Factions

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For a list of current factions, please see the NexusClash Faction Page or the wiki Category:Factions

Factions are groups of characters that have banded together. Characters must be level 10 in order to create a faction.

Benefits of Faction Membership

Membership within a faction carries several benefits. The most powerful are those involving combat. However, there exist other benefits to faction membership:

  • Faction Messages - faction leaders can send out helpful messages to everyone in a faction.
  • Strongholds - factions may define a Stronghold that provides a place of relative security for their members through a Ward and Fortifications.
  • Special Goodies - Strongholds also provide a location for your Personal Locker and for the Faction Safe, which allows you to share inventory space.

Types of Factions

During Faction creation, several factors have to be decided. These will be explained here.

Alignment

The Alignment of the faction determines who gets to join the faction, and who gets to stay in the faction, based on their MO.

Good Good factions can only have Angels and Transcendants in the faction.
Evil Evil factions can only have Demons and Transcendants in the faction.
Unaligned Unaligned faction can only have Transcendants in the faction.

If your own characters' morality deviates too far from the faction's alignment, you will not receive full faction bonuses.

Open or Closed

In Open factions, anyone may join at any time.

Closed factions are "invite only" and typically contain individuals who don't want to dilute their faction bonuses or wish to weed out the riff-raff beforehand.

Restricted or Relaxed

In an alignment Restricted faction, if your character's alignment deviates too far from the faction's alignment, you will be immediately kicked out of the faction.

If you are already in a faction, and choose a class opposing that faction's alignment (meaning you are a mortal in a good faction and choose a demonic class, or a mortal in an evil faction and choose an angelic class or you're planning on a Fallen or Redeemed) you will be immediately kicked from the faction, regardless of the faction's is Restricted or Relaxed setting.

If your character Ascends or Descends and you have no faction (or were just kicked from one), you will automatically join The Heavenly Host or The Legions of the Abyss depending on which class alignment you took.

The Safety of a Faction

Factions are based in Strongholds. Strongholds are sometimes the "safest" place in the game. You are protected behind 1000 HP of factional ward, 500 HP of barricades which absorb damage and hopefully a meatshield of other characters who are more enticing targets than you. They can also be the most dangerous place in the game, as they are the only locations which are bum rushed by upwards of 10 angels or demons out for blood at a time.

The strength of the factional ward depends on your factions infusion level on the stronghold tile. If your faction doesn't have someone with Infuse, don't worry! For each day your stronghold stands, your infusion level on that tile will go up by 25 points. The first day it will probably only be 30 points worth, but all you need to do is not have your standard taken and you should be golden.

If you leave (or are booted from) a faction while inside the Stronghold, you will be automatically kicked outside to the porch of the stronghold tile. This is to stop people from joining a faction just to get around a ward

Footlockers and Safes

Every member in the faction gets a personal footlocker in the stronghold. It gives you 25 weight of storage space to keep your spare equipment and personal items in. The footlocker is only available inside the faction stronghold, so if your stronghold is down, you can't get at it. Your gear is safe inside the footlocker, and with not break or decay while stored inside. But when you leave the faction, all the stuff left in your locker is automatically dumped, losing it forever.

The Faction Safe is like your footlocker, in that you put stuff in there and it won't get broken, and you can't get at it when your stronghold is down. The big difference is that your factionmates can also put things in and retrieve stuff from it. This makes it great for passing items between faction members because you don't have to arrange to have enough space in your inventory at a specific time, just pull it from the safe when needed. The space available in the faction safe can be increased by the faction leaders spending Renown

Flags and Renown

Each time a faction stronghold is created, a Flag is set up inside it. If the Stronghold is attacked by a hostile faction then this Flag may be captured, provided that there are no defenders remaining in the Stronghold.

Your faction gains Renown for stealing other factions' flags. The more flags you grab, the more Renown you get. Higher level factions give you more Renown than lower level ones. But if others steal your flag, you lose Renown.

Renown can also be gained by killing individual members of hostile factions. For renown to be earned, the kill must take place either on your own territory, or that of the victim. Two points of renown are earned if your faction has the victim's faction set to hostile and the victim's faction also has yours set to hostile. A single point of renown is earned if only one of these conditions holds.

Ranks

Faction Bonuses
Rank Privileges
Initiate Enter stronghold, receive bonuses, access footlocker
Veteran Enter stronghold, receive bonuses, access footlocker, access safe, promote members to Veteran
Lieutenant Enter stronghold, revoke stronghold, place stronghold, receive bonuses, access footlocker, access safe, change politics, promote members to Lieutenant
Leader Enter stronghold, revoke stronghold, place stronghold, upgrade stronghold, receive bonuses, change bonuses, access footlocker, access safe, change politics, change guild description, close/open faction, promote members to Leader

Karma and Guilds

A faction's karma is the number of squares infused to the faction. The faction's karma per capita (that is, total karma divided by number of members) affects whether faction members gain Third or Second Class Standing in their Planar Guilds. The lowest requirement for Second Class Standing is 3 karma per capita. The requirement doubles to 6 karma per capita if the faction does not have a stronghold. In addition, if a character's alignment does not match the faction's alignment, an additional multiplier is applied for that character. A character one step away from the faction's alignment (an evil character in a neutral faction, for instance) needs 1.5 times the per-capita karma, so 4.5 with stronghold or 9 without stronghold. A character diametrically opposed to the faction's alignment (evil in good faction or good in evil faction) requires 3 times the per-capita karma, so 9 with stronghold or 18 without stronghold.

Faction Bonuses

Obsolete The page is marked obsolete.
The info listed here is no longer accurate / out-of-date.
This mechanic has been removed from the game as of Breath III.


Faction bonuses are dependant on your karma. Karma is determined by the number of squares your faction has infused into their control. To get full faction bonuses, your infusion karma must be thrice the number of people in your faction.

Faction Bonuses
Stat Primary Secondary Effect
Attack +10% +5% Adds to-hit % to all faction members attacks including spells.
Damage +3 +1 Adds damage to all faction members attacks including spells.
Crafting -6AP -3AP Subtracts the AP costs from all faction members craftings.
Repairing -3AP -1AP Subtracts the AP costs from all faction members repairings.
Searching 15% 7% Adds to the base % chance to find something in buildings for all faction members searches.
Healing +6HP +3HP Adds bonus healing points to all faction members use of a First Aid Kit. Heal Others is not affected. (Unconfirmed)
Defense 10% 5% Adds a dodge bonus to all faction members. (Effectively subtracts from attackers' hit %.)
Soak +3 +1 Adds stackable soak across the board for all faction members. You do not need soak on a type to have soak on it.
Magic -20% -10% Subtracts the % mana cost of spells for all faction members. Does apply to spell gems.
  • Pets are only affected by faction bonuses to Damage, Attack, Soak, Defense and Fortification Soak bonuses. They are not affected by any other bonuses.

3-faction limit

Obsolete The page is marked obsolete.
The info listed here is no longer accurate / out-of-date.
This mechanic has been removed from the game as of Breath III.


A single account may have many characters attached to it (each account starts with 3 character slots, and more can be bought with credits). However, only three of these characters may be members of factions. In addition, they must join different factions; no account (and hence no player) can have more than one character in the same faction.

The exceptions to this rule are the Heavenly Host and the Legions of the Abyss, which do not count against the 3-faction limit. Planar Guilds are not factions and hence do not count against the 3-faction limit either.
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