Waf of Factions
Due to the decrease in Midgard's forces, one aspect of the diplomatic agreement between both kingdoms is that Midgard has accepted Marolleans into their castle feuds to assist in controlling the area and the cities.
This means that Marolleans, in exchange for aiding Midgard with the growing monster situation, now have the opportunity to gain control of Midgard castles. They share certain political and economic responsibilities with the ruler of the city.
However, Marolleans have become divided into two factions: the Berserkers and the Runeblades. Both factions believe that their ideologies should be implemented in the Midgard Kingdom. However, they cannot reach an agreement on which one is correct.
Thus, the War of Factions unfolds in the Midgard feuds, as two factions from Maroll Kingdom vie to implement their ideologies and control the political and economic aspects of Midgard's main towns.
Faction System
The Faction system allows every player to choose between one of two factions to join. When a player selects a faction to join, all other characters on the same account are automatically aligned with that faction as well. Consequently, a player can only fight for one faction.
In the guild system of Maroll Kingdom, players from different factions are unable to join the same guild. This means that the Faction of the Guild Leader determines the faction of the guild, and only members of the same faction as the guild leader can join.
There are no bonuses or differences between joining either of the factions, except for the fact that you will always fight for one side.
Players have the freedom to leave their faction and join the other at any time. However, before doing so, they must first leave all guilds associated with their characters on the account, and then leave the faction before joining the other one.
City Control
In each of the four feuds, there are five castles. The faction that controls the majority of the castles in a feud is considered the ruler, granting them ownership of the feud and control over city politics.
There are seven policies available for a faction to apply to the city. Each guild that controls a castle can select one policy to apply.
The restrictive policies are applied to the opposing faction, while the beneficial policies are applied to all members of the ruling faction.
The guild leader can choose between applying the rule or locking it. If a rule is locked, no other guild leader can apply this rule in this feud. Only the castle that locked it will be able to unlock it.
The policies a Guild Leader can apply or lock if they control a castle are as follows:
Rule | Effect | Affects |
---|---|---|
Citizen Interaction | Prohibit any form of interaction with the town's citizens | Opposing faction, except for guild members who possess any castle in the town. |
Shop access control | Prohibit NPC Shop to interact with players | Opposing faction, except for guild members who possess any castle in the town. |
Dungeon access fee | Charge an 10.000 fee to acces the city dungeon | Opposing faction, except for guild members who possess any castle in the town. |
Boarding Halter restrictions | Prohibit use of Boarding Halter in this town | Opposing faction, except for guild members who possess any castle in the town. |
Prison-Immunity | Players can't be arrested in this town | Ruling faction only |
Free Kafra services | Kafras do not charge any fees in this town | Ruling faction only |
Free Inn stay | Player has free inn rest | Ruling faction only |
Note: To apply a rule, the guild leader must talk to the city leader:
- Aldebaran: Duke Ignatus
- Geffen: Cedric, the geffen tower Keeper
- Payon: The Chief
- Prontera: King of Prontera
The War
The War of Factions is a battle akin to the War of Emperium, taking place in the same castles where the classic Midgard WoE occurred.
There are a total of 20 castles available, divided into 4 feuds: Aldebaran - Luina, Geffen - Britoniah, Payon - Greenwood Lake, Prontera - Valkyrie Realm.
The War of Factions occurs continuously throughout the day. Castles are vulnerable to attack for 4 hours and 30 minutes every day, rotating 5 times during the day. This means that one castle from each feud is vulnerable to attack at any given time.
In the War of Factions, regardless of guild affiliation, members of the same faction cannot harm each other. Thus, the conflict consists of one faction against another.
The guild that possesses a castle has the ability to defend it and invest in its economy, much like in the classic WoE. At the start of each day, treasure chests spawn in the castle's treasure room.
While the guild that holds the castle benefits the most from control, other guilds within the same faction may be interested in defending the castle in case of the risk of losing control of the feud.
The Battle
Barricades
Players have the ability to raise 8 barricades at the castle front gate, requiring attackers to break them down to proceed into the castle.
Once a castle's barricade gate is completely destroyed, it will be publicly announced in the #wof chat.
The time delay before a single barricade can be raised again is 30 minutes. There is 5.000 zeny cost to raise a single barricade.
Stone Guardians
In a manner akin to WoE SE, there are two stone guardians positioned before entering the castle interior.
Both of these guardians must be defeated for the opposing team to advance. There is a 45-minute delay before a stone guardian can be raised again.
Guardians
Common guardians function identically to those in WoE FE. They spawn at specific locations and can be respawned immediately upon death.
Each guardian has a cost of 10,000 to be raised.
Invoked
Invoked are special monsters summoned at the cost of 1 x Monster Coin. There are five types, closely resembling the original monsters, particularly in their skill usage.
They can be summoned using the command @invoke and will spawn at the player's location. Invoked monsters will hold their position until they spot an enemy approaching.
Their positions can be reset to their original locations with a 10-minute delay.
If an Invoked monster is defeated, it can be immediately respawned, but players have a 5-minute delay before summoning another one, unless the castle is not vulnerable to attack.
Sentinel
The Sentinel mirrors the Biolab MvP but lacks the assistance of slaves.
Serving as the final line of defense against the opposing team's advances, it is typically encountered in the first room of the castle, hindering players from progressing further while it remains alive.
To summon a Sentinel, the player must pay a fee of 500,000 zeny and endure a 90-minute delay before it respawns upon death.
Emperium Room
Similar to classic WoE FE, the Emperium room houses the Emperium, the destruction of which grants control of the castle to the guild that breaks it.
It's crucial to note that all barricades, stone guardians, and Sentinels must be neutralized for players to advance to the Emperium room.
Additionally, if a barricade is raised while players are already inside the castle, they won't be teleported back and must be defeated to exit.
In this case, newcomers must also defeat the barricades before advancing further.
White Flag
The White Flag position grants the guild 60 minutes of immunity. This scenario is automatically activated when an Emperium is broken, allowing the new guild time to establish their position and defenses.
To raise the white flag, players must pay a fee of 1,000,000 zeny, and all barricades must be raised.
Once the white flag is set, all non-guild members will be warped out of the castle.
There is also a 60-minute delay between setting White Flags.
Team Roles
To aid the Guild Leader, one or more guild roles can be assigned to guild members. These roles include:
Role | Ability |
---|---|
Role Manager | Has the authority to manage the roles of team members, excluding the leader. |
Barricade Engineer | Proficient in constructing and maintaining the main gate's barricades. |
Guardian Stone Mason | Skilled in crafting and restoring both Guardian Stones. |
Guardian Summoner | Capable of summoning Soldier, Archer, and Knight guardians. |
Sentinel Keeper | Empowered to summon the castle's Sentinel. |
Invocationist | Competent in summoning Invokes. |
Investor | Can invest in the castle's Commercial and Defense growth. |
Master's Treasurer | Authorized to access the Master's Room and open treasure chests. |
Kafra Administrator | Responsible for hiring and dismissing Kafra personnel. |
White Flag Sentinel | Empowered to deploy white flags to deter castle attacks and promote peace. |
Investment
Investment in castles operates under the same mechanics as WoE FE. Players can invest in both Defense and Economy twice.
Increasing the defense level of the castle boosts the HP of Barricades, Invoked, Stone Guardians, and Sentinels, while the economy level affects the daily spawn rate of treasure chests.
Treasures
Castle treasures spawn at the beginning of each day in the treasure room. If a treasure is not collected during the day, a new one will not spawn the following day. The number of treasure chests is determined by the formula: Castle Economy Level divided by 5, plus 4. There are three types of common treasures and two exclusive treasures for each castle, randomly spawned. The drop lists for each treasure chest can be checked with the Faction War Guide NPC located next to every Kafra in Midgard WoF cities.
Team Home
The guild leader of a castle can establish a team home by utilizing the command @setteamhome in the town where the guild owns a castle in the feud.
Subsequently, all guild members can employ the command @teamhome to be instantly teleported to the Team Home.
A guild can establish only one Team Home regardless of how many castles it possesses.
The greater the level of the guild skill "Guild Expansion," the larger the area of the team home will be.
The guild leader has the authority to change the sprite of the Mascot, Storage, and Guardian NPCs. Additionally, they can alter the facing direction of these NPCs, including the Guild Bulletin Flag.
Bonfire
At the center of each Team Home lies a bonfire, which heals nearby guild members.
Bulletin
At the apex of the Team Home stands the Guild Flag. Clicking on this flag allows any player to view pertinent information such as the Guild Name, the guild leader, the faction of the guild, the number of castles it possesses in this feud, and in total. Players can also access the full guild member list.
Moreover, the Guild Leader has the authority to post a public bulletin that is accessible to all.
Any guild member has the option to warp back to the castle it possesses at no cost.
Storage
On the right side of the Team Home, you'll find a storage box that can open both Personal Storage and Guild Storage, accessible only to guild members.
Mascot
The Team Home Mascot, situated on the left side of the Team Home, operates an exclusive Pet Shop offering various types of pet food, incubators, and the option to hatch an egg for free.
Guardian
The Guardian serves as the central NPC of the Team Home, positioned at the bottom of the settlement.
Through him, players can teleport to any town in Midgard for free, access and purchase items from the tool shop, repair damaged equipment, and manage the expansion of the area.