Quote:
Someone send me this at some time:
Everquest Faction Information
Another thanks to Vaslin :> This information is from his Everquest Compendium. It has tons of info, including story lines. You can download a copy at EQCasters
Faction Table
Scowl - Ready to Attack -32000 -1000
Threateningly -999 -701
Dubious -700 -101
Apprehensive -100 -1
Indifferent 0 100
Amiable 101 400
Kindly 401 70
Warmly 701 32000
Default Faction level
Mob Scowling -1000
Race Scowling -1000, -2000, or -3000 Threateningly -750
Dubious -500
Apprehensive -25
Indifferent 0
Amiable 25
Kindly 500
Warmly 1000
Ally 1100+
The following information was taken from a post by TedtheChanter on the Castersrealm Enchanter boards. The original post may be found here. I have been able to contact TedtheChanter, and he kindly gave his blessings to keep the information posted.
1. Faction in Everquest
The faction system is the relation ship between YOU, the player character, and the AI controlled creatures of Norrath.
The word faction has two common meanings:
Faction(1): noun. An associated group of NPCs, Identified by their faction number and a faction description. An example of this would 'Faction 232', or 'ClawsofVeeshan'.
Faction(2): noun. The relative relationship between you and any given creature as given by the /con command in game. An example of this would be 'Lord Nagafen scowls at you, ready to attack'.
For the sake of clarity, I will use CONSIDER whenever I mean faction(2) and FACTION whenever I mean faction(1) in this document.
Important things to realize about faction:
- Each AI controlled creature belongs to one and only one faction.
- The consider changes that occur when you kill a creature or do a quest have NOTHING to do with the faction of the creature killed or the quest giver. While often they are often similar, that similarity is simply a statement of consistency in Verant's world.
2. How Consider Works
When you /con a creature, the Everquest server generates a number that is your relative ranking of like and dislike from that creature's faction. This number is composed of:
A modifier for your god
A modifier for your race
A modifier for your class
A modifier for your own faction changing efforts
A modifier that is spell based
A modifier that is NPC specific
A zone modifier
The sum of these modifiers is your consider number. What is output by the client is one of nine messages, depending on the consider number:
Below -801, scowls at you, ready to attack
-800 to -501, views you threateningly
-500 to -101, scowls at you dubiously
-100 to -1, is apprehensive
0 to 99, is indifferent
100 to 499, is amiable
500 to 699, kindly considers you
700 to 1099, views you warmly
1100 and up, you are an ally
All player characters on blue servers have a base consider of 0.
Consider USED to be capped at +2000 and -2000. It was changed some months ago to handle larger values. There MAY still be specific caps associated with certain factions, but I have not found any current evidence that this is true.
How do the modifiers work?
The GOD modifier is fixed for each faction. Worshipers of each god have fixed plus or minus consider for each faction.
The RACE modifier is fixed for each faction. Each race has a fixed plus or minus consider for each faction.
The CLASS is fixed for each faction. Each CLASS has a fixed plus or minus for each faction.
The PERSONAL modifier is set at your character creation for each faction, and is changed as a result of your in-game actions. For example, if I do the Kerran Key quest in Qeynos I get about +30 to my personal Steel Warrior consider.
The SPELL based modifier raises the consider number a set amount per spell. For example, Collaboration adds 300.
The NPC modifier overrides other considerations. For example, Gypsies have a set faction based on RACE and CLASS, and GOD that cannot be changed by spells.
The ZONE modifier is a set amount that is added to certain personal consider values upon entering a zone. In almost all cases, the ZM is zero. This information on ZM is based on two bits of sketchy information. First, a vague statement from Verant that a consider ZM causes the 'You swipe at a %t. A %t dies' messages that appear when you zone. Second, one example, that of the Kromrif, who are on the same faction, yet con exactly 100 different for me in two different zones.
Here is an example:
I have a personal modifier of 2697 with WolvesoftheNorth. Since I am a dark elf, I lose 200, since I worship Innoruuk I lose 300, but since I am an enchanter I gain 100. My total faction is 2697-200-300+100, or 2297, making me an ally.
3. The effect of Spells on Consider
(a) Invisible, camouflage, sneak, hide, and invisible to undead set your consider to 0 for NPCs who don't see through them.
(b) The faction-changing enchanter spells have these effects:
Alliance: +100 consider
Benevolence: +200 consider
Collaboration: +300 consider
Only one instance of these spells can be alive at any time, and all three spells overwrite each other.
(c) Illusions affect your faction as if you actually changed to the race of the illusion. This makes the server recalculate your consider at a new value while you have the illusion on. The amount recalculated for illusions is based on the NPC faction vs that race, not on the illusion itself. That means that different illusions will produce different consider results on NPCs with different faction. This is a hard concept, so here is an example with two barbarian NPCS who are on different faction in the same zone:
Me Maula FishCatcher Maula's fisherman buddy
Human 1487 1307
Werewolf 1387 807
Dark Elf 787 707
Troll 1287 1207
Ogre 987 1207
(d) Memory blur does not change faction. It just wipes the Hate List.
(4) Where do consider changes come from?
(a) Killing creatures. Usually killing a creature produces one or more +considers and one or more -considers. The amount gotten from killing varies, and I have seen values from +1 to +250 and -1 to -200. Typical kill values are +/- 1 to 5.
(b) Doing quests. Each quest step usually changes consider values for several factions. Typical numbers are +/-1 and +/-5. A few quests produce consider changes in the +/- hundreds.
(c) Specials. Some special game items (like hailing that genii in Sol B) can change consider. I don't have any large list of these, and would be happy to learn about them.
(5) Various topics
(a) Monsters who do not see you because you are behind them, etc, simply don't see you. Your consider remains the same.
(b) Charisma has no effect on consider.
(c) Factions cross continents, zone, etc. RingofScale in Permafrost is the same as RingOfScale in Kunark.
(d) Factions are not interrelated. Losing consider with ServantsofMistmoore does not change my MayongMistmoore consider.
(e) Your consider can be reset to base as a bug.
Everquest Faction Information
Another thanks to Vaslin :> This information is from his Everquest Compendium. It has tons of info, including story lines. You can download a copy at EQCasters
Faction Table
Scowl - Ready to Attack -32000 -1000
Threateningly -999 -701
Dubious -700 -101
Apprehensive -100 -1
Indifferent 0 100
Amiable 101 400
Kindly 401 70
Warmly 701 32000
Default Faction level
Mob Scowling -1000
Race Scowling -1000, -2000, or -3000 Threateningly -750
Dubious -500
Apprehensive -25
Indifferent 0
Amiable 25
Kindly 500
Warmly 1000
Ally 1100+
The following information was taken from a post by TedtheChanter on the Castersrealm Enchanter boards. The original post may be found here. I have been able to contact TedtheChanter, and he kindly gave his blessings to keep the information posted.
1. Faction in Everquest
The faction system is the relation ship between YOU, the player character, and the AI controlled creatures of Norrath.
The word faction has two common meanings:
Faction(1): noun. An associated group of NPCs, Identified by their faction number and a faction description. An example of this would 'Faction 232', or 'ClawsofVeeshan'.
Faction(2): noun. The relative relationship between you and any given creature as given by the /con command in game. An example of this would be 'Lord Nagafen scowls at you, ready to attack'.
For the sake of clarity, I will use CONSIDER whenever I mean faction(2) and FACTION whenever I mean faction(1) in this document.
Important things to realize about faction:
- Each AI controlled creature belongs to one and only one faction.
- The consider changes that occur when you kill a creature or do a quest have NOTHING to do with the faction of the creature killed or the quest giver. While often they are often similar, that similarity is simply a statement of consistency in Verant's world.
2. How Consider Works
When you /con a creature, the Everquest server generates a number that is your relative ranking of like and dislike from that creature's faction. This number is composed of:
A modifier for your god
A modifier for your race
A modifier for your class
A modifier for your own faction changing efforts
A modifier that is spell based
A modifier that is NPC specific
A zone modifier
The sum of these modifiers is your consider number. What is output by the client is one of nine messages, depending on the consider number:
Below -801, scowls at you, ready to attack
-800 to -501, views you threateningly
-500 to -101, scowls at you dubiously
-100 to -1, is apprehensive
0 to 99, is indifferent
100 to 499, is amiable
500 to 699, kindly considers you
700 to 1099, views you warmly
1100 and up, you are an ally
All player characters on blue servers have a base consider of 0.
Consider USED to be capped at +2000 and -2000. It was changed some months ago to handle larger values. There MAY still be specific caps associated with certain factions, but I have not found any current evidence that this is true.
How do the modifiers work?
The GOD modifier is fixed for each faction. Worshipers of each god have fixed plus or minus consider for each faction.
The RACE modifier is fixed for each faction. Each race has a fixed plus or minus consider for each faction.
The CLASS is fixed for each faction. Each CLASS has a fixed plus or minus for each faction.
The PERSONAL modifier is set at your character creation for each faction, and is changed as a result of your in-game actions. For example, if I do the Kerran Key quest in Qeynos I get about +30 to my personal Steel Warrior consider.
The SPELL based modifier raises the consider number a set amount per spell. For example, Collaboration adds 300.
The NPC modifier overrides other considerations. For example, Gypsies have a set faction based on RACE and CLASS, and GOD that cannot be changed by spells.
The ZONE modifier is a set amount that is added to certain personal consider values upon entering a zone. In almost all cases, the ZM is zero. This information on ZM is based on two bits of sketchy information. First, a vague statement from Verant that a consider ZM causes the 'You swipe at a %t. A %t dies' messages that appear when you zone. Second, one example, that of the Kromrif, who are on the same faction, yet con exactly 100 different for me in two different zones.
Here is an example:
I have a personal modifier of 2697 with WolvesoftheNorth. Since I am a dark elf, I lose 200, since I worship Innoruuk I lose 300, but since I am an enchanter I gain 100. My total faction is 2697-200-300+100, or 2297, making me an ally.
3. The effect of Spells on Consider
(a) Invisible, camouflage, sneak, hide, and invisible to undead set your consider to 0 for NPCs who don't see through them.
(b) The faction-changing enchanter spells have these effects:
Alliance: +100 consider
Benevolence: +200 consider
Collaboration: +300 consider
Only one instance of these spells can be alive at any time, and all three spells overwrite each other.
(c) Illusions affect your faction as if you actually changed to the race of the illusion. This makes the server recalculate your consider at a new value while you have the illusion on. The amount recalculated for illusions is based on the NPC faction vs that race, not on the illusion itself. That means that different illusions will produce different consider results on NPCs with different faction. This is a hard concept, so here is an example with two barbarian NPCS who are on different faction in the same zone:
Me Maula FishCatcher Maula's fisherman buddy
Human 1487 1307
Werewolf 1387 807
Dark Elf 787 707
Troll 1287 1207
Ogre 987 1207
(d) Memory blur does not change faction. It just wipes the Hate List.
(4) Where do consider changes come from?
(a) Killing creatures. Usually killing a creature produces one or more +considers and one or more -considers. The amount gotten from killing varies, and I have seen values from +1 to +250 and -1 to -200. Typical kill values are +/- 1 to 5.
(b) Doing quests. Each quest step usually changes consider values for several factions. Typical numbers are +/-1 and +/-5. A few quests produce consider changes in the +/- hundreds.
(c) Specials. Some special game items (like hailing that genii in Sol B) can change consider. I don't have any large list of these, and would be happy to learn about them.
(5) Various topics
(a) Monsters who do not see you because you are behind them, etc, simply don't see you. Your consider remains the same.
(b) Charisma has no effect on consider.
(c) Factions cross continents, zone, etc. RingofScale in Permafrost is the same as RingOfScale in Kunark.
(d) Factions are not interrelated. Losing consider with ServantsofMistmoore does not change my MayongMistmoore consider.
(e) Your consider can be reset to base as a bug.
Edited, Apr 25th 2007 10:13am by Maktub