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The Faction System is a broad game system designed to promote organized player conflict within the society of Britannia. The fundamental goal of the conflict is to provide a foundation for player conflict based upon meaningful and contextual combat and conflict-related interactions. The system is designed to encourage the inclusion of a wide array of player types through the use of game mechanics that appeal to a broad set of play-styles. [1]

Factions is a group PvP system that exists only within the Felucca facet. The system consists of 4 Factions, 2 good and 2 evil, struggling for control of Britannia.

  • True Britannians -They follow the teachings of Lord British and their base is Castle Britannia in Britain.
  • Council of Mages - A good matured faction that have issues following the teachings of Lord British. Their base is in the Parliament Building in Magincia.
  • Minax -They follows the evil mage Minax. They are based in a mountain stronghold.
  • Shadowlords - This faction follows 3 demonic entities known as the Shadowlords. Their base is the Yew Crypts.

Name Alignment Stronghold Coords Alliances Primary Color Secondary Color
True Britanians Good Lord British's Castle 1418, 1623, 20, 6 Silver Serpent Purple Gold
Council of Mages Good Magincia Parlament 3745, 2231, 20 ,6 Wisp Blue Light Blue
Followers of Minax Evil Minax Stronghold 1207, 2569, 0, 6 Ogre Lord Red Black
Shadowlords Evil Yew Crypts 958, 771, 0, 6 Daemon Black Green

Control is determined by eight Felucca cities (Britain, Magincia, Minoc, Moonglow, Skara Brae, Trinsic, Vesper and Yew). Cities are captured by stealing the town Sigil, taking it back to your base, holding it for 10 hours to corrupt, and then placing it back in the respective town. The town is secured for 3 days until the sigil can be stolen once again. All factions are aggressive towards each other, meaning each faction member can be attacked freely by members of another faction. This type of warfare only takes place in Felucca, enemy faction players appear neutral in all other facets.

Joining a Faction

To join a Faction, visit the stronghold of the one you wish to join and use the signup stone located near the entrance. You will be given a robe to show you allegiance and be able to join in the fight immediately.

Players who join factions will be able to participate in the combat, politics, and trade within the Faction system.

Players can join Factions by the following methods:

Non-Guilded Players

Players that wish to join a Faction will need to find the Faction Stone for that particular Faction.

  1. The player must not be in any faction with any other character on the same account.
  2. The player's account cannot be a "young" account (have young account status).

Guilded Players

Guilded players may join a Faction if the following conditions are met:

  1. The guild to join must be of the "standard" type. Chaos and Order guilds cannot join a Faction.
  2. If a guild member has "young" status, then they will be ejected from the guild upon the guild's joining of the Faction system.
  3. Only the Guild master of a guild can use the "join" option on a Faction stone for that guild, none of the other members will be able to join the Faction alone unless they quit their respective guild.
  4. When the Guild master for a guild joins the Faction, all players are added to the Faction whether online or offline.
  5. When the guild master attempts to join a Faction, each member of that guild is checked. If a particular member of the guild has another character elsewhere on that same account and same shard in a Faction, then that member will be removed from the guild attempting to join. This is to allow the guild to go ahead and join the Faction without overlapping the system of one character per account per shard within a Faction. The ejected guild member can quit the Faction his or her other character is in and re-join the guild they were ejected from if desired.
  6. If a player has two or more characters within the same guild from the same account, and that guild then joins a faction, then one of their characters will be joined to the faction and remain in the guild. The other character or characters will be removed from the guild. If the guild master of the guild falls under this condition, then their guild master character will remain in the guild, while their other characters within that same guild, and on the same account, will be removed from the guild.

Combat Related Interactions

Players in the faction system are able to freely aggress enemy faction members. However, faction mates are treated as "innocents" unless other circumstances override that status. As the faction system is designed to operate in conjunction with the other existing player-interaction rule sets that currently exist in Ultima Online, the Faction system will account for the integration of different player-interaction conditions. The conditions for Faction combat interaction are as follows:

  • Players cannot be in a party with opposing Faction members
  • The reputation status of a faction player (thief, criminal, murderer, etc) takes precedence over faction status. Example: Although a faction mate cannot ordinarily be freely attacked, a faction mate who is a criminal or murderer *CAN be freely attacked.
  • The guild war status of a faction player takes precedence over faction status. Example: Although a faction mate cannot ordinarily be freely attacked, a faction mate who is in an enemy guild (guild war) can be freely attacked
  • Although faction members can travel to Trammel (if they are not a murderer), there is no faction combat on the Trammel facet. However, all guild wars still apply.

Faction members can use all magic spells in combat when in a guarded area. The precedence order for lawful aggression is by reputation, then by guild, then by faction. Lawful aggression is any aggression that will not flag the attacker as a criminal. Aggressive party actions are not listed because they themselves never allow free lawful aggression between players.

Stealing a Sigil

You must have 80.0 stealing to attempt and take a town's sigil. Once the sigil has been stolen all faction members (including enemies) will be notified that the sigil has been stolen. You will be highlighted purple to everyone and will have a [sigil carrier] tag applied to your name. You cannot recall or gate while you are carrying the sigil. You may double click the sigil and target an aligned faction member to transfer it to them. If the sigil carrier dies the sigil will be moved back to the town's monolith. To begin corrupting the sigil you must take it back to your faction stronghold and double click it then target the corresponding town monolith

Faction Scoring and Rank

Faction players are able to gain "kill points" by defeating their faction enemies in battle. In addition, these kill points are used to determine a player's rank in the faction. There are two terms that players need to understand with the Faction point system. The two terms are "kill points" and "deficit".

Kill points

Kill points are earned when opposing Faction members successfully kill someone in an opposing Faction. The amount of kill points taken from the victim is 10% of the total kill points on the victim. The examples below illustrate the results from a battle, where the name "Winner" was victorious in the battle and "victim" was killed by "winner".

For example, assume the victim had 100 kill points and the winner of the fight had zero kill points. 10% of this goes to the victor, from the victim. Therefore the victim moves to 90 kill points and the winner of the fight now has 10 kill points. A minimum of 1 kill point is awarded each time a faction player dies, if the victim's kill point total is 19 or lower.

For non-whole number totals resulting from percentages, the end results are rounded downward if the result is not a whole number

Example 1: Winner: 85 kill points, Victim: 18 kill points. Result from death of the victim, Winner gets 1 kill point from the victim, moving the winner to 86 kill points. The victim's kill points reduce to 17.

Example 2: Winner has 50 kill points, victim has 21. Result from the death of the victim, winner gets 10% of the victim's kill points, rounded down to the nearest whole number. 10% of 21, or 2 kill points. The victim then has 19 kill points, and the winner of the fight has 52 kill points.

When a Faction player reaches zero kill points and is then killed again, they move into a range called "deficit", where they do not have kill points at that time. Instead they have deficit points.


Deficit is the total on a faction player that reflects whether they are below zero kill points or not. The most deficit points any faction member can have are 6. When a Faction member is at 6 deficit points, killing them will not increase their deficit and will result in no kill point gain for the winner. Each time a Faction member dies and they are within deficit, the winner that killed them will get 1 kill point for the kill unless the victim is at 6 deficit.

Example 1: A Faction member with 60 kill points kills another faction member with a deficit of 2. The winner of the battle will get 1 kill point, moving them to 61 kill points. The victim increases their deficit moving to a total 3 deficit.

Example 2: A faction member with a deficit of 3 kills a Faction member with 80 kill points. The victim (with 80 kill points) will lose 10% of their kill points to the winner, or 8 kill points. The winner of the battle moves from a deficit of 3 to having 5 kill points. 3 of the 8 kill points they won were used to get them out of deficit. The remaining 5 kill points the winner earns are added to the kill point total (since this player no longer is within deficit). Now they have zero deficit and 5 kill points. The winner can now be killed 5 times before reaching zero kill points again.

Example 3: A Faction member with 10 kill points kills another faction member with a deficit of 6. No points are exchanged in this example, since the victim is already at 6 deficit (which is the deficit cap). The victim will not gain any more deficit points, and the winner will not gain any kill points. Had the victim been at 5 deficit, the winner would have gained 1 kill point and the victim would have then been moved to 6 deficit.

The following rules also apply to Faction system killing:

  • Points are not given to players who kill friendly faction members.
  • Player score atrophies at a rate of 10% per day (with a minimum of 1 point) at approximately 10am local shard time. This atrophy ONLY affects characters with at least 10 kill points. This will occur whether the character is logged in or not.
  • It is impossible for the kill deficit value to exceed 6 points.
  • It is impossible to have non-zero values for both kill points and kill deficit.

Point transfer

Once a day players can transfer a set amount of kill points. The requirements are that both parties are members of the same faction, and that the one who is giving the points must have at least 10 kill points. Once transferred, player A (giver) loses 5 points and player B (receiver) gets 4 points (1 point is lost in the trade). Transfer of kill points is triggered by a speech command. Saying "I honor your leadership" will give the player a target cursor that he can use to select the player he wants to transfer kill points to.


Once per day, all faction player scores are recalculated in order to assign faction rank. Titles vary within each faction as described below.

Faction Titles
Rank Score Minax Council of Mages Lord British Shadowlords
1 Below 20% Defiler Mystic Defender Servant
2 20% - 39% Defiler Mystic Defender Servant
3 40% - 49% Defiler Mystic Defender Servant
4 50% - 59% Executioner Diviner Sentinel Keeper of Lies
5 60% - 69% Executioner Diviner Sentinel Keeper of Lies
6 70% - 79% Executioner Diviner Sentinel Keeper of Lies
7 80% - 89% Warlord Luminary Crusader Bringer of Sorrow
8 90% - 94% Warlord Luminary Crusader Bringer of Sorrow
9 95% - 99% Dread Knight Archon of Principle Knight of Virtue Agent of Evil
10 99.1% - 100% Avenger of
Inquisitor of
the Council
Knight of
the Codex
Purveyor of

Death at the hands of a Faction Enemy

In order to add more permanence to the results of faction battles, and add meaning to death in combat without inflicting further economic damage upon the deceased, faction players are subject to a temporary skill loss penalty of 15% when slain by a faction opponent. As described in the time-based operations chart, this penalty lasts 20 minutes. This penalty is also applied if a faction character commits "suicide". Note: This penalty is not applied when a faction player is killed by a non-faction player, faction mate, or non-enemy faction monster.

Looting Interactions

As a result of the combat-oriented nature of the faction system, many cases will arise in which players have the opportunity to loot the corpses of the fallen. As these rules must also be integrated with the currently existing player interaction rules, the rule set described below defines the complete listing of possible looting interactions. Looting Rules:

  • Players will not be able to loot each other through the faction system at all while in Trammel. The only possible looting of faction members within Trammel will occur through other systems such as guild war status, not because of Faction status itself.
  • Players cannot be in a party together while in opposing factions.
  • The reputation status of a faction player (thief, criminal, murderer, etc) takes precedence over faction status. Example: Although a fellow faction member cannot ordinarily be freely looted, a fellow faction member who is a criminal or murderer CAN be freely looted.
  • The guild war status of a faction player takes precedence over faction status. Example: A faction member in an opposing guild can be freely looted as per the standard guild war looting rules.
  • In order to remain consistent with other consensual pvp systems (such as guildwar) and in order to prevent "blue looting" exploits, players are unable to freely loot fallen faction opponents unless they dealt lawful damage to the fallen player. Note that "freely looting" means looting without criminal flagging.
  • Faction players that do damage to an enemy faction player will be added to the list of people that can freely loot the enemies body should he die.
  • When a faction player reaches full health, the list of people that can freely loot his body will be cleared.
  • Damage done to an enemy faction member by a placed faction trap will add the trapper to list of people that can freely loot the enemies body.

Faction Credits

Parts of the Faction Credit system are currently unavailable. When this system becomes fully available, players will be notified. Factions and faction players can receive "currency" in the form of silver ("silver"-looking coins) that are useable for various faction-specific needs and luxuries. Silver can be earned by both players and factions themselves through a variety of means, and may be spent in a variety of different ways (described below). The lists below demonstrate the sources of silver income and targets of possible expenditure.

Credit Income

Faction Player Income:

  • Slain faction enemies: 40 silver pieces for every 1 kill point received (note: slain enemies who have a kill deficit greater then 0 award NO credits). Players will not be able to get silver from the same opponent multiple times over a short period of time. It will take a while before players can get silver from the same person again.
  • Slain monsters with faction affiliation:
    • Minax: Ogre Lords - 30 silver
    • Council of Mages: Wisps - 20 silver
    • True Britannians: Silver Serpents - 30 silver
    • Shadowlords: Daemons (not summoned daemons) - 30 silver

Player Tithes are 0 - 100% of all faction player silver income. This is set by Faction Commander in increments of 10%, with no more then one change every 24 hours of real time. Points taken from this tithe are placed into a Faction Treasury stored at the factionstone. The currency can thereafter only be distributed by the faction commander to the individual town treasuries under the faction's control. Once the faction credits are allocated to a particular faction controlled town, the finance minister and Sheriff for that town can use these credits for various expenditures, such as Faction vendors or guards. A successful town capture earns the Faction 10,000 credits. Players may move and transfer silver in the same way that they manipulate standard coinage. The faction commander may disburse silver to a particular city by using the faction stone, selecting "commander menu", then selecting "transfer credits". The commander will be given a listing of cities under the faction's control, and after selecting a city, may enter an amount of credits to transfer.

Silver Use

Silver can be used by Faction craftspeople and/or to obtain the following items (crafting the listed items requires the crafting player to have the requisite credits). Faction craftable items can only be crafted in a town being controlled by that faction.

Faction Scrolls: These are Faction Imbued scrolls of heal, greater heal, harm, fireball, and lightning. These scrolls may be used by a pplayer of at least 90 inscribing skill upon a faction-crafted gnarled staff, in order to charge the staff with a number of charges of that spell. The number of charges is equal to 40 divided by the circle of that spell (rounded down). Example: A lightning scroll would provide the staff with 10 charges of lightning, a fireball scroll would provide 13 charges of fireball, and so forth. Staffs (staves) cannot be recharged. A new staff must be created in order to accept a new enchantment.

Faction Players

  • Craftable Items
    • Armor (metal types): 1,000 silver
    • Armor (leather types): 750 silver
    • Weapons (melee): 1,000 silver
    • Weapons (archery types): 1,000 silver
    • Clothes: 500 silver
    • Scrolls: 500 silver
  • Items Purchased (from faction npc vendor)
    • Horse: 500 credits (must be rank 2 or higher to ride)

Faction Officers

  • Town Improvements
    • Level 1 Guard: 5,000 silver
    • Level 2 Guard: 6,000 silver
    • Level 3 Guard: 7,000 silver
    • Level 4 Guard: 8,000 silver
    • Reagent Vendor: 5,000 silver
    • Ore Vendor: 3,000 silver
    • Wood Vendor: 3,000 silver
    • Stablemaster: 5,000 silver
  • Craftable Items
    • Floor Traps (tinker crafted): 1,000 silver
  • Other
    • Town Control Extension: 20,000 silver for 1 day (maximum 7 extra days). Town control extension allows for the Faction to continue to hold control of a particular town, as long as they already have control of it.

Faction Craftable Items

As described above, players who craft items and are in the faction system may use silver to imbue an item upon creation with "faction" properties. After crafting an item, a faction player with available silver will receive a window asking if they wish to imbue the item with factional properties. A faction item is named as such (ie: a faction plate helm). Faction items are "temporarily enchanted" for a period of 21 days (3 weeks) from the time they were crafted. During this three week period (real 3 weeks, not in-game time), the items will not be stealable and will remain with the player using these items upon death and resurrection. After 3 weeks, the enchantment effect wears off and the item will become a regular crafted item with no special faction properties. Faction items gain a hue appropriate to the faction of the maker. The crafting player will be asked whether to hue the item with the faction's primary or secondary color.

Faction Colors
Faction Primary Color Secondary Color
Minax Blood Red Black
Council of Mages Blue-white Blue
Lord British Purple Gold
Shadowlords Black Green

Faction items can be worn only by players in the faction, and only if they have sufficient rank to equip the item (See the chart above in regards to the rank system).

  • Rank 1: 4 items
  • Rank 2: 4 items
  • Rank 3: 4 items
  • Rank 4: 5 items
  • Rank 5: 5 items
  • Rank 6: 5 items
  • Rank 7: 6 items
  • Rank 8: 6 items
  • Rank 9: 7 items
  • Rank 10: 8 items
  • Commander: 9 items