Difference between revisions of "Faction Warfare"

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'''''Faction Warfare''''' is a feature that was introduced with the [[Meryln]] patch. The different factions of Albion are now at war witch each other.  
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== General Information ==
 +
'''''Faction Warfare''''' is a feature that was introduced with the [[Version 1.12.365.123101|Merlyn]] patch. The different factions of Albion are now at war with each other.  
  
The different factions are named after the five [[royal continent]] [[City|cities]]: [[Thetford]], [[Fort Sterling]], [[Lymhurst]], [[Martlock]] and [[Bridgewatch]].
+
The different factions are named after the six [[City|cities]] of the [[Royal Continent]]: [[Thetford]], [[Fort Sterling]], [[Lymhurst]], [[Martlock]], [[Bridgewatch]] and [[Caerleon]]  
  
''This article is based on the "[https://forum.albiononline.com/index.php/Thread/94385-A-Brief-Guide-to-Faction-Warfare/?postID=810320#post810320 '''brief guide to FW''']" from the forums. Please help improving it with additional info.''
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'''The official video tutorials''' for the [[Version 18.000.1|Call to Arms update]] can be found on the forum post here: https://forum.albiononline.com/index.php/Thread/147438-Video-Guide-series-on-Faction-Warfare/
  
[[File:Character Flag Friendly.png|78x78px]][[File:Character Flag Bridgewatch.png|78x78px]][[File:Character Flag Fort Sterling.png|78x78px]][[File:Character Flag Lymhurst.png|78x78px]][[File:Character Flag Martlock.png|78x78px]][[File:Character Flag Thetford.png|78x78px]]
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[[File:Character Flag Friendly.png|41x41px]][[File:Character Flag Bridgewatch.png|78x78px]][[File:Character Flag Fort Sterling.png|78x78px]][[File:Character Flag Lymhurst.png|78x78px]][[File:Character Flag Martlock.png|78x78px]][[File:Character Flag Thetford.png|78x78px]][[File:Character Flag Caerleon.png|78x78px]]
  
 
=== Joining a Faction ===
 
=== Joining a Faction ===
* You can join a [[Faction Warfare|faction]] (aka "enlist", "flag" or "flag up") in any of the [[Royal Cities]]. You can only enlist for the faction that is based in that city, and you will have to travel to that particular city each time you want to re-flag with that faction.
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* You can join a [[Faction Warfare|faction]] (aka "enlist", "flag" or "flag up") in any of the [[Cities|Royal Cities]]. You can only enlist for the faction that is based in that city, and you will have to travel to that particular city each time you want to re-flag with that faction.
* Flagged players can be attacked '''anywhere on the [[The Royal Continent|Royal Continent]]''' (even [[Blue Zone|blue]] and [[Yellow Zone|yellow]] zones) under '''full loot conditions''' by players [[Flagging|flagged]] to enemy factions.
+
* Flagged players can be attacked '''anywhere on the [[The Royal Continent|Royal Continent]]''' (even [[Types of Zones#Blue Zone|blue]] and [[Types of Zones#Yellow Zone|yellow]] zones) by players [[Flagging|flagged]] to enemy factions.
* Certain zones will automatically unflag the player upon entering, including [[Hellgate|Hellgates]], [[Arena]], [[GvG Territories|GvG]]s, and [[Expeditions]].
+
* Certain zones will automatically unflag the player upon entering, including, [[Roads of Avalon|Avalon roads]], [[Hellgate|Hellgates]], [[Arena]], [[GvG Territories|GvG]]s, and [[Expeditions]].
* Certain zones are not enterable while faction flagged: other faction cities and [[Starter Town|starter towns]], [[Caerleon|Ca]][[Caerleon|erleon]], and the [[Outlands]].  
+
* Certain zones are not enterable while faction flagged: other faction cities and [[Starter Towns|starter towns]], and the [[Outlands]].
* Flagged players will have a modified [[logout]] time in blue and yellow zones.
+
* Flagged players will have a modified logout time in blue and yellow zones.
 
* Flagged players have to unflag to be safe in blue and yellow zones.
 
* Flagged players have to unflag to be safe in blue and yellow zones.
 
* Flagged players have a new respawn option, "[[Faction City]]":
 
* Flagged players have a new respawn option, "[[Faction City]]":
 
** If selected: Player will keep their faction flagging and will be teleported into their faction city
 
** If selected: Player will keep their faction flagging and will be teleported into their faction city
** If another respawn option is selected ([[Home]], [[Territory]], etc.), the player will lose their faction flagging when respawning  
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** If another respawn option is selected ([[Home]], [[Territory]], etc.), the player will lose their faction flagging when respawning
 +
==== Un-flagging ====
 +
[[File:Faction unflag.png|thumb|right|Bar indicator when a player un-flags from a faction. ]]
 +
You can unflag from a Faction the same way you can for PvP mode, just click the shield icon next to your avatar on the top left of the screen.
  
 
=== Faction Points and Standing ===
 
=== Faction Points and Standing ===
* Flagged players receive [[Faction Points|faction points]] and [[Faction Standing|faction standing]] for collecting [[fame]] via [[PvE]], [[gathering]], [[fishing]], and outpost capturing (see below).
+
* Flagged players receive [[Faction Points|faction points]] and [[Faction Standing|faction standing]] for collecting [[fame]] via PvE, [[gathering]], [[fishing]], and outpost capturing (see below).
* The amount of faction points earned depends on the amount of fame the player receives - however, the [[Cluster Bonus|cluster bonus]] does '''not''' apply.
+
* The amount of faction points earned depends on the amount of fame the player receives - however, the cluster bonus does '''not''' apply.
* The amount of [[standing]] earned, in turn, depends on the amount of faction points the player receives.
+
* The amount of [[Faction Standing|standing]] earned, in turn, depends on the number of faction points the player receives.
* The player's rank with the faction they currently represent will give a bonus to the faction points they receive, and in turn the amount of standing they receive.
+
* The player's rank with the faction they currently represent will give a bonus to the faction points they receive and in turn the amount of standing they receive.
 
* Points and standing remain with the player, and cannot be lost or dropped.
 
* Points and standing remain with the player, and cannot be lost or dropped.
  
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** allow flagged players to start [[Trade Missions|trade missions]] for their faction
 
** allow flagged players to start [[Trade Missions|trade missions]] for their faction
 
** offer rewards in exchange for [[Faction Points|faction points]]
 
** offer rewards in exchange for [[Faction Points|faction points]]
* Next to this NPC is a stack of crates which offers [[Trade Missions]] to [[Smuggler Outposts]] (more details on Trade Missions can be found below)
+
* Next to this NPC is a stack of crates which offers [[Trade Missions]] to [[Trade_Missions#Smuggling_Posts|Smuggler Outposts]] (more details on Trade Missions can be found below)
 
(todo: insert example images of UI & crates on the right side)
 
(todo: insert example images of UI & crates on the right side)
  
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* '''[[Faction Crests]]:'''
 
* '''[[Faction Crests]]:'''
 
** a [[token]] that allows you to craft powerful new faction capes
 
** a [[token]] that allows you to craft powerful new faction capes
 +
* '''[[Faction Standing]]:'''
 +
** High reputation is required for purchasing high tier rewards
  
 
==== Faction Capes ====
 
==== Faction Capes ====
 
* '''[[Faction Capes|Faction capes]]''' include the following spells (stats and effects are subject to change):
 
* '''[[Faction Capes|Faction capes]]''' include the following spells (stats and effects are subject to change):
** '''[[Sandstorm]] (Bridgewatch Cape)'''
+
**'''[[Sandstorm]] (Bridgewatch Cape)'''
 
*** Condition: Activates when you cast a spell.
 
*** Condition: Activates when you cast a spell.
*** Creates a 3.5m radius sandstorm at your position. Reduces [[Movement Speed|move speed]] and [[Attack Speed|attack speed]] by 40% for all enemies inside the area. (Sandstorm duration 5s)
+
*** Creates a 3.5m radius sandstorm at your position. Reduces '''move speed''' and '''attack speed''' by 40% for all enemies inside the area. (Sandstorm duration 5s)
 
*** Cooldown: Scales with IP (100 IP = 63s, 1300 IP = 45s).
 
*** Cooldown: Scales with IP (100 IP = 63s, 1300 IP = 45s).
 
** '''[[Untouchable]] (Fort Sterling Cape)'''
 
** '''[[Untouchable]] (Fort Sterling Cape)'''
*** Condition: Automatically activates when you get [[Stunns|stunned]] or [[rooted]]
+
*** Condition: Automatically activates when you get '''stunned''' or '''rooted'''
*** Effect: Removes any [[Movement-impairing Effects|movement-impairing]] and [[Debuffs|debuff effects]] from you. (Doesn't remove [[Damage-over-time Spells|damage-over-time spells]])
+
*** Effect: Removes any '''movement-impairing''' and '''debuff effects''' from you. (Doesn't remove '''damage-over-time spells''')
 
*** Cooldown: scales with IP (100 IP = 136s, 1300 IP 100s)
 
*** Cooldown: scales with IP (100 IP = 136s, 1300 IP 100s)
 
** '''[[Energy Reserve]] (Lymhurst Cape)'''
 
** '''[[Energy Reserve]] (Lymhurst Cape)'''
*** Condition: Activates when you cast a spell and your [[energy]] drops below 40%
+
*** Condition: Activates when you cast a spell and your '''energy''' drops below 40%
 
*** Effect: Restores 4% energy per second for 10 seconds.
 
*** Effect: Restores 4% energy per second for 10 seconds.
 
*** Cooldown: scales with IP (100 IP = 162s, 1300 IP = 120s)
 
*** Cooldown: scales with IP (100 IP = 162s, 1300 IP = 120s)
 
** '''[[Shield of Protection]] (Martlock Cape)'''
 
** '''[[Shield of Protection]] (Martlock Cape)'''
*** Condition: Activates when you take damage and your [[health]] is below 30%.
+
*** Condition: Activates when you take damage and your '''health''' is below 30%.
*** Effect: Increases your [[defense]] by 80% for 3s
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*** Effect: Increases your '''defense''' by 80% for 5s
 
*** Cooldown: scales with IP (100 IP = 188s, 1300 IP = 140s)
 
*** Cooldown: scales with IP (100 IP = 188s, 1300 IP = 140s)
 
** '''[[Chain Lightning]] (Thetford Cape)'''
 
** '''[[Chain Lightning]] (Thetford Cape)'''
*** Condition: Activates on [[Auto-attacking|autoattack]]
+
*** Condition: Activates on normal attack
 
*** Effect: Releases Chain Lighting, dealing magic damage to up to 4 enemies. (The damage scales with [[Item Power]])
 
*** Effect: Releases Chain Lighting, dealing magic damage to up to 4 enemies. (The damage scales with [[Item Power]])
 
*** Cooldown: 20
 
*** Cooldown: 20
 +
** '''[[Opportunist]] (Caerleon Cape)'''
 +
*** Condition: Activates when you use your weapon first-slot-ability.
 +
*** Effect: Resets the cooldown of your first-slot-ability.
 +
*** Cooldown: scales with IP (1000 IP = 34s, 1100 IP = 29s)
  
 
==== Faction Baby Animals & Mounts ====
 
==== Faction Baby Animals & Mounts ====
 
* '''New Baby Animals:'''
 
* '''New Baby Animals:'''
** These new [[baby animals]] can be placed in a [[kennel]] to grow into [[tame animals]]. The grown animals can be crafted into '''faction mounts'''.
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** These new [[Baby_Animals|baby animals]] can be placed in a [[kennel]] to grow into [[Tame_Animals|tame animals]]. The grown animals can be crafted into '''faction mounts'''.
 
* '''[[Faction Mounts]]:'''
 
* '''[[Faction Mounts]]:'''
** [[Saddled Moabird]] (Bridgewatch)
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**[[Saddled Moabird]] (Bridgewatch)
 
** [[Saddled Winter Bear]] (Fort Sterling)
 
** [[Saddled Winter Bear]] (Fort Sterling)
 
** [[Saddled Wild Boar]] (Lymhurst)
 
** [[Saddled Wild Boar]] (Lymhurst)
** [[Saddled Bighorn Ram]] (Martlock)
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** [[Saddled Bighorn Ram]] ([[Martlock]])
 
** [[Saddled Swamp Salamander]] (Thetford)
 
** [[Saddled Swamp Salamander]] (Thetford)
 +
** [[Saddled Greywolf]] (Caerleon)
 +
* [[Faction Elite Mounts|'''Faction Elite Mounts''']]:
 +
** [[Elite Terrorbird]] (Bridgewatch)
 +
** [[Elite Winterbear]] (Fort Sterling)
 +
** [[Elite Wildboar]] (Lymhurst)
 +
** [[Elite Bighorn Ram]] (Martlock)
 +
** [[Elite Swamp Salamander]] (Thetford)
 +
** [[Elite Greywolf]] (Caerleon)
  
 
=== Outposts ===
 
=== Outposts ===
* Most of the [[Wilderness Cluster|wilderness clusters]] on the Royal Continent have at least one faction warfare outpost.
+
* Most of the zones on the Royal Continent have at least one faction warfare outpost.
* These outposts always belong to only one faction at a time, and can be captured by any of the other four factions.
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* These outposts always belong to only one faction at a time and can be captured by any of the other four factions.
 
* To capture an outpost, players must:
 
* To capture an outpost, players must:
** Defeat the [[Faction Champions|champion]] and the [[Faction Guards|guards]] who defend it  
+
** Defeat the [[Faction Champions|champion]] and the '''guards''' who defend it  
 
** Capture the outpost by remaining in the area for a set amount of time, uninterrupted by enemy faction players
 
** Capture the outpost by remaining in the area for a set amount of time, uninterrupted by enemy faction players
 
* After an outpost is captured by a faction, it belongs to this new faction and goes into a cooldown of 20 minutes.
 
* After an outpost is captured by a faction, it belongs to this new faction and goes into a cooldown of 20 minutes.
* During this cooldown it cannot be captured by any faction.
+
* During this cooldown, it cannot be captured by any faction.
 
* After the cooldown, any faction who doesn't own the outpost can recapture the outpost for themselves, and so on.
 
* After the cooldown, any faction who doesn't own the outpost can recapture the outpost for themselves, and so on.
* The outpost boss fight must be done by at least 3 players - mechanics will make it significantly harder with less than 3 players
+
* Typically, outpost boss fights are successfully attempted with at least 3 players. More players in the group will be safer against other factions, but each player will receive a lesser reward.
* The more players, the safer the group will be to defend itself against other factions, but the less of a reward each player will receive.
 
 
* The faction boss will reward [[Faction Points|faction points]], [[Faction Standing|faction standing]], [[fame]], and [[Silver]] to the group doing the most damage.
 
* The faction boss will reward [[Faction Points|faction points]], [[Faction Standing|faction standing]], [[fame]], and [[Silver]] to the group doing the most damage.
 
* However, a big portion of the reward will come from capturing the outpost itself:
 
* However, a big portion of the reward will come from capturing the outpost itself:
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** The higher a player's item power, the higher their share
 
** The higher a player's item power, the higher their share
 
** This reward will be shared with all players of the capturing faction near the outpost's position
 
** This reward will be shared with all players of the capturing faction near the outpost's position
 +
* During a Bandit Assault, the outposts in the Red zone around Caerleon are all reset to be owned by Caerleon.
 +
** Bandit Assault is a 1-hour event that happens several times a day at random times.
 +
** Faction points are increased if you participate in the bandit assault by taking or defending outposts.  You must be faction flagged at the end to ensure you get the bonus if you did not get it before the time expires.
  
 
=== Trade Missions ===
 
=== Trade Missions ===
* Trade Missions can be accepted at the stack of crates next to the Faction NPC. (In the future, the Faction NPC will offer these missions directly and the stack of crates will disappear.)
+
* Trade Missions can be accepted from the Faction NPC.
 
* Missions cost City Heart resources, which can be obtained with Faction Points.
 
* Missions cost City Heart resources, which can be obtained with Faction Points.
 
* To accept a quest, the player needs to meet the conditions - for example, the player cannot be overburdened after accepting the quest (and the quest items are very heavy!).
 
* To accept a quest, the player needs to meet the conditions - for example, the player cannot be overburdened after accepting the quest (and the quest items are very heavy!).
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** the player loses their faction affiliation
 
** the player loses their faction affiliation
 
* Mission flow:
 
* Mission flow:
** The mission will send the player with a crate of their own faction's City Heart resources to a [[Smuggler Outpost]] close to a rival faction city
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** The mission will send the player with a crate of their own faction's City Heart resources to a [[Trade_Missions#Smuggling_Posts|Smuggler Outpost]] close to a rival faction city
 
** The player will exchange the mission item at the Smuggler Outpost for another crate filled with the rival faction's City Heart resource
 
** The player will exchange the mission item at the Smuggler Outpost for another crate filled with the rival faction's City Heart resource
 
*** There is a protective zone around the Smuggler Outpost that prevents players from being attacked
 
*** There is a protective zone around the Smuggler Outpost that prevents players from being attacked
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** The further the destination, the higher the reward
 
** The further the destination, the higher the reward
 
* If a player doing a trade mission is killed, they will lose the mission item - however, from a looting perspective, they will not drop the mission item but will instead drop a quantity of City Heart resources of the type they were currently carrying.
 
* If a player doing a trade mission is killed, they will lose the mission item - however, from a looting perspective, they will not drop the mission item but will instead drop a quantity of City Heart resources of the type they were currently carrying.
 +
{| class="wikitable"
 +
|+Trade Mission Rewards by Size and Length:
 +
!
 +
!Short Distance
 +
!Moderate Low Distance
 +
!Moderate High Distance
 +
!Long Distance
 +
|-
 +
|'''Small Package'''
 +
'''(125 kg)'''
 +
|Cost: 3 hearts
 +
Reward: 4 hearts
 +
|Cost: 3 hearts
 +
Reward: 5 hearts
 +
|Cost: 3 hearts
 +
Reward: 6 hearts
 +
|Cost: 3 hearts
 +
Reward: 7 hearts
 +
|-
 +
|'''Medium Package'''
 +
'''(688kg)'''
 +
|Cost: 7 hearts
 +
Reward: 9 hearts
 +
|Cost: 7 hearts
 +
Reward: 10 hearts
 +
|Cost: 7 hearts
 +
Reward: 11 hearts
 +
|Cost: 7 hearts
 +
Reward: 13 hearts
 +
|-
 +
|'''Large Package'''
 +
'''(1623 kg)'''
 +
|Cost: 15 hearts
 +
Reward: 19 hearts
 +
|Cost: 15 hearts
 +
Reward: 21 hearts
 +
|Cost: 15 hearts
 +
Reward: 23 hearts
 +
|Cost: 15 hearts
 +
Reward: 26 hearts
 +
|}
  
 
=== Images of Faction Generals ===
 
=== Images of Faction Generals ===
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{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! Image !! Faction !! Header text
+
! Image !! Faction !! Name
 
|-
 
|-
| [[File:FW_Champion_Martlock.png|200px]]|| Martlock || Example
+
| [[File:FW_Champion_Martlock.png|200px]]|| Martlock || Warmaster Angus McCraig
 
|-
 
|-
| [[File:FW_Champion_Lymhurst.png|200px]]|| Lymhurst|| Example
+
| [[File:FW_Champion_Lymhurst.png|200px]]|| Lymhurst|| Captain Flynn Swift
 
|-
 
|-
| [[File:FW_Champion_Fort_Sterling.png|200px]]|| Fort Sterling || Example
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| [[File:FW_Champion_Fort_Sterling.png|200px]]|| Fort Sterling || General Thora Ironheart
 
|-
 
|-
| [[File:FW_Champion_Bridgewatch.png|200px]]|| Bridgewatch|| Example
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| [[File:FW_Champion_Bridgewatch.png|200px]]|| Bridgewatch|| Commander Yara Sunblaze
 
|-
 
|-
| [[File:FW_Champion_Thetford.png|200px]]|| Thetford|| Example
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| [[File:FW_Champion_Thetford.png|200px]]|| Thetford|| Archmage Lymond Ashmoor
 
|}
 
|}
 +
{{Patchnote related}}

Revision as of 11:59, 26 August 2022

General Information

Faction Warfare is a feature that was introduced with the Merlyn patch. The different factions of Albion are now at war with each other.

The different factions are named after the six cities of the Royal Continent: Thetford, Fort Sterling, Lymhurst, Martlock, Bridgewatch and Caerleon

The official video tutorials for the Call to Arms update can be found on the forum post here: https://forum.albiononline.com/index.php/Thread/147438-Video-Guide-series-on-Faction-Warfare/

Character Flag Friendly.pngCharacter Flag Bridgewatch.pngCharacter Flag Fort Sterling.pngCharacter Flag Lymhurst.pngCharacter Flag Martlock.pngCharacter Flag Thetford.pngCharacter Flag Caerleon.png

Joining a Faction

  • You can join a faction (aka "enlist", "flag" or "flag up") in any of the Royal Cities. You can only enlist for the faction that is based in that city, and you will have to travel to that particular city each time you want to re-flag with that faction.
  • Flagged players can be attacked anywhere on the Royal Continent (even blue and yellow zones) by players flagged to enemy factions.
  • Certain zones will automatically unflag the player upon entering, including, Avalon roads, Hellgates, Arena, GvGs, and Expeditions.
  • Certain zones are not enterable while faction flagged: other faction cities and starter towns, and the Outlands.
  • Flagged players will have a modified logout time in blue and yellow zones.
  • Flagged players have to unflag to be safe in blue and yellow zones.
  • Flagged players have a new respawn option, "Faction City":
    • If selected: Player will keep their faction flagging and will be teleported into their faction city
    • If another respawn option is selected (Home, Territory, etc.), the player will lose their faction flagging when respawning

Un-flagging

Bar indicator when a player un-flags from a faction.

You can unflag from a Faction the same way you can for PvP mode, just click the shield icon next to your avatar on the top left of the screen.

Faction Points and Standing

  • Flagged players receive faction points and faction standing for collecting fame via PvE, gathering, fishing, and outpost capturing (see below).
  • The amount of faction points earned depends on the amount of fame the player receives - however, the cluster bonus does not apply.
  • The amount of standing earned, in turn, depends on the number of faction points the player receives.
  • The player's rank with the faction they currently represent will give a bonus to the faction points they receive and in turn the amount of standing they receive.
  • Points and standing remain with the player, and cannot be lost or dropped.

Faction NPCs

  • Each faction has an NPC in its city who will:
    • allow you to flag for that city's faction
    • allow flagged players to start trade missions for their faction
    • offer rewards in exchange for faction points
  • Next to this NPC is a stack of crates which offers Trade Missions to Smuggler Outposts (more details on Trade Missions can be found below)

(todo: insert example images of UI & crates on the right side)

Faction Rewards

Faction Capes

  • Faction capes include the following spells (stats and effects are subject to change):
    • Sandstorm (Bridgewatch Cape)
      • Condition: Activates when you cast a spell.
      • Creates a 3.5m radius sandstorm at your position. Reduces move speed and attack speed by 40% for all enemies inside the area. (Sandstorm duration 5s)
      • Cooldown: Scales with IP (100 IP = 63s, 1300 IP = 45s).
    • Untouchable (Fort Sterling Cape)
      • Condition: Automatically activates when you get stunned or rooted
      • Effect: Removes any movement-impairing and debuff effects from you. (Doesn't remove damage-over-time spells)
      • Cooldown: scales with IP (100 IP = 136s, 1300 IP 100s)
    • Energy Reserve (Lymhurst Cape)
      • Condition: Activates when you cast a spell and your energy drops below 40%
      • Effect: Restores 4% energy per second for 10 seconds.
      • Cooldown: scales with IP (100 IP = 162s, 1300 IP = 120s)
    • Shield of Protection (Martlock Cape)
      • Condition: Activates when you take damage and your health is below 30%.
      • Effect: Increases your defense by 80% for 5s
      • Cooldown: scales with IP (100 IP = 188s, 1300 IP = 140s)
    • Chain Lightning (Thetford Cape)
      • Condition: Activates on normal attack
      • Effect: Releases Chain Lighting, dealing magic damage to up to 4 enemies. (The damage scales with Item Power)
      • Cooldown: 20
    • Opportunist (Caerleon Cape)
      • Condition: Activates when you use your weapon first-slot-ability.
      • Effect: Resets the cooldown of your first-slot-ability.
      • Cooldown: scales with IP (1000 IP = 34s, 1100 IP = 29s)

Faction Baby Animals & Mounts

Outposts

  • Most of the zones on the Royal Continent have at least one faction warfare outpost.
  • These outposts always belong to only one faction at a time and can be captured by any of the other four factions.
  • To capture an outpost, players must:
    • Defeat the champion and the guards who defend it
    • Capture the outpost by remaining in the area for a set amount of time, uninterrupted by enemy faction players
  • After an outpost is captured by a faction, it belongs to this new faction and goes into a cooldown of 20 minutes.
  • During this cooldown, it cannot be captured by any faction.
  • After the cooldown, any faction who doesn't own the outpost can recapture the outpost for themselves, and so on.
  • Typically, outpost boss fights are successfully attempted with at least 3 players. More players in the group will be safer against other factions, but each player will receive a lesser reward.
  • The faction boss will reward faction points, faction standing, fame, and Silver to the group doing the most damage.
  • However, a big portion of the reward will come from capturing the outpost itself:
    • Capturing the outpost rewards points, standing, Fame, and Silver
    • Players must have an average item power of at least 700 equipped to receive a share of the reward
    • The higher a player's item power, the higher their share
    • This reward will be shared with all players of the capturing faction near the outpost's position
  • During a Bandit Assault, the outposts in the Red zone around Caerleon are all reset to be owned by Caerleon.
    • Bandit Assault is a 1-hour event that happens several times a day at random times.
    • Faction points are increased if you participate in the bandit assault by taking or defending outposts. You must be faction flagged at the end to ensure you get the bonus if you did not get it before the time expires.

Trade Missions

  • Trade Missions can be accepted from the Faction NPC.
  • Missions cost City Heart resources, which can be obtained with Faction Points.
  • To accept a quest, the player needs to meet the conditions - for example, the player cannot be overburdened after accepting the quest (and the quest items are very heavy!).
  • The player will fail the mission if:
    • the player is killed
    • the player removes the mission item from their inventory
    • the player loses their faction affiliation
  • Mission flow:
    • The mission will send the player with a crate of their own faction's City Heart resources to a Smuggler Outpost close to a rival faction city
    • The player will exchange the mission item at the Smuggler Outpost for another crate filled with the rival faction's City Heart resource
      • There is a protective zone around the Smuggler Outpost that prevents players from being attacked
      • Trading the mission items with the smuggler NPC will provide the player with a 30-second Invisibility buff
    • The player will have to return the new items safely to their own faction city
    • If the exchanged resources are safely returned, the player will be rewarded with the rival faction's City Heart resource
  • There are 12 different missions in each Faction City:
    • 1 option for each rival faction city, with
    • 3 different levels of mission item weight (light, medium, heavy)
      • light and medium can be done on foot (when using equipment in a clever way)
      • heavy will require at least the carrying capacity of an ox
    • The heavier the quest item, the higher the reward
    • The further the destination, the higher the reward
  • If a player doing a trade mission is killed, they will lose the mission item - however, from a looting perspective, they will not drop the mission item but will instead drop a quantity of City Heart resources of the type they were currently carrying.
Trade Mission Rewards by Size and Length:
Short Distance Moderate Low Distance Moderate High Distance Long Distance
Small Package

(125 kg)

Cost: 3 hearts

Reward: 4 hearts

Cost: 3 hearts

Reward: 5 hearts

Cost: 3 hearts

Reward: 6 hearts

Cost: 3 hearts

Reward: 7 hearts

Medium Package

(688kg)

Cost: 7 hearts

Reward: 9 hearts

Cost: 7 hearts

Reward: 10 hearts

Cost: 7 hearts

Reward: 11 hearts

Cost: 7 hearts

Reward: 13 hearts

Large Package

(1623 kg)

Cost: 15 hearts

Reward: 19 hearts

Cost: 15 hearts

Reward: 21 hearts

Cost: 15 hearts

Reward: 23 hearts

Cost: 15 hearts

Reward: 26 hearts

Images of Faction Generals

(unhappy with the sizing so far, needs better pictures)

Image Faction Name
FW Champion Martlock.png Martlock Warmaster Angus McCraig
FW Champion Lymhurst.png Lymhurst Captain Flynn Swift
FW Champion Fort Sterling.png Fort Sterling General Thora Ironheart
FW Champion Bridgewatch.png Bridgewatch Commander Yara Sunblaze
FW Champion Thetford.png Thetford Archmage Lymond Ashmoor

Related Patch Notes

Patch LinkDatePatch NamePatch Notes
8 June 2022Into the Fray Update
  • Adjusted respawning of Faction Outposts so intentionally blocking respawns is much less effective if the area is then abandoned
13 October 2021Call to Arms Patch 11
  • Faction Warfare Player Rankings now only list players who were active within the prior week
  • Resolved a rare issue that caused Faction Warfare Player Rankings to display incorrectly
21 September 2021Call to Arms Patch 10
  • Enlisting with a Faction with low recruitment rates now has less of a penalty for players of lower rank
  • Faction Warfare kills in red zones are now worth up to three times as many Faction Points than knockouts in yellow zones
  • Areas previously owned by a Faction other than Caerleon are now worth more Faction Points after a Bandit Assault begins
28 July 2021Call to Arms Patch 9The behavior of the Bandit Ringleader (Caerleon Faction boss) has been updated:
  • The boss now spawns a wave of support mobs four times per fight, once for every 20% reduction in his health
  • The number of spawned mobs is now more precisely based on the number of attackers, and maxes out at 6 spawned mobs when attacked by 15 or more players (where "attacking" means being on the boss's aggro list):
    • 1-4 attackers: 1 mob
    • 5-7 attackers: 2 mobs
    • 8-9 attackers: 3 mobs
    • 10-12 attackers: 4 mobs
    • 13-14 attackers: 5 mobs
    • 15+ attackers: 6 mobs
6 May 2021Call to Arms Patch 4 (Balance Patch)
  • Faction Warfare respawns now occur in batches to help rally respawning forces
    • As respawning now waits for the next available timeslot, base respawn times have been reduced from 24s to 16s, leaving average base times relatively unchanged
  • The Bandit Assault in the red zones now occurs more frequently, as well as more unpredictably, and no longer starts between 08:30 and 09:00 UTC
  • Added new Hotkey to open Faction Warfare UI (Default: Shift + F)
  • Faction Standing Upkeep is now shown in the Weekly Report
  • 19 April 2021Call to Arms Patch 3
    • Added popup notifications for when new milestones are reached during Faction Campaigns
    • The alert status of an Outpost now escalates after its boss has taken a significant amount of damage
    • Faction Warfare Boss Changes:
      • Champion of Lymhurst:
        • Cooldown of Barbed Arrow: 7s → 6s
        • Cooldown of Multishot: 9s → 8s
      • Champion of Thetford:
        • Cooldown of Meteor: 7s → 9s
    • In order to give Faction Ranks a more meaningful progression and increase the rewards for loyalty to a Faction, bonuses now begin increasing earlier, and increase more steadily throughout all ranks. This will provide an increase to most players, with only ranks 18-21 receiving a slight reduction:
      • Rank 1: 0% (unchanged)
      • Rank 2: 0% (unchanged)
      • Rank 3: 0% (unchanged)
      • Rank 4: 0% → 5%
      • Rank 5: 0% → 5%
      • Rank 6: 0% → 5%
      • Rank 7: 0% → 10%
      • Rank 8: 0% → 10%
      • Rank 9: 0% → 10%
      • Rank 10: 0% → 15%
      • Rank 11: 0% → 15%
      • Rank 12: 0% → 15%
      • Rank 13: 5% → 20%
      • Rank 14: 10% → 20%
      • Rank 15: 15% → 20%
      • Rank 16: 20% → 20%
      • Rank 17: 25% → 25%
      • Rank 18: 30% → 25%
      • Rank 19: 35% → 25%
      • Rank 20: 40% → 25%
      • Rank 21: 50% → 30%
    31 March 2021Call to Arms Patch 2 and Hotfix 2.1
    • Significantly improved the feedback when receiving Faction Points for both the combat log and overhead messages
    31 March 2021Call to Arms Patch 2 and Hotfix 2.1
    • Respawn time for Faction Outpost bosses: 90s → 30s (NPC respawns are still temporarily blocked if the outpost has recently been contested)
    31 March 2021Call to Arms Patch 2 and Hotfix 2.1
    • Significantly increased Faction Points awarded for PvP knockouts and kills
    25 March 2021Call to Arms Patch 1
    • Reduced the amount of points awarded by killing or knocking out players in Faction Warfare to support points being sourced from other places. We will also be reducing the amount of points coming from PvE activities, but that will come in a later patch.
    • As Faction Warfare is primarily a resource-based system with limited quantities of points for players to fight over, the unexpectedly large number of players participating led to marginal gains for individual players. As such, we've significantly increased the points available in the system to better support the number of players participating, and will continue to keep an eye on point balancing in the coming weeks.
    • Reduced point requirements for Faction Warfare daily bonuses by 75% (effective immediately).
    • Reduced point requirements for Faction Warfare Campaign milestones by 50% (effective at the start of the next Faction Campaign on April 1).
    • Made changes to the rates at which bonus points are gained and lost, which should significantly increase the amount of bonus points received in the Weekly Report in some cases.
    17 March 2021Call to Arms UpdateThe layout of Caerleon has been completely revamped and the Royal Continent has gained 37 new regions. These regions have been balanced with Faction Warfare in mind, including Trade Missions and the new Bandit Assault event:
    • Caerleon has been expanded and received a huge visual upgrade – while most major zone connections (including the Underway) remain, some have been moved, and Caerleon's Conquerors' Hall has been removed
    • 37 new regions have been added to the Royal Continent, and existing zones and connections have been reworked to keep each biome balanced between blue, yellow, and red zones
    • At irregular times each day, a Bandit Assault will occur in the red zones around Caerleon, with all Outposts taken over by Caerleon bandit NPCs
    • Factions that take and defend the greatest number of zones during the Bandit Assault will receive huge points bonuses
    NOTE: All players outside cities on the Royal Continent when the update is deployed will be migrated to the nearest Royal City, and all furniture placed in the open world on the Royal Continent, or in Caerleon, will be destroyed.
    17 March 2021Call to Arms UpdateCaerleon is now a playable sixth city in Faction Warfare. To match its identity as a hub of bandits and thieves, Caerleon Faction gameplay differs in several important ways:
    • In addition to engaging other Faction players, Caerleon-flagged players can also engage and be engaged by other Caerleon players
    • Caerleon offers 21 entirely unique Faction Ranks, and shares no ranks with the other cities
    • Caerleon players receive no defensive bonus for holding land
    • Caerleon players do not compete directly in the Bandit Assault (see next section), but can use the event as an opportunity to fight other Factions and retake Outposts for points
    • Caerleon has its own Faction Mounts, the Caerleon Greywolf and Caerleon Elite Greywolf (see Mounts section below)
    • Trade missions to and from Caerleon added
      • Rewards for trade missions that do not require going into fully lethal zones have been reduced accordingly
      • Trade mission boxes for all Factions will now always drop in PvP even if the defeated player was only knocked out
    • Caerleon has its own City Heart, Shadowheart, which can be used to craft a new Caerleon cape and the two Caerleon mounts, or converted into any other Faction’s Hearts at that Faction’s store
    • Caerleon Cape Ability:
      • Instantly resets your Q-slot ability approximately every 30s (actual cooldown scales with IP)
    17 March 2021Call to Arms UpdateFaction Warfare has been completely reworked and updated:
    • In addition to claiming Outposts, Factions can now control entire zones, which grant Defense Bonuses in the form of Faction Points
      • Zone control happens via a continent-wide Frontline Battle System where regions bordering a Faction's current territory can be contested and zones cut off from the Faction's city cannot attack
      • Faction Warfare view has been added to the world map, showing current Faction holdings, zone values, contested regions and Outposts
    • Factions now offer 21 total Faction Ranks, including 9 unique Prestige Ranks for each Faction
    • Personal progress can be viewed on a greatly expanded Faction Screen
      • Month-long Faction Campaigns offer rewards for certain milestones
      • Weekly Reports give additional Faction Points based on personal performance during the previous week
    • Enlisting and flagging are now two different steps, and players can remain enlisted without being flagged
      • Both enlisting and flagging happen via the Faction NPC
      • Players who are enlisted but not flagged can travel to any location, including rival cities, and remain enlisted
    • Factions with lower recruitment rates will offer Faction Point bonuses for enlisting
      • Changing Factions will always result in some loss of Standing, and players can only have Standing for a single Faction
    • Faction-flagged players receive a Fame / Silver / mob loot buff, which scales with distance from home city and is only active in regions your Faction owns or enemy regions on your frontline (one cluster away = 5%, two = 10%, three (max) = 15%)
    • Battle Mounts cannot be used while flagged for a Faction
    • When a Faction loses control of too many blue or yellow regions, players of that Faction receive a Defensive Bonus that reduces damage received from other Faction players:
      • 8 blue/yellow zones lost: 5% Defensive Bonus
      • 9 blue/yellow zones lost: 10% Defensive Bonus
      • 10 blue/yellow zones lost: 20% Defensive Bonus
      • 11 blue/yellow zones lost: 30% Defensive Bonus
      • 12 blue/yellow zones lost: 40% Defensive Bonus
      • 13+ blue/yellow zones lost: 50% Defensive Bonus
    25 March 2020Queen Patch 8With Queen Patch 8, players who are flagged hostile and players who are flagged for Faction Warfare can no longer attack each other in yellow zones. This is to prevent cases where a hostile player knocks down a faction-flagged player who is then executed by other faction-flagged players. Details:
    • More specifically, hostile and faction-flagged players in yellow zones are neutral to each other. This means they cannot cast any spells on each other, whether harmful or beneficial.
    • Faction-flagged players can still kill and be killed by other faction-flagged players in all zones, including blue and yellow.
    • Hostile players in yellow zones can still attack (and be attacked by) other non-faction-flagged players, whether they are flagged or not. Knockdown rules remain in effect for all combat in yellow zones.
    • Exception: Hostile and faction-flagged players can attack each other with knockdown rules in unrestricted PvP areas in yellow zones (such as the circled areas around treasure chests). These areas effectively remove the "neutral" status from all players, allowing combat between all players. As with all areas in the game, faction-flagged players can execute players flagged to other factions in these zones.
    20 March 2019Oberon Update - Oberon Update Hotfix #1, #2, and #3Faction Bosses
    • Faction Bosses have been rebalanced to make them more viable for smaller groups, while staying more or less the same for bigger groups.
    15 August 2018Merlyn Patch #2Trade Missions

    To reconcile the risk of Faction Trade Missions with their rewards, the weight of the Medium Trade Mission quest item "Unsuspicious Boxes" was increased from 288.5kg to 688kg. Transporting this item will now generally require mounts with higher load capacity (such as regular horses, stags, and oxen) and exclude many mounts with higher survivability. This increases the risk of these lucrative missions, and brings them more in line with the current rewards.

    Faction Bosses

    • Lymhurst Champion:
      • Boaris (his boar) will now reset/disappear when the champion disengages (i.e. when all attacking players are dead or have retreated)
      • Boaris' enraged state now has an additional stacking move speed bonus effect
    • Thetford Champion:
      • The effects of his Firebolt spell are now increased when a target is struck by 6 or more Firebolts
    8 August 2018Merlyn Patch #1
  • Thetford-flagged players will no longer take damage from the Thetford Commander's Meteor spell
  • 31 July 2018Merlyn UpdateEnlist with one of the five Royal cities to earn faction points and standing. In addition to engaging in full-loot, open-world PvP with enemy factions in all zones, faction-flagged players can:
    • Capture faction outposts throughout the Royal Continent. Taking them down means defeating unique bosses, which have their own special powers and strengths - as well as their own individual personalities.
    • Run trade caravans through the open world to gain faction resources. Trade routes lead deep into enemy territory, meaning the risks are high, and stealth and creativity are essential.
    • Earn faction points to spend on exclusive rewards:
      • City resources (which can be used as crafting ingredients or used to create faction capes)
      • Faction capes (five different capes, each with its own unique passive spell to round out and enhance existing combat builds)
      • Faction mounts (five new mounts, each with its own unique skills and strengths)
    20 June 2018Lancelot Patch #9
  • As a teaser for the upcoming content update, builder NPCs have begun constructing faction headquarters in each of the Royal cities