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Faction/Race explained
Which faction should you choose? Well I'm sure a lot of people would love to give you advice on whether you should choose Kami or Karavan, or even stay Neutral, but this thread is just going to explain the choices you 'need' to make, how you make them, and how they will directly affect you - I'm going to try and keep opinions out of this, so if you're looking for an opinion, you're in the wrong place ;)
Fame Just a quick note here (there's a lot more about it in the rest of the post); to gain fame, you must do missions for the Faction or Race or Tribe you wish to gain fame with. Usually when you gain fame with one group you will lose some with another, so be careful! The missions that give the most fame are the ones that say "will be very grateful" in the description and an example of these are the bandit-killing missions. Faction For faction, you have three choices; Kami, Karavan, and Neutral. The one you decide will affect which TPs you can/can't get, which side you will fight on if/when you activate your FvF tag, and which temple guards will/won't attack you (the guards will attack when you have below -50 fame with them) (Note: There is only one temple in each land - they are not in any towns and you will usually only need to go there to declare your alignment and buy items with Honor Points) The race your character actually is has no effect on which faction you can or can't join - any character can join any faction. All characters start off neutral and with a starting fame with each faction - starting fame is the only effect your character's race has. Code:
Faction Starting fame as a A Neutral player can have a maximum of 50 fame with either faction (ie they can have -100 to +50 kami and -100 to +50 karavan). A faction aligned player can have a maximum of +100 fame with their chosen faction and a maximum of -50 with the other faction (ie a kami-aligned player can have -100 to -50 karavan fame and up to +100 kami fame - if their kami fame drops below 0 then they will automatically be forced to neutral again - the same goes in reverse for Karavan). As I've said, everyone starts off Neutral, so if you want to stay that way then skip the rest of this section and go straight to the part about TPs ;) To align yourself with a faction, you will first need a fame value of 30 or more with the faction you have chosen. You can then head to a temple of that faction - there is one temple of each faction in every capital zone (Imperial Dunes, Liberty Lake, Witherings, and Majestic Garden) so just ask in /region or /guild if you need to find it :) Once at the temple you will have to speak to one of the NPCs and follow their instructions as they guide you through some simple tasks. Once you've completed everything they ask of you, you're aligned with that faction :D Now the TPs you can buy will have changed from what it was as a Neutral... TPs First up, every zone has at least two TPs in it; a Kami and a Karavan. In Tryker, Zorai, and Matis lands the capital zone also has other towns in. These towns each have one TP of the alignment the race historically favours (Tryker and Matis have Karavan, Zorai has Kami) Neutral players have a mix of TPs available to them; they can use at least one TP in every zone that isn't a q250 zone, and both TPs at every capital city. In the Fyros desert, since the towns are in different zones, neutrals can use both TPs in the zones with a town in (Pyr, Thesos, Dyron). You can see a full list of Neutral accessible TPs below, courtesy of Petej: (the numbers in [brackets] indicate the level of the zone) WitheringsFor faction-aligned players, the TPs they can get depends on their fame value with their chosen faction. You can only use TPs of the faction you are aligned to, and require 60+ fame to get PR TPs, 33+ fame to get q250 zone TPs. Summary of TP rules: Neutral-aligned players can get a mixture of TPs as listed above. Faction-aligned players can only get TPs of the faction they are aligned with. You need 60+ fame with a faction to get PR TPs with the faction you're aligned with. You need 33+ fame with a faction to get q250 zone TPs with the faction you're aligned with. A (hopefully) accurate map of the availability of all TPs can be found here. I haven't included the PR TPs or the non-capital town TPs in Matis/Tryker/Zorai, but you can see them in the underlying BM map which can be found here (BM site is having problems at time of writing). Race As well as being aligned to a faction, players can also align themselves with a race (Tryker/Fyros/Matis/Zorai) - again this is completely seperate to which race your character actually is... you can have a Zorai who is a Matis citizen or a Tryker who is a Zorai citizen, or whatever. All characters start race-neutral and can have a maximum value of +50 fame with all of the races, and a minimum value of -50 fame with all of the races (ie a race-neutral player may have -50 to +50 fame with all of the races - they are not related) As well as starting race-neutral, characters start with a specific value of fame with all of the races - starting fame is the only effect that your character's actual race has, but can be easily overcome. Code:
Starting race Initial fame with Once aligned with a race, you will have certain caps on your fame values with the races. Code:
Chosen race Maximum fame with The effect of race fame is the price you will get when you sell something to a merchant of that race, and which missions an NPC of that race will or will not offer you. If you drop below -50 fame with a race, the guards in the towns of that race will attack you on sight. You may buy an appartment in any capital town, not just the one you are aligned with. Race fame has no effect on which TPs you may or may not buy. Guilds Just as players can align themselves with a faction and a race, so can guilds. A guild can be Neutral/Kami/Karavan, and also Neutral/Fyros/Matis/Tryker/Zorai. Again, the faction alignment has no effect on the race alignment, and neither does the location of the guildhall - a guild may align itself in any combination it likes and may purchase a guildhall in any capital city. The alignment of a guild determines which homins may or may not join the guild. Since this can sometimes be tricky to get your head round (and to explain) I'll explain it in two ways; from the guild's point of view, and from the player's point of view: 1) A character who is faction aligned can only enter a guild of that faction. A neutral character can join any guild. 2) A neutral guild can only have neutral characters in it. A guild which is faction aligned may have neutral characters, or characters who are aligned the same as the guild. The same goes for race alignment, but with the race instead of the faction ;) To align with a faction or race, the guild leader must go to an NPC (at the temple of in the capital city, near to the ones for player alignment) and follow the NPCs instructions. Unlike for players, the guild doesn't need to have a specific guild fame (but the Guild Leader needs to have +30 fame with the faction/race of their choice) and will have its fame set to +30 in the faction/race chosen after the leader has completed the instructions. If the guild fame drops below 0 with the race or faction it is aligned with, it will automatically become neutral or race-neutral (depending on which fame value dropped below 0). Any player who is incompatible with the neutrality of the guild (ie any player who is aligned with a faction or race, depending on which fame value dropped) will automatically become of Unspecified status (see notes below). Notes "Going Neutral" At any time you can open your fame window and hit the "Go neutral" button for either faction alignment or race alignment. This will make you lose the alignment you have (either race- or faction-alignment, depending on which button you pressed) and will enforce the fame caps as detailed above. If your fame was above 50 then it will be reduced to 50 (either race or faction blabla) Unspecified status A character or a guild in unspecified status is considered as neutral by the game mechanisms. While in this status, you keep your fame values unchanged and aren't subject to any cap. However, while in this state, you can't gain or loose fame. Additionally, a character can't switch to another status when his guild is also in this state. If your fame was above 50 with a race or faction when you became unspecified, it will stay at that value, but NPCs will act as if it were 50. When you are unspecified, you should take steps to return to neutrality or alignment (you may have to leave your guild to do this). Outposts The alignment of a guild has no effect on which outpost it can take - a guild may take any outpost it can ;) The alignment of a guild has no effect on which drill it can build on an OP it owns - it can build any drill it likes. The alignment of a player has no effect on which "outpost craft plans" they can get - they can get whatever they have the skill points for. PvP Currently there are no "FvF" zones on Atys (or "CvC" ones either :o), so your alignment currently has no effect on zoned PvP. Neutral players cannot activate any PvP flag - they are always "neutral" in tagged FvF combat. Faction aligned players can activate their FvF flag whenever they wish (according to the associated timers) to participate in tagged FvF combat. You can only attack someone who has a tag of the opposing faction on; you can't attack neutral players or players who are aligned but without their tag on. Race alignment (or neutrality) currently has no effect on PvP at all. <Edited by to include Nexus :dae> |
Re: Faction/Race explained
Nice thread Spriteh, well explained =)
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Re: Faction/Race explained
I was going to post here and remind everyone that to be a karavaneriod also requires a binding oath to never change underwear, bath or use toilet paper.
But the above post is so well done, so well put together, that I dont think I should sully it with reciting the nasty habits of the karavaneroids. Well done sprite. |
Re: Faction/Race explained
Well done sprite, good info for new and old Homins. :)
Looks like you left out the part about Kami eating babies. ;) |
Re: Faction/Race explained
Edit: Thanks for adding Spriteh.
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Re: Faction/Race explained
I'm new to SoR, so i'm not sure what the following acronyms stand for.
TP PR If someone could kindly define these for me, I would really appreciate it. Thanks. |
Re: Faction/Race explained
TP = TelePorter
PR = Prime Roots |
Re: Faction/Race explained
TP = TelePort, Teleport Pact, Altar. With the requisite Fame and allegiance you may buy teleport pacts, or tickets, from certain Kami or Karavan Altars. These are one-use return tickets that bring you back to the Altar you bought them from.
PR = Prime Roots. The fifth ecosystem that lies underneath the bark, out of sight of the sky. edit: meh, I was too slow ;) |
Re: Faction/Race explained
Great thread, with a lot of information, thanks a lot.
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yea im new. thanks good info. i still dont know witch faction i want tho any sugestions? |
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Neutral, failing that, Kami (because they still need the extra peeps). |
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You can pick one and still play like you are neutral, it will have some sides "effects" compared to a "real" neutral though. |
Re: Faction/Race explained
Awesome thread! As for Darks433 you should lean towards the homins you team with and enjoy and keep in mind sometimes we make a wrong choice and that's ok too... Most of the time if you are honest with peeps they are cool about it :)
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Re: Faction/Race explained
Just noticed you missed out -
Nexus (Forest + Supreme) Nexus [200] : Kami and Kara from the Neutral TP list Spriteh :) |
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Thanks for pointing it out tho :) |
Re: Faction/Race explained
An update on Guild Fame for new guilds:
If you are starting a guild think about which aliegences you want before hand (race and faction). If a guild is started without the Guild Leader being aligned to the ones you want (coverted etc) then all the Guild Fame settings start at zero (not the GL fame at time of starting). If the GL is faction or nationally aligned then the guild will inherit this. Guild fame can be sought by members doing fame missions but it is slow. Strangely it is much slower for large guilds than small. 20 people almost doing the karavan or kami bidding for most of thier gameplay seems to count less than 2 people. I do not know what fame lvls a guild will inherit if the GL is aligned prior to forming but assume it is that of the leader. Something to think about prior to making a guild. Patha |
Re: Faction/Race explained
Fyi the TP map link has changed and should be here now.
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Re: Faction/Race explained
Nevrax did another covert patch (nerf) around the time of the Cho server opening.
You said: Quote:
It should now read as: Quote:
So even when Nevrax does do some work they: A.) Never document it for the CSR's and general public thus wasting me and countless others hrs of gameplay and frustration trying to figure out why this isn't working. B.) Makes Nevrax look like they are still doing nothing at all. Best to include all patches in the patch notes, nerf or not. At least Nevrax can claim they tried to fix something. |
Re: Faction/Race explained
I must have missed some words, because I lost the thread of the guide
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When you gain fame with one group, you will also gain some fame with their allies and lose some fame with their enemies. Similarly when you lose fame with a group, you'll also lose some fame with their allies and gain some fame with their enemies. Here is a list of every group's allies and enemies. Matis allies: Green Seed, Darkening Sap, The Arid Matis, Sap Slaves, The Kuild. Matis enemies: Sacred Sap, First Deserters, The Slash and Burn, Woven Bridles, Ancient Dryads. Fyros allies: Leviers, Water Breakers, Frahar Hunters, Oasis Diggers, Pyromancers, Root Tappers, Watchers (aka Restorers). Fyros enemies: Renegades, Lawless, Scorchers. Tryker allies: Green Seed, Corsairs, Silt Sculptors, Shadow Runners, Ecowarriors, Root Tappers. Tyker enemies: Slavers, Lagoon Brothers. Zoraļ allies: Icon Worshippers, Sacred Sap, Siblings of the Weeds, Tutors, Ecowarriors, Company of the Eternal Tree. Zoraļ enemies: Antikamis, Goo Heads, Darkening Sap, Master of the Goo. Tribe rivalries. First Deserters - Matisian Border Guards (Knoll of Dissent) The Arid Matis - Woven Bridles (Hidden Source) Ancient Dryads - Sap Slaves (Grove of Confusion) Cuzans - Lagoon Brothers (Lagoons of Loria) Fraiders - Scorchers (Scorched Corridor) Company of the Eternal Tree - The Kuild (Nexus) Recoverers - The Kuild (Nexus) So gaining fame with the Matis will also gain you some Green Seed fame and lose you some Sacred Sap fame. Losing fame with the Green Seed will also lose you some Matis fame. And gaining fame with the Sacred Sap will also lose you some Matis fame. Those 'secondary' fame effects are smaller than the 'primary' fame effect. So doing a mission for the First Deserters will gain you much more First Deserter fame than it'll lose you Matisian Border Guard fame. Killing a member of the Woven Bridles will lose you much more Woven Bridles fame than it'll gain you Arid Matis fame, etc etc. Factions All Races and Tribes are also allied with one of the Factions (Kami or Karavan) and enemies to the other Faction. But this only work one way: Gaining fame with the Fyros will also gain you some Kami fame (and lose you some Karavan fame), gaining fame with the Corsairs will also gain you some Kami fame (and lose you some Karavan fame), but gaining fame with the Kami will not gain you any Fyros or Corsair fame (but will lose you some Karavan fame). To find out what faction a Tribe is allied to, just see which ambassador they have in their camp and which flag hovers above their camp Benefits You need at least -50 fame with a Tribe to be allowed into their camp; Tribe camp guards will attack you if your fame with that Tribe is below -50. They'll also always attack any aggro mobs entering their camp, but will only protect you from non-aggro mobs if your fame with the Tribe is above -33. A Tribe's wandering patrols will ignore everything around them unless they're attacked directly, regardless of your fame with that Tribe. Caps Aligning yourself with a Faction will put certain caps on your fame values with the Tribes. In particular, for 8 tribes your maximum fame with them will be capped at -50. These tribes are: For Kami-aligned: Antikamis, Black Circle, Goo Heads, Darkening Sap, The Slash and Burn, Master of the Goo, Sap Slaves, The Kuild. For Karavan-aligned: Sacred Sap, Tutors, Company of the Eternal Tree, Ecowarriors, Recoverers, Sap Gleaners, Cockroaches, Ancient Dryads. |
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This is actually incorrect. If you do a Welcomer (Kami or Karavan) you only gain fame, you do not lose any fame at all. This can easily be verified in the sys info window. Ambassador missions (Kami or Karavan in a tribal location) do function as you describe. Other than this one correction, that's a great summary Sidusar. |
Re: Faction/Race explained
Hmm, how does one kill faction fame, then?
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Thanks for the proofreading!
I've done some missions for a Karavan Welcomer recently - I'm pretty sure it also said "You lost fame with the Kami". Though as said this secondary effect is smaller so maybe it's zero for missions that only give a little fame? I'll check again. Kami and Karavan ambassadors give fame as if they were tribe welcomers, yes. |
Re: Faction/Race explained
This is a table as a result of a research I did a lot of time ago. There are 6 tribes missed, despite I'm sure I've done missions for Slavers, but seems I didn't wrote back the results.
I already posted this table in the forum, but now I removed the fame values, that are just related to my race and not important in this context. Names in parenthesis are the tribe names as they appear in the fame window list. All the tribe missions were taken from the Tribe Welcomer only (even the tribes that kos me). Color Legend: Gain Fame Lose Fame # KARAVAN TRIBES --------------------------------------------------------------- 01 Antikamis Karavan Kami, Zora 02 Barkers Karavan Kami 03 Black Circle Karavan Kami 04 Chlorogoos Karavan Kami 05 Darkening Sap Karavan, Matis Kami, Zorai 06 Firebrands Karavan Kami 07 Goo Heads Karavan Kami, Zorai 08 Green Seed Karavan, Matis, Tryker Kami 09 Kitin Gatherers Karavan Kami 10 Lawless Karavan Kami, Fyros 11 Master Of The Goo Karavan Kami, Zorai 12 Matisian Border Guards Karavan Kami, First Deserters 13 Night Turners Karavan Kami 14 Oasis Diggers Karavan, Fyros Kami 15 Renegades Karavan Kami, Fyros 16 Root Tappers Karavan, Fyros, Tryker Kami 17 Sap Slaves Karavan, Matis Kami, Ancient Dryads 18 Scorchers Karavan Kami, Fyros, Fraiders 19 Silt Sculptors Karavan, Tryker Kami 20 Slavers Karavan Kami, Tryker 21 Smugglers Karavan Kami 22 The Arid Matis Karavan, Matis Kami, Woven Bridles 23 The Kuild Karavan, Matis Kami, The Company of Eternal Tree, Recoverers 24 The Slash And Burn Karavan Kami, Matis # KAMI TRIBES --------------------------------------------------------------- 01 Ancient Dryads Kami Karavan, Matis, Sap Slaves 02 Beachcombers Kami Karavan 03 Cockroaches Kami Karavan 04 Company of the Eternal Tree Kami, Zorai Karavan, Kuild 05 Corsairs Kami, Tryker Karavan 06 Dune Riders Kami Karavan 07 Ecowarriors Kami, Zorai, Tryker Karavan 08 First Deserter Kami Karavan, Matis, Matisian Border Guards 09 Frahar Hunters Kami, Fyros Karavan 10 Hamazans Of The Dead Seed Kami Karavan 11 Icon Worshippers Kami, Zorai Karavan 12 Keepers Kami Karavan 13 Lagoon Brothers Kami Karavan, Tryker, Cuzans 14 Leviers Kami, Fyros Karavan 15 Pyromancers Kami, Fyros Karavan 16 Recoverers Kami Karavan, Kuild 17 Sacred Sap Kami, Zorai Karavan, Matis 18 Sap Gleaners Kami Karavan 19 Shadow Runners Kami, Tryker Karavan 20 Siblings of the Weeds Kami, Zorai Karavan 21 Tutors Kami, Zorai Karavan 22 Watchers(Restorers) Kami, Fyros Karavan 23 Water Breakers Kami, Fyros Karavan 24 Woven Bridles Kami Karavan, Matis, The Arid Matis # PRIMITIVE TRIBES(*) --------------------------------------------------------------- 1 Cuzans (Cute) Karavan Kami, Lagoon Brothers 2 Fraiders (Frahar) Karavan Kami, Scorchers 3 Gibads (Gibbay) Kami Karavan # CITIZENS (**) --------------------------------------------------------------- Fyros Fyros Frahars Hunters Leviers Oasis Diggers Pyromances Watchers Root Tappers Water Breakers Lawless Renegades Scorchers --------------------------------------------------------------- Matis Matis Darkening Sap Green Seed Sap Slaves The Arid Matis Kuild Ancient Dryads First Deserters Sacred Sap The Slash and Burn Woven Bridles --------------------------------------------------------------- Zorai Zorai The Company of Eternal Tree Ecowarriors Icon Worshippers Sacred Sap Siblings of the Weeds Tutors Antikamis Darkening Sap Goo Heads Master of the Goo --------------------------------------------------------------- Tryker Tryker Corsairs Ecowarriors Green Seed Root Tappers Shadow Runners Silt Sculptors Lagoon Brothers Slavers --------------------------------------------------------------- (*) They have no sign of a faction into camp, but 2 give positive fame with Karavan and one with Kami, also 2 of them are enemies of a tribe present in the same region, regardless of the faction. (**) I have done one mission from some city welcomer, captain, corporal and ambassador, they all gave me the same results. Edit: Added the missed tribes, for completeness. Thank you, sidusar |
Re: Faction/Race explained
That's a nice extensive list :)
05 Darkening Sap Karavan, Matis Kami, Zoraļ 10 Lawless Karavan Kami, Fyros 20 Slavers Karavan Kami, Tryker 01 Ancient Dryads Kami Karavan, Matis, Sap Slaves 13 Lagoon Brothers Kami Karavan, Tryker, Cuzans 24 Woven Bridles Kami Karavan, Matis, The Arid Matis Not all from tribe Welcomers, I admit, two of these tribes will still only let me take missions from their Scouts, but I've never seen that make a difference. |
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