faction Hotbar, each Waypost now has an Activity Icon next to it indicating what occured at that Waypost during the last Control Tick (occurs every 15 seconds) Activity Icons represent the following:

The [FactionHotbar will also display Activity Icons for its Wayposts

Faction Castles

Wayposts

Wayposts are control zones that exist in the overworld that represent points of conflict between two different factions.

Waypost Markers

Waypost Region

<u>Traveling to Waypost Regions</u>

Waypost Control Ticks

Every '''15 seconds''', a '''Control Tick''' occurs where the system checks to see which players are '''Valid Contestants''' of the Waypost Region. Players are considered Valid Contestants of a Waypost Region if all of the following are true:

<u>Control Progress</u>

If there are '''1 or more Valid Contestants''' at a Waypost and they '''all belong to a single Faction''', one of the following will occur:

<u>Potential Faction Score</u>

<u>Waypost Full Control</u>

Waypost Chain Control Order

Waypost Summaries

* Players have multiple places where they can see a summary of the status of each Waypost
* On Page 2 of the Faction Menu players can see a list of every Waypost, with a Progress Bar indicating the Controlling Faction's Control % (hue of the Progress Bar reflects the Faction)
Wayposts that are part of Waypost Chains belonging to the player's faction will always be displayed on the top half of the page (above the horizontal bar)

<u>Orb Buttons</u>

When players click the Orb icon next to any Waypost in either the Faction Menu or in the Faction Hotbar it will do the following:

Faction Flags

Flag Status

Qualifying For Stealing Faction Flags

Faction Doors

Initiating a Flag Steal Attempt

<u>Flag Steal Status</u>

Flag Steal Control Ticks and Steal Progress

Once a Flag Steal Attempt has been initiated, a Control Tick will occur every '''15 seconds'''.

On each Control Tick, Steal Progress on the Stealing Attempt will increase by 10% if all of the following are true:
* The Stealing Player (who initiated the Steal Attempt) is Alive
* The Stealing Player is Inside the Flag Room
* The Stealing Player is Visible (not Hidden)

If any of those conditions are false, the Stealing Attempt will fail and all Steal Progress made will be lost

Note: Once a faction has begun a Stealing Attempt on a flag, if they subsequently lose control of any of the Wayposts that were originally needed to Qualify for that Steal Attempt, it will NOT affect the Steal Attempt and will NOT prevent its completion

However, if a faction fails a Stealing Attempt, they will again have to Qualify as normal to begin a new Stealing Attempt, and therefore will again need Full Control over any necessary Wayposts to proceed.

<u>Potential Faction Score</u>

Successful Flag Steal

Faction Flag Carriers

Note: Players can use this information to track down the location of a flag, including Dropped Flags (explained later)

<u>Faction Flag Carrier Restrictions</u>

Players carrying a Faction Flag can ride Mounts, Teleport, and perform most movement actions as normal. However, Flag Carriers are prevented from doing any the following:

<u>Flag Returning</u>

<u>Flag Steal Expiration</u>

<u>Flag Carrier Death</u>

<u>Server Reboot</u>

<u>Picking Up a Dropped Faction Flag</u>

'''Example:'''
* A Cambria Faction player carrying the Terran Flag drops that flag on the ground
* A Prevalia Faction player encounters this and intends to pick up the flag
* In order for the Prevalia player to pick up the flag, the Prevalia Faction must have Full Control over all 3 Waypost in their Waypost Chain with the Terran Faction

Note: This mechanic makes it very important for a faction to maintain Full Control over Waypost Chains throughout the full process of a Flag Steal, so they can recover Dropped Faction Flags in the circumstance where their Flag Carrier is killed

Purifying Faction Flags

<u>Flag Purification</u>

<u>Escorting</u>

Securing a Faction Flag

Flag Secure Control Ticks

If a faction is attempting to Secure a flag in the Flag Room of their Castle, a Control Tick will occur every '''15 seconds'''. On each Control Tick, if all of the following are true, Secure Progress on the Secure Attempt will increase by 10%:

If any of those conditions are false, the Secure Attempt will fail and all Secure Progress made will be lost.

<i>'''Note:''' As long as a faction is carrying a Faction Flag, they can keep attempting to Secure it in their Faction Castle, regardless whether or not they have Full Control over any Wayposts of the related Faction's involved</i>

If a faction fails a Secure attempt, they can immediately attempt to Secure that flag again, so long as they have a player who is carrying that Faction Flag.

<u>Potential Faction Score</u>

* When a Control Tick occurs during a Flag Secure Attempt, all players of that Faction that are Alive, Visible, and Inside the Flag Room will increase the amount of Potential Faction Score they can possibly earn from the entire Flag Steal Process (Steal + Purify + Secure)
* Participating in a Flag Securing can earn players up to 25 Potential Faction Score (scaled based on player's Control %)
* When a Faction successfully Secures a Faction Flag, if one or more members of a guild in that Faction earned at least 100 Faction Score or more during the process (Steal + Purify + Secure), the Guild will receive 1 Prestige
Note: the Prestige Gain amount will not be announced to the guild (to cut down on message spam)

<u>Escorting</u>

Successful Flag Secure

Faction Handicap Bonus

Handicap Bonuses are as follows:

'''Example:'''
* A Faction was in 4th place last week and now has a 30% Current Handicap Bonus in place
* On any Control Tick occurring for Wayposts, Flag Purification, Steal Attempts, or Secure Attempts, that faction has a 30% chance that they will instead earn 20% Progress rather of the normal 10% Progress amount

<i>'''Note:''' The intention of the Handicap Bonus for factions is to provide chances for weaker factions to potentially Control/Steal/Secure things quicker, to make up for their lack of "firepower" from its members.</i>

Underdog Handicap

'''Example:'''
* The Terran Faction currently has 1 Flag Secured in their Castle and the Andaria Faction currently has 3 Flags Secured in their Castle
* Because Andaria has (3 -1) = 2 more Flags Secured than Terran, the Terran Faction will receive a (2 * 15%) = 30% Handicap Bonus against all actions towards Andaria

Heat of Battle

Faction players will receive a '''30 second Heat of Battle''' flag whenever any of the following occur:
* They are in a Waypost Region and considered a Valid Contestant when a Control Tick occurs
* They are Purifying a flag and a Control Tick occurs
* They are in the Flag Room while their faction is making a Steal Attempt against a flag and a Control Tick occurs
* They inflict Damage on a Faction Door
* They are in the Flag Room while their faction is making a Secure Attempt for a flag and a Control Tick occurs

<i>'''Note:''' The Heat of Battle for Factions is designed to make players "commit" to their actions, and not simply recall away the moment they see an enemy.</i>
* Players cannot enter Rental Rooms while Flagged in PvP and participating in Factions

Heat of Battle Removal

Faction Player Kills

Kills To Give

Faction Score for Kills

Faction Kills will be '''upgraded to be worth 50 Faction Score''' if they occur in any of the following conditions:
* Within 50 tiles of a Waypost
* Within 50 tiles of a Faction Flag
* Inside of a Faction Castle
* Inside of a Faction's Town
* Inside of a Faction Dungeon

Killing a Flag Carrier is worth an additional 50 Faction Score (the player must still have "Kills to Give", and not recently ressed, to be worth points)

Faction Death Penalties

Players who die as the result of a Faction Kill will receive a 2 minute Faction Death Penalty in place for ALL characters on their Account and IP Address. A player who has a Faction Death Penalty in place has the following effects:

Faction Ghost Gates

Faction Moongates

Tabula Rasa (Weekly Reset)

At the start of every week (Fridays at 7PM EST), a '''"Tabula Rasa"''' will take place. When a Tabula Rasa occurs:

'''<i>Note: The Waypost/Flag resetting feature of Tabula Rasa is intended to ensure that a single faction doesn't permanently maintain an exceptionally strong or weak position for weeks on end, such as holding either no flags, or multiple flags: it is intended to give each faction a "clean slate" each week to start their activities</i>'''

Faction Ranking

Faction Titles

[ServerRank

Faction Title Tiers

Faction Title Tiers for players calculated as follows:

Faction-Specific Titles

'''Example:'''
* If a player is currently in the Andaria faction, and earned Faction Title Tier 4, they will display the Andaria Tier 4 Title
* If same player's guild decides to switch to the Prevalia faction, they will now display the Prevalia Tier 4 Title

Faction Warfare

Tables

Faction Flagging

Faction Flagging Situations
Criminals and Murderers * Faction Players who are Murderers will always flag as RED to other Faction players * Faction Players who are currently Criminal flagged will always flag as GREY to other Faction players * Faction Players will no longer by default be allowed to attack Murderers in their same Faction * Players are allowed to attack Murderers in their same Faction if the Murderer is temporarily Criminal for attacking an Innocent (Blue) player
Opposing Factions * Players who are in a Faction, and have Participate in Factions enabled, will by default flag as Orange to players in opposing Factions * Players will be able to freely attack players from opposing Factions at most locations, except for the PvP Events and Special Events described earlier
Same Faction * Players who are in the same Faction, and have Participate in Factions enabled, will by default flag as GREEN to each other * Exceptions: Players who are in the same Faction, but are in different Guilds that are at WAR with each other, will flag as ORANGE to each other
Parties * If two players are in the same Party, and the target player has "Flag Green to Party" enabled, they will display as GREEN even if they belong to opposing Factions
PvP Events and Special Events * Players who are participating in PvP events (such as Town Struggles, Corpse Creek Contests, Dungeon Flashpoints, or Stygian Rifts) or any special events (such as Strangelands, Stalag Grotto, Winterlands, etc) are NOT considered Faction Participants while they are inside the designated event zone * Players participating in these events will NOT adopt any Faction Flagging nor will they count towards Faction Kills
Ships * Players on board Ships are NOT considered Faction Participants * Players on board Ships will NOT adopt any Faction Flagging nor will they count towards Faction Kills

Faction Flagging > Beneficial Actions

Fendrake is not in a Faction and heals Serathi who is in a Faction; Fendrake temporarily flags as attackable by the 3 other factions Serathi is not in

Faction Flagging > Beneficial Actions

Fendrake now becomes attackable by Luthius, who belongs to a different faction than the healing target

ShowFactionKills

Activity Icons

IconDescription
No SymbolNo activity occurred
LockThe Waypost is currently at 100% Control and Locked
DaggerTwo Factions are currently Contesting the Waypost
Left ArrowA Faction is Lowering the current Control of the Waypost
Right ArrowA Faction is Raising their Control over the Waypost

Wayposts > Waypost Markers

Waypost Marker Control Progress States
Neutral * If no faction has any Control Progress on a Waypost, it is considered to be Neutral
Partial Control * If a faction has some Control Progress on a Waypost, they are considered to have Partial Control over it
Full Control * If a faction has 100% Control Progress on a Waypost, they are considered to have Full Control over it * Full Control over Wayposts is required for players to initiate Flag Steal attempts against other factions (explained later)

Wayposts > Waypost Chain Control Order

Waypost Chain Control Order
Nearest Waypost * This is the Waypost nearest to their Faction's Castle on the Waypost chain * A Faction can always attempt to contest their Nearest Waypost in the chain
Middle Waypost * This is the Waypost sitting in the middle of the chain * A Faction must have Full Control over their Nearest Waypost before they can contest the Middle Waypost in the chain
Farthest Waypost * This is the Waypost that is Farthest from their Faction Castle (and is closest to the opposing Faction's Castle) * A Faction must have Full Control over both their Nearest Waypost AND their Middle Waypost before they can contest the Farthest Waypost in the chain
Terran Example For Terran's Waypost chain with Andaria, their control order of Wayposts is: Waypost 3 -> Waypost 2 -> Waypost 1 * Waypost 3 is their Nearest Waypost, and they can always contest it * Once Terran has Full Control over Waypost 3 (Nearest), they can attempt to contest Waypost 2 (Middle) * Once Terran has Full Control over both Waypost 3 (Nearest) and Waypost 2 (middle), they can then begin attempt to contest Waypost 1 (Farthest)

Faction Flags > Qualifying For Stealing Faction Flags

Stealing Faction Flag Situations
Example 1 (Flag is in its Own Castle) * The Terran Flag is currently Secure inside of the Terran Castle * Any faction that wishes to steal the Terran flag in this scenario simply needs to have Full Control over their entire Waypost Chain with the Terran faction (3 Wayposts) * The Prevalia Faction has 3 Wayposts under Full Control against the Terran faction, and can attempt to Steal their Faction Flag from their Castle

Categories

Source: Official UO Outlands Wiki.