Countessa
Knight
Everything Factions
Factions is a gaming system within UO consisting of four server-made groups - True Brittanians (TB), Council of Mages (CoM), Shadowlords (SL), and Minax. The groups (called factions, hence the name) battle for control of towns. Each faction is aggressive towards the other three. Besides pvp, the inclusion of other elements encourage a wide variety of characters to participate. Only those characters joined in factions may participate in faction activities.
Faction Stronghold
Each faction has its own stronghold (base of operations). Only players belonging to one of the four factions can enter a stronghold. Each faction has a sign-up stone by the base entrance to join the faction that is stationed there.
Within the stronghold is a faction stone. The faction stone has various functions used by the members of that faction. These functions will be discussed throughout this guide. The stronghold is also the location where faction members take a town sigil when one is obtained.
Two of the factions have their base in town. The True Brittanians are located in the Throne Room of Lord British's Castle in Britain. The sign-up stone sits outside the entrance of the Castle. The Council of Mages are located in Magincia in the Maginicia Parliament Building. The sign up stone is west of the stronghold by the Baker's Dozen bakery.
The other two factions have their base in the countryside. Minax is located within the Northwest part of the Destard Mountains. The mountain path leading to this stronghold is on the north (right) side of the mountain. The path ends at the stronghold with the sign-up stone right out front. The Shadowlords are located within the Yew Crypts found in the Yew Forest. The entrance to the crypts is northeast of the town center a good way. The sign-up stone sits outside the door to enter the crypts.
Joining a Faction
Players who join factions will be able to participate in faction trade, politics and battle. Players require a minimum of 300 skill points to join any faction. There is a restriction of one character per account in any faction. There is no ip restriction so each account owned can have one character in factions.
To join a faction with a non-guilded character, locate the sign-up stone for the faction you want to join. Double-click the stone and choose Join This Faction.
Guilded players cannot join a faction on their own. A guildmaster can join a faction, joining the entire guild in the process. Any player belonging to the guild with another character already in factions will be removed from the guild. This follows the one character per account rule. The ejected guild member will need to leave factions on the other character to rejoin the guild. Characters with less than 300 skill points will also be ejected from the guild. These characters can rejoin when their skill total reaches 300 or more.
- Faction Reprieve
Faction reprieve releases a player from pk status, turning them from red to blue. This is offered once per account, to the first character joining factions on that account. It does not matter if the character is red or blue or if the first character is later deleted, the red reprieve will not be offered to any character but the first to join on any one account.
The reprieve does not remove the kill counts. Kill counts will still need to expire normally. Any unlawful kill will return the reprieved character back to a red character, the reprieve no longer applicable.
Players not joined to a faction will be unable to participate in faction battle, nor can they enter the stronghold of any faction. In fact, they cannot cast any beneficial spell including resurrection and invisibility on any faction member at any time. Faction members are still attackable by anyone. Faction members can heal and cast other beneficial spells on non-faction characters.
Quitting a Faction
To quit a faction, the faction member must go to their stronghold and use the faction stone within the base, choosing Leave This faction. Once a player leaves a faction, it will take three days for the character to be dismissed. That is, the player remains in the faction for three more days before they are truly out of factions. The player must login to be released.
Guilded players cannot resign from a faction if the guild remains factioned. Guilded players will need to resign from the guild first, and then follow the normal procedure for leaving a faction.
The guildmaster can resign his entire guild from a faction. When this occurs all players in the guild quit the faction and are released at the next login after three days has passed. Players in the guild who want to remain in the faction will need to resign from the guild, wait for the three days to expire and then rejoin the faction.
During the three-day resignation period, the resigning player will not be able to use the faction stone to check faction information or to participate in faction voting. The resigning player will still be a faction member for the purpose of battle and can be attacked by opposing faction members.
Players who have resigned can use the phrase What is my faction term status? to see how much time is left before dismissal.
Faction Scores and Ranks
- Kill Points
As faction members battle, kill points are assigned to players defeating an enemy faction member. Kill points determine a character's rank in their faction. Kill points can run in the negative to -6. Negative kill points are called a deficit.
Kill points are earned when a player successfully kills a faction enemy. The victim loses 10% of their points to the killer, to a maximum of 100. Percentages are rounded down when they are not a whole number. A minimum 1 kill point is given if the victim has 19 kill points or less.
Examples:
The killer has 15 kill points, the victim has 20 kill points. The victim would lose 2 kill points (10% of 20) and the killer would gain the 2 kill points. Results: killer 17 kill points, victim 18 kill points
The killer has 45 kill points, the victim has 34 kill points. The victim would lose 3 kill points (10% of 34 is 3.4, rounded down to 3) and the killer gains the 3 kill points. Results: killer 48 kill points, victim 31 kill points
The killer has 44 kill points, the victim has 12 kill points. The victim would lose 1 kill point (minimum 1 kill point loss) and the killer gains 1. Results: killer 45 kill points, victim 11 kill points
Players that lose points once they are at 0 kill points move into deficit range (deficit points). Deficit points max at -6.
Killing a player with deficit points to -5 awards the killer 1 kill point. The victim moves further into deficit by 1 deficit point. Killing a player with -6 deficit points awards the killers no kill points and no loss to the victim.
The killer has 11 kill points, the victim has -2 deficit points. The victim loses one deficit point and the killer gains one kill point. Results: killer 12 kill points, victim -3 deficit points
The killer has -2 deficit points and the victim has 90 kill points. The victim would lose 9 kill points (10% of 90), and the killer would lose the two deficit points, the remaining 7 points become kill points. Results: killer 7 kill points, victim 81 kill points.
The killer has 22 points and the victim has -6 deficit points. The killer would earn no kill points from this victim, nor does the victim lose points since they are at the max deficit of -6.
No kill points are exchanged if a player kills a member of their own faction.
You can only receive kill points and silver from a victim once every three hours.
If there are multiple players contributing to the damage of a victim, the player inflicting the final blow takes the kill points and the silver reward. If the resulting blow is dealt by a non-player (monster, town guard) or by a non-faction member, the silver and kill points are awarded to one (only one) of the faction players contributing to the death, with the greater chance going to the players contributing the most damage.
for example: minax victim dies after being attacked by tb killer 1 (gives 10% of the damage) and tb killer 2 (gives 85% of the damage), dies to a guard for the last 5% of hp. Tb killers 1 and 2 are both eligible for the kill points/silver from minax victim (should there be any awarded), with tb killer 2 having a greater chance of taking the points.
In order to lose points, the victim must be damaged, at least partially, by a faction player.
To view your character's faction score, use the command Punkte, Showscore or Montrerscore. The score can also be seen by viewing the personal gump information.
- Point Transfer
Once per day faction members can transfer kill points to another player in the same faction. In order to transfer points, the player giving the points must have at least 10 kill points. The transfer takes five kill points from the giver and gives four points to the receiver. One point is lost. To transfer kill points use I honor your leadership and target the player who is to receive the kill points.
- Atrophy
Atrophy is a silent distribution of points, taken from inactive players, over a repeating two day cycle.
Every two days the server will check the activity of all faction members. Any member who has died in faction battle within the past two days will be considered active and not lose any points to atrophy. Any player who has killed another faction member in faction battle has a 33% chance of being considered active (and hence, not lose any points). Any player who has not died, nor counted as an active player from killing another is subject to atrophy. Atrophy will take 10% of each inactive player's points. Points taken by atrophy are collected in one 'pool' and then are distributed one at a time randomly, among all active faction players. It does not matter which faction the points are taken from nor which faction the active players belong too.
- Titles
A player's faction score assigns faction rank. The faction member's rank is determined by the percentage of points they have, compared with the faction's total kill points. Titles vary from faction to faction with each rank. Faction rank is updated immediately as points are gained or lost.
Faction members can choose to display a title rather than their rank. This is done at the faction stone, with the option Declare Faction Merchant. Faction members can choose from Scribe, Tailor, Blacksmith or Tinker. The player needs min 100.0 in the skill to use the skill title.
Consequences of Dying
Skill Loss
When a faction member dies at the hands of a faction opponent, further penalty is applied to the victim in the form of skill loss. Faction skill loss only occurs to faction members dying from a faction opponent or from suicide. No loss of skill occurs if the faction member dies to a non faction member, a faction-mate or a non-enemy/unaligned monster. Players not joined to factions will never incur this penalty.
The skill loss amounts to 1/3 of the players skills for a specific period of time. If the faction member dies in a town controlled by their faction, skill loss lasts 5 minutes. Anywhere else it lasts 7 minutes.
Looting
Players in opposing factions are unable to party (and therefore unable to loot each other according to party rules).
The rules for looting follow the order of lawful aggression - reputation, guild, faction.
For example, faction members cannot freely loot a faction mate. If the faction mate is red or criminal however, reputation takes precedence and the faction mate would be lootable. Likewise a faction mate would also be attackable and lootable should the faction mates be in warring guilds (guilds taking precedence over factions.)
Following these rules, faction members can only loot faction opponents whom they helped kill. Faction members killed by faction guards are lootable by any member in the same faction as the guards.
Faction-Specific Items
When a faction member kills an opposing faction member, the killer has a random chance to obtain a faction-specific item. These items and their use is as follows:
Factions is a gaming system within UO consisting of four server-made groups - True Brittanians (TB), Council of Mages (CoM), Shadowlords (SL), and Minax. The groups (called factions, hence the name) battle for control of towns. Each faction is aggressive towards the other three. Besides pvp, the inclusion of other elements encourage a wide variety of characters to participate. Only those characters joined in factions may participate in faction activities.
Faction Stronghold
Each faction has its own stronghold (base of operations). Only players belonging to one of the four factions can enter a stronghold. Each faction has a sign-up stone by the base entrance to join the faction that is stationed there.
Within the stronghold is a faction stone. The faction stone has various functions used by the members of that faction. These functions will be discussed throughout this guide. The stronghold is also the location where faction members take a town sigil when one is obtained.
Two of the factions have their base in town. The True Brittanians are located in the Throne Room of Lord British's Castle in Britain. The sign-up stone sits outside the entrance of the Castle. The Council of Mages are located in Magincia in the Maginicia Parliament Building. The sign up stone is west of the stronghold by the Baker's Dozen bakery.
The other two factions have their base in the countryside. Minax is located within the Northwest part of the Destard Mountains. The mountain path leading to this stronghold is on the north (right) side of the mountain. The path ends at the stronghold with the sign-up stone right out front. The Shadowlords are located within the Yew Crypts found in the Yew Forest. The entrance to the crypts is northeast of the town center a good way. The sign-up stone sits outside the door to enter the crypts.
Joining a Faction
Players who join factions will be able to participate in faction trade, politics and battle. Players require a minimum of 300 skill points to join any faction. There is a restriction of one character per account in any faction. There is no ip restriction so each account owned can have one character in factions.
To join a faction with a non-guilded character, locate the sign-up stone for the faction you want to join. Double-click the stone and choose Join This Faction.
Guilded players cannot join a faction on their own. A guildmaster can join a faction, joining the entire guild in the process. Any player belonging to the guild with another character already in factions will be removed from the guild. This follows the one character per account rule. The ejected guild member will need to leave factions on the other character to rejoin the guild. Characters with less than 300 skill points will also be ejected from the guild. These characters can rejoin when their skill total reaches 300 or more.
- Faction Reprieve
Faction reprieve releases a player from pk status, turning them from red to blue. This is offered once per account, to the first character joining factions on that account. It does not matter if the character is red or blue or if the first character is later deleted, the red reprieve will not be offered to any character but the first to join on any one account.
The reprieve does not remove the kill counts. Kill counts will still need to expire normally. Any unlawful kill will return the reprieved character back to a red character, the reprieve no longer applicable.
Players not joined to a faction will be unable to participate in faction battle, nor can they enter the stronghold of any faction. In fact, they cannot cast any beneficial spell including resurrection and invisibility on any faction member at any time. Faction members are still attackable by anyone. Faction members can heal and cast other beneficial spells on non-faction characters.
Quitting a Faction
To quit a faction, the faction member must go to their stronghold and use the faction stone within the base, choosing Leave This faction. Once a player leaves a faction, it will take three days for the character to be dismissed. That is, the player remains in the faction for three more days before they are truly out of factions. The player must login to be released.
Guilded players cannot resign from a faction if the guild remains factioned. Guilded players will need to resign from the guild first, and then follow the normal procedure for leaving a faction.
The guildmaster can resign his entire guild from a faction. When this occurs all players in the guild quit the faction and are released at the next login after three days has passed. Players in the guild who want to remain in the faction will need to resign from the guild, wait for the three days to expire and then rejoin the faction.
During the three-day resignation period, the resigning player will not be able to use the faction stone to check faction information or to participate in faction voting. The resigning player will still be a faction member for the purpose of battle and can be attacked by opposing faction members.
Players who have resigned can use the phrase What is my faction term status? to see how much time is left before dismissal.
Faction Scores and Ranks
- Kill Points
As faction members battle, kill points are assigned to players defeating an enemy faction member. Kill points determine a character's rank in their faction. Kill points can run in the negative to -6. Negative kill points are called a deficit.
Kill points are earned when a player successfully kills a faction enemy. The victim loses 10% of their points to the killer, to a maximum of 100. Percentages are rounded down when they are not a whole number. A minimum 1 kill point is given if the victim has 19 kill points or less.
Examples:
The killer has 15 kill points, the victim has 20 kill points. The victim would lose 2 kill points (10% of 20) and the killer would gain the 2 kill points. Results: killer 17 kill points, victim 18 kill points
The killer has 45 kill points, the victim has 34 kill points. The victim would lose 3 kill points (10% of 34 is 3.4, rounded down to 3) and the killer gains the 3 kill points. Results: killer 48 kill points, victim 31 kill points
The killer has 44 kill points, the victim has 12 kill points. The victim would lose 1 kill point (minimum 1 kill point loss) and the killer gains 1. Results: killer 45 kill points, victim 11 kill points
Players that lose points once they are at 0 kill points move into deficit range (deficit points). Deficit points max at -6.
Killing a player with deficit points to -5 awards the killer 1 kill point. The victim moves further into deficit by 1 deficit point. Killing a player with -6 deficit points awards the killers no kill points and no loss to the victim.
The killer has 11 kill points, the victim has -2 deficit points. The victim loses one deficit point and the killer gains one kill point. Results: killer 12 kill points, victim -3 deficit points
The killer has -2 deficit points and the victim has 90 kill points. The victim would lose 9 kill points (10% of 90), and the killer would lose the two deficit points, the remaining 7 points become kill points. Results: killer 7 kill points, victim 81 kill points.
The killer has 22 points and the victim has -6 deficit points. The killer would earn no kill points from this victim, nor does the victim lose points since they are at the max deficit of -6.
No kill points are exchanged if a player kills a member of their own faction.
You can only receive kill points and silver from a victim once every three hours.
If there are multiple players contributing to the damage of a victim, the player inflicting the final blow takes the kill points and the silver reward. If the resulting blow is dealt by a non-player (monster, town guard) or by a non-faction member, the silver and kill points are awarded to one (only one) of the faction players contributing to the death, with the greater chance going to the players contributing the most damage.
for example: minax victim dies after being attacked by tb killer 1 (gives 10% of the damage) and tb killer 2 (gives 85% of the damage), dies to a guard for the last 5% of hp. Tb killers 1 and 2 are both eligible for the kill points/silver from minax victim (should there be any awarded), with tb killer 2 having a greater chance of taking the points.
In order to lose points, the victim must be damaged, at least partially, by a faction player.
To view your character's faction score, use the command Punkte, Showscore or Montrerscore. The score can also be seen by viewing the personal gump information.
- Point Transfer
Once per day faction members can transfer kill points to another player in the same faction. In order to transfer points, the player giving the points must have at least 10 kill points. The transfer takes five kill points from the giver and gives four points to the receiver. One point is lost. To transfer kill points use I honor your leadership and target the player who is to receive the kill points.
- Atrophy
Atrophy is a silent distribution of points, taken from inactive players, over a repeating two day cycle.
Every two days the server will check the activity of all faction members. Any member who has died in faction battle within the past two days will be considered active and not lose any points to atrophy. Any player who has killed another faction member in faction battle has a 33% chance of being considered active (and hence, not lose any points). Any player who has not died, nor counted as an active player from killing another is subject to atrophy. Atrophy will take 10% of each inactive player's points. Points taken by atrophy are collected in one 'pool' and then are distributed one at a time randomly, among all active faction players. It does not matter which faction the points are taken from nor which faction the active players belong too.
- Titles
A player's faction score assigns faction rank. The faction member's rank is determined by the percentage of points they have, compared with the faction's total kill points. Titles vary from faction to faction with each rank. Faction rank is updated immediately as points are gained or lost.
Faction members can choose to display a title rather than their rank. This is done at the faction stone, with the option Declare Faction Merchant. Faction members can choose from Scribe, Tailor, Blacksmith or Tinker. The player needs min 100.0 in the skill to use the skill title.
Consequences of Dying
Skill Loss
When a faction member dies at the hands of a faction opponent, further penalty is applied to the victim in the form of skill loss. Faction skill loss only occurs to faction members dying from a faction opponent or from suicide. No loss of skill occurs if the faction member dies to a non faction member, a faction-mate or a non-enemy/unaligned monster. Players not joined to factions will never incur this penalty.
The skill loss amounts to 1/3 of the players skills for a specific period of time. If the faction member dies in a town controlled by their faction, skill loss lasts 5 minutes. Anywhere else it lasts 7 minutes.
Looting
Players in opposing factions are unable to party (and therefore unable to loot each other according to party rules).
The rules for looting follow the order of lawful aggression - reputation, guild, faction.
For example, faction members cannot freely loot a faction mate. If the faction mate is red or criminal however, reputation takes precedence and the faction mate would be lootable. Likewise a faction mate would also be attackable and lootable should the faction mates be in warring guilds (guilds taking precedence over factions.)
Following these rules, faction members can only loot faction opponents whom they helped kill. Faction members killed by faction guards are lootable by any member in the same faction as the guards.
Faction-Specific Items
When a faction member kills an opposing faction member, the killer has a random chance to obtain a faction-specific item. These items and their use is as follows:
- Blood Rose - Gives +5 to all stats for a short amount of time.
- Gem Of Empowerment - Removes skill-loss.
- Urn Of Accession - Resurrects an ally (skill-loss free).
- Clarity Potion - Protects from concussion blows for 5 minutes. If used after receiving a concussion blow, the mana and stat loss from the concussion disappears.
- Storm's Eye - Does Area of Effect damage. Unlike the earthquake spell, a Storm's eye can kill a player.