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===Faction===
===Faction===
Faction in EverQuest represents how much a group of NPCs or creatures likes or dislikes your character. Every NPC belongs to one or more faction groups, and your standing with those groups determines whether they assist you, ignore you, trade with you, offer quests, or attack you on sight.
Faction in EverQuest represents how much a group of NPCs or creatures likes or dislikes your character. Most NPCs belong to one or more faction groups and is assigned to one primary faction. Your standing with a given faction has a meaningful impact on whether its members will assist you, ignore you, trade with you, offer quests, or attack you on sight.


Your starting faction values depend on race, class, and sometimes deity. These values shift over time through your actions—primarily killing NPCs, completing quests, and finishing tasks or missions.
Your standing with a given faction also depends on race, class, and sometimes deity. This value shift over time through your actions—primarily killing NPCs, completing quests, and finishing tasks or missions.


===How Factions Work===
===How Factions Work===
Most NPCs belong to a specific faction or multiple factions. When you target them and enter "/con" into chat, you receive two pieces of information:
Most NPCs belong to a specific faction or multiple factions. When you target them and enter "/con" into chat, you receive two pieces of information:


Their attitude toward you (your faction standing)
Their reaction toward you, as a measure of your modified standing with them


Their relative difficulty (combat strength)
Their relative difficulty (combat strength)


Faction standings range from deeply hostile to ally. Improving faction typically requires helping that group or harming its enemies; harming a group usually benefits its rivals.
An individually considered NPC’s (/con) Reaction to you ranges from deeply hostile to allied. Improving the primary faction the NPC belongs to typically requires helping that group or harming its enemies; harming a group usually benefits its rival factions.


Some NPCs will not speak to you, trade with you, or offer quests unless you reach a required faction level. Others will attack immediately if your standing is too low. This is called 'Kill on sight' or KOS.
Some NPCs will not speak to you, trade with you, or offer quests unless you reach a required attitude level. Others will attack immediately if your final standing with them is too low. This is called 'Kill on sight' or KOS.


The faction table below shows the faction ranges you will encounter in game.
The table below shows the Reaction ranges you will encounter in game.
{|
{|
! style="text-align:left;"| Standing
! style="text-align:left;"| Reaction
! Amount
! Amount
! Net
! Net
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* Sneaking in front of an NPC will improve your chance for avoiding aggro on a server tick.
* Sneaking in front of an NPC will improve your chance for avoiding aggro on a server tick.
* Scowls will immediately [[aggro]] on server ticks.
* Scowls will immediately [[aggro]] on server ticks.
* Sitting negates faction and level advantages to avoid [[aggro]].
* Sitting negates faction modifiers and level advantages to avoid [[aggro]].
 


==See also==
==See also==
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* [https://web.archive.org/web/20030325235327/http://www.twenkill.net/anezka/Factions.html Anezka's Faction Guide]
* [https://web.archive.org/web/20030325235327/http://www.twenkill.net/anezka/Factions.html Anezka's Faction Guide]


[[Category:Player Guides]]
 
[[Category:Guides]]
[[Category:Factions]]
[[Category:Factions]]
[[Category:Game Mechanics]]
[[Category:Game Mechanics]]

Latest revision as of 19:44, 25 September 2026

Faction

Faction in EverQuest represents how much a group of NPCs or creatures likes or dislikes your character. Most NPCs belong to one or more faction groups and is assigned to one primary faction. Your standing with a given faction has a meaningful impact on whether its members will assist you, ignore you, trade with you, offer quests, or attack you on sight.

Your standing with a given faction also depends on race, class, and sometimes deity. This value shift over time through your actions—primarily killing NPCs, completing quests, and finishing tasks or missions.

How Factions Work

Most NPCs belong to a specific faction or multiple factions. When you target them and enter "/con" into chat, you receive two pieces of information:

Their reaction toward you, as a measure of your modified standing with them

Their relative difficulty (combat strength)

An individually considered NPC’s (/con) Reaction to you ranges from deeply hostile to allied. Improving the primary faction the NPC belongs to typically requires helping that group or harming its enemies; harming a group usually benefits its rival factions.

Some NPCs will not speak to you, trade with you, or offer quests unless you reach a required attitude level. Others will attack immediately if your final standing with them is too low. This is called 'Kill on sight' or KOS.

The table below shows the Reaction ranges you will encounter in game.

Reaction Amount Net Consequences
Ally +1100 to +2000 900 - Regards you as an ally.
Warmly +750 to +1099 349 - Looks upon you warmly.
Kindly +500 to +749 249 - Kindly considers you.
Amiable +100 to +499 399 - Judges you amiably. Your pet is set to this faction level.
Indifferent 0 to +99 99 - Regards you indifferently. Sneak/Invisibility sets your faction to this level. Favorable vendor prices.
Apprehensive -100 to -1 99 - Looks your way apprehensively. Vendors will have unfavorable prices.
Dubious -500 to -101 399 - Glowers at you dubiously. (Not KOS) Vendors will not deal with you.
Threatening -750 to -501 249 - Glares are you threateningly! Kill on sight. (KOS)
Scowls -2000 to -751 1249 - Scowls at you ready to attack! Kill on sight. (KOS)

Note: Please note that these numbers are approximate values, not exact values. There is no available accurate official source to quote currently. If an official source becomes available, it will linked here and this table will be updated.

Did You Know?

  • Undead will almost always aggro, no matter what the level difference is.
  • Most NPCs who are low enough level below yours will often not aggro.
  • Threateningly NPCs will eventually aggro, but may delay for several server ticks depending on your distance.
  • Sneaking in front of an NPC will improve your chance for avoiding aggro on a server tick.
  • Scowls will immediately aggro on server ticks.
  • Sitting negates faction modifiers and level advantages to avoid aggro.

See also