Difference between revisions of "Fame"

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Fame is gained by doing different missions from different mission/quest giver. 
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<noinclude>{{Trad
==Faction Based==
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|DE=Ruhm |DEs= 4
*[[Kami]]
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|EN=Fame |ENs= 4
*[[Karavan]]
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|ES=Fama |ESs= 4
==City Based==
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|FR=Manuel de l'utilisateur/Renommée, Factions, Allégeance |FRs= 4
*[[Matis]]
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|RU= Слава |RUs=5
*[[Fyros]]
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|com= FR and EN pages are too far (to harmonize)...
*[[Tryker]]
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}}<small>{{TOCright}}</small></noinclude>
*[[Zorai]]
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<br />
 +
<br />
 +
<br />
 +
<br />
  
Which faction should you choose? Well I'm sure a lot of people would love to give you advice on whether you should choose Kami or Karavan, or even stay Neutral, but this thread is just going to explain the choices you 'need' to make, how you make them, and how they will directly affect you - I'm going to try and keep opinions out of this, so if you're looking for an opinion, you're in the wrong place
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'''[[Fame]]''' is a measure of how much an NPC  likes or hates you. Fame is important for you because it determines how NPCs will behave with you:
 +
* Mission giver NPCs can give or refuse to give missions to you.
 +
* The fees related to services that you may earn or have to pay may be affected by your fame.
 +
* ''Guards'' may even attack you if your fame is too low<ref> Below -50</ref>. On the opposite, they will defend if you are attacked by animals or NPCs when your fame is good enough.
  
===Fame===
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In game you have access to your fame in the fame window which opens with ⇧F (shift F). <br />
Just a quick note here (there's a lot more about it in the rest of the post); to gain fame, you must do missions for the Faction or Race or Tribe you wish to gain fame with. Usually when you gain fame with one group you will lose some with another, so be careful! The missions that give the most fame are the ones that say "will be very grateful" in the description and an example of these are the bandit-killing missions.
 
  
===Faction===
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A fame is measured by a number between −100 and +100. It is represented  by a colored bar in which colors represent the attitude of the concerned community towards you. Depending on the service, there might be other thresholds (see below). [[Guild]]s also have fames, and your guild's fame is shown in the same window as yours. It has, at the moment, much less less importance with gameplay than the individual one. See the [[Guild|Guild page]] for more information about it.
For faction, you have three choices; Kami, Karavan, and Neutral. The one you decide will affect which TPs you can/can't get, which side you will fight on if/when you activate your FvF tag, and which temple guards will/won't attack you (the guards will attack when you have below -50 fame with them) (Note: There is only one temple in each land - they are not in any towns and you will usually only need to go there to declare your alignment and buy items with Honor Points)
 
  
The race your character actually is has no effect on which faction you can or can't join - any character can join any faction. All characters start off neutral and with a starting fame with each faction - starting fame is the only effect your character's race has.
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{| class="wikitable"
 
{| Border=1 width=75% cellpadding=2
 
 
|-
 
|-
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| style="width:25%;" |1
! [[Fyros]] !! [[Matis]] !! [[Tryker]] !! [[Zorai]]
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|style="width:10%;" | -50
|- style="background:#FFCC99; color:black; text-align:center"
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|style="width:15%;" | -30
![[Kami]]
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|style="width:25%;" | 0
| 10 || -20 || -10 || 20
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| style="width:25%;" |50
|- style="background:#FFCCFF; color:black; text-align:center"
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|-
! [[Karavan]]
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| style="width:25%;text-align:center;color:white;background-color:red;" | Agressive
| -10 || 20 || 10 || -20
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| style="width:10%; text-align:center;background-color:orange;"| Neutral
 +
| style="width:15%; text-align:center;background-color:yellow;"| Trading
 +
| colspan="2" style= "text-align:center;color:white;background-color:green;"| Rewarded missions
 
|}
 
|}
 +
There are three different Fame types:
 +
* '''Nation''' fames : Fame with the fyros empire, the tryker federation, the matis kingdom and the zoraï theocracy.
 +
* '''Faction''' fames : Fame with the Kami, the Karavan, the Marauders, the Rangers <ref>[[Rangers]] fame doesn't exist in game yet.</ref> or Tritonists <ref>[[Tritonists]] is only a RP faction at the moment</ref>.
 +
* '''Tribe''' fames : fame with each individual tribe.
  
 +
Fame is gained by competing various missions from different mission givers, who are aligned with tribes, races or factions.
  
A Neutral player can have a maximum of 50 fame with either faction (ie they can have -100 to +50 kami and -100 to +50 karavan).
+
It is important to note that by gaining fame with a nation or a tribe, you will gain fame with allied factions but also lose some fame with the opposing factions. This because of the complex geopolitcs on Atys.  But don't worry, the amount of fame you may loose is much lower than the one you gain!
A faction aligned player can have a maximum of +100 fame with their chosen faction and a maximum of -50 with the other faction (ie a kami-aligned player can have -100 to -50 karavan fame and up to +100 kami fame - if their kami fame drops below 0 then they will automatically be forced to neutral again - the same goes in reverse for Karavan).
 
  
As I've said, everyone starts off Neutral, so if you want to stay that way then skip the rest of this section and go straight to the part about TPs
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Some NPCs escape this general rule to allow characters whose fame became too low to recover fame :'''scouts''', '''patrollers''' and '''journeymen'''. They have no lower threshold to give missions and usually wander all over the regions, outside the places where the characters can be attacked. In EncyclopAtys pages, they are called  '''“affiliates”''' to a tribe or a nation. Higher powers region hosts and tribe ambassadors do not have a lower fame limit too.
To align yourself with a faction, you will first need a fame value of 30 or more with the faction you have chosen. You can then head to a temple of that faction - there is one temple of each faction in every capital zone (Imperial Dunes, Liberty Lake, Witherings, and Majestic Garden) so just ask in /region or /guild if you need to find it Once at the temple you will have to speak to one of the NPCs and follow their instructions as they guide you through some simple tasks. Once you've completed everything they ask of you, you're aligned with that faction Now the TPs you can buy will have changed from what it was as a Neutral...
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<br />
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<br />
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:<big>☝</big> [[User:Moniq|Moniq]]'s App '''[[App/Fame Tracker|Fame Tracker]]''' is '''very''' useful to plan your fame progresses,view all the default fames of your character and many other useful information.
  
===TPs===
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== Citizenship and Alignment ==
First up, every zone has at least two TPs in it; a Kami and a Karavan. In Tryker, Zorai, and Matis lands the capital zone also has other towns in. These towns each have one TP of the alignment the race historically favours (Tryker and Matis have Karavan, Zorai has Kami)
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<blockquote>{{main|Alignment}}
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A character or [[guild]] can align themselves with one of the four nations as well as one of the two higher powers, stay  neutral as the rangers or tritonists or oppose all and become a Marauder . Aligning oneself to either will adjust your fame caps accordingly for the faction's enemies and allies, i.e. higher caps for allies and lower caps for enemies. Your fame with a faction will automatically be lowered, if during alignment your fame for that faction is higher than the new cap, e.g. upon completion of the [[Karavan]] initiation rite your [[Kami]] fame will be adjusted to -50 and you will be considered anathema to the Kami.
  
Neutral players have a mix of TPs available to them; they can use at least one TP in every zone that isn't a q250 zone, and both TPs at every capital city. In the Fyros desert, since the towns are in different zones, neutrals can use both TPs in the zones with a town in (Pyr, Thesos, Dyron). You can see a full list of Neutral accessible TPs below, courtesy of Petej: (the numbers in [brackets] indicate the level of the zone)
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=== Neutrality ===
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Neutral means that a character or guild chose not to align themselves with any race or higher power. At any point a character or guild can renounce their alignment to a race or higher power and become neutral, this will remove any fame caps they incurred while they were aligned. If fame for a faction was over 50 before renouncing alignment, then the fame will be automatically lowered to 50 as soon as alignment is renounced.
  
    Witherings
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Marauders, Rangers and Trytonists are “neutral” factions from this point of view.
    Cities of Intuition [50] (Zora) : Kami and Kara
 
    Jen-Lai : No
 
    Hoi-Cho : No
 
    Min-Cho : No
 
    Maiden Grove [100] : Kara Not Kami
 
    Haven of Purity [150] : Kami Not Kara
 
    Grove of Umbra [200] : Kami and Kara
 
    Knot of Dementia [200] : Kami and Kara
 
  
    Verdant Heights
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=== Initial Fame ===
    Majestic Garden [50] (Yrkanis) : Kami and Kara
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<small>
    Natae : No
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{|
    Davae : No
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|
    Avalae : No
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{| class="wikitable sortable" style="text-align:center; float:left; margin-right: 10px;"
    Fleeting Garden [100] : Kami Not Kara
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|+ Higher Powers
    Knoll of Dissent [150] : Kami and Kara
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|-
    Hidden Source [200] : Kami and Kara
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! scope="col"|  Race
    Upper Bog [200] : Kara Not Kami
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! scope="col"|  Kami  
    Heretics Hovel [200] : Kami Not Kara
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! scope="col"|  Karavan
 
+
|-
    Aedan Aqueous
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! scope="row"| Fyros
    Liberty Lake [50] (Fairhaven) : Kami and Kara
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| 10 || -10
    Crystabell : No
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|-
    Windermere : No
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! scope="row"|  Matis
    Avendale : No
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| -20 || 20
    Winds of Muse [100] : Kara Not Kami
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|-
    Dew Drops [100] : Kami Not Kara
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! scope="row"|  Tryker
    Fount [150] : Kara Not Kami
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| -10 || 10
    Resting Water [150] : Kami Not Kara
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|-
    Bounty Beaches [200] : Kami and Kara
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! scope="row"| Zoraï
    Enchanted Isle [200] : Kami Not Kara
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| 20 || -20
 
+
|}
    Burning Desert
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|
    Imperial Dunes [50] (Pyr) : Kami and Kara
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{| class="wikitable " style="text-align:center;"
    Oflovaks Oasis [100] : Kami Not Kara
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|+'''Nation Fame'''
    Frahar Towers [150] : Kami Not Kara
 
    Sawdust Mines [150] : Kara Not Kami
 
    Dunes of Exile [200] (Dyron) : Kami and Kara
 
    Savage Dunes [200] (Thesos) : Kami and Kara
 
    Outlaw Canyon [200] : Kara Not Kami
 
 
 
    Nexus (Forest + Supreme)
 
    Nexus [200] : Kami and Kara
 
 
 
For faction-aligned players, the TPs they can get depends on their fame value with their chosen faction. You can only use TPs of the faction you are aligned to, and require 60+ fame to get PR TPs, 33+ fame to get q250 zone TPs.
 
 
 
Summary of TP rules:
 
Neutral-aligned players can get a mixture of TPs as listed above.
 
Faction-aligned players can only get TPs of the faction they are aligned with.
 
You need 60+ fame with a faction to get PR TPs with the faction you're aligned with.
 
You need 33+ fame with a faction to get q250 zone TPs with the faction you're aligned with.
 
A (hopefully) accurate map of the availability of all TPs can be found here. I haven't included the PR TPs or the non-capital town TPs in Matis/Tryker/Zorai, but you can see them in the underlying BM map which can be found here (BM site is having problems at time of writing).
 
 
 
===Race===
 
As well as being aligned to a faction, players can also align themselves with a race (Tryker/Fyros/Matis/Zorai) - again this is completely seperate to which race your character actually is... you can have a Zorai who is a Matis citizen or a Tryker who is a Zorai citizen, or whatever.
 
 
 
All characters start race-neutral and can have a maximum value of +50 fame with all of the races, and a minimum value of -50 fame with all of the races (ie a race-neutral player may have -50 to +50 fame with all of the races - they are not related) As well as starting race-neutral, characters start with a specific value of fame with all of the races - starting fame is the only effect that your character's actual race has, but can be easily overcome.
 
 
{| Border=1 width=75% cellpadding=2
 
|+'''Initial Fame with'''
 
 
|-
 
|-
!'''Chosen Race'''
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! !! Fyros !! Matis !! Tryker !! Zoraï
! [[Fyros]] !! [[Matis]] !! [[Tryker]] !! [[Zorai]]
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|-  
|- style="background:#FFCCFF; color:black; text-align:center"
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! scope="row" | Fyros
! [[Fyros]]
 
 
| 20 || -20 || -10 || 10
 
| 20 || -20 || -10 || 10
|- style="background:#FFCCFF; color:black; text-align:center"
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|-  
! [[Matis]]
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! scope="row" | Matis
 
| -20 || 20 || 10 || -10
 
| -20 || 20 || 10 || -10
|- style="background:#FFCCFF; color:black; text-align:center"
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|-  
! [[Tryker]]
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! scope="row"| Tryker
 
| -10 || 10 || 20 || -20
 
| -10 || 10 || 20 || -20
|- style="background:#FFCCFF; color:black; text-align:center"
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|-  
! [[Zorai]]
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! scope="row" | Zoraï
 
| 10 || -10 || -20 || 20
 
| 10 || -10 || -20 || 20
 
|}
 
|}
 +
|}</small>
  
In order to get citizenship of a race and become aligned with them, you must have a fame value of at least 30 with that race. You can then go and find the NPC in the capital city of that race (ask in region or guidl chat to find out where) and once you have followed their instructions you will be aligned with that race.
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Once aligned with a [[Nation]], you will have certain caps on your [[Fame]] values with the [[Nation]]s.
 
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<small>
Once aligned with a race, you will have certain caps on your fame values with the races.
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{| class="wikitable " style="text-align:center;"
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|+'''Maximum [[Fame]] with'''
 
{| Border=1 width=75% cellpadding=2
 
|+'''Maximum Fame with'''
 
 
|-
 
|-
!'''Chosen Race'''
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!'''Chosen [[Nation]]'''
 
! [[Fyros]] !! [[Matis]] !! [[Tryker]] !! [[Zorai]]  
 
! [[Fyros]] !! [[Matis]] !! [[Tryker]] !! [[Zorai]]  
|- style="background:#FFCCFF; color:black; text-align:center"
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|-  
! [[Fyros]]
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! scope="row" | [[Fyros]]
 
| 100 || 0 || 25 || 75
 
| 100 || 0 || 25 || 75
|- style="background:#FFCCFF; color:black; text-align:center"
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|-  
! [[Matis]]
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! scope="row" | [[Matis]]
 
| 0 || 100 || 75 || 25
 
| 0 || 100 || 75 || 25
|- style="background:#FFCCFF; color:black; text-align:center"
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|-  
! [[Tryker]]
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! scope="row" | [[Tryker]]
 
| 25 || 75 || 100 || 0
 
| 25 || 75 || 100 || 0
|- style="background:#FFCCFF; color:black; text-align:center"
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|-  
! [[Zorai]]
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! scope="row" | [[Zorai]]
 
| 75 || 25 || 0 || 100
 
| 75 || 25 || 0 || 100
 +
|}</small>
 +
</blockquote>
 +
 +
== Transports ==
 +
<blockquote>
 +
=== Teleporter Pacts (TP) ===
 +
{{main|Teleporter|l1=Teleporters}}
 +
Teleporter Pacts or TPs are “tickets” that can be bought at any of the higher powers' altars that allows you to teleport back to the altar you purchased it at. Fame has little effect on which bark teleporter pacts you can get. Each bark region of level lower or equal to '''200''' has at least<ref> In some regions both Kami and Karavan teleporters are “neutral”</ref> one “neutral ” teleporter. by neutral we mean accessible to everyone but higher powers ennemies e.g. the Marauders. Higher level regions teleporters as well as Prime Roots ones can be used only by aligned people.<br />
 +
 +
Additionally, people aligned with Ma'Duk can only use Kami TPs and people aligned with the Cult of Light can only use Karavan TPs. When their fame reaches some limits they also benefit of free transportation, automatic pact renewal and even a special animation. <span style="color: crimson;">'''(TO BE IMPROVED)'''</span>
 +
 +
=== Marauder's Zinuakeens ===
 +
Marauders have their own transport system : which can be activated with a special crystal. Only Marauders can use them
 +
 +
=== Rangers' “Tunnels” ===
 +
To access higher level regions and Prime Roots, ranger can use a magnetic amber or a magnetized amber map which they get when they succceed the Ranger Aspirant and Ranger rites.
 +
 +
Only rangers can use them.
 +
 +
=== To New Horizons Transporters ===
 +
Fame affects the way the transporters behave with you, though they will never refuse to transport you (if you can reach them). Giving them [[Occupation Products|occupation products]] is a very efficient way to improve nation fames. Refer to the [[To New Horizons]] page for more details.
 +
</blockquote>
 +
 +
==  Merchant Prices ==
 +
<blockquote>Your fame with each of the 4 races determines how much their merchants will pay for your goods and how much you'll have to pay for their goods. The higher your fame with the [[Fyros]], the better the prices you'll get from [[Fyros]] merchants, and similarly for all other races.
 +
 +
This also applies to wandering [[hawker]]s of that race, regardless of which land they're in. It also applies to stable boys (who sell mounts and packers) and to faction items merchants (even though they have their prices in faction points instead of [[dapper]]s). It does not apply to buying [[apartment]]s or [[guild hall]]s, those always have the same price.
 +
 +
This does not affect prices when selling to or buying from other players through the merchants.
 +
 +
{| cellspacing="0" cellpadding="5" width="40%" border="1" style="text-align:center;"
 +
|+'''Price you get when you'''
 +
|- style="background:#DDDDDD;"
 +
! Fame !! buy from NPC !! sell to NPC
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|- style="background-color:green;"
 +
| style="color:white;"| 100 || style="color:white;"| 100.00% || style="color:white;"| 100.00%
 +
|- style="background-color:green;"
 +
| style="color:white;"| 80 || style="color:white;"| 104.50% || style="color:white;"| 95.50%
 +
|- style="background-color:green;"
 +
| style="color:white;"| 60 || style="color:white;"| 109.00% || style="color:white;"| 91.00%
 +
|- style="background-color:green;"
 +
| style="color:white;"| 40 || style="color:white;"| 113.50% || style="color:white;"| 86.50%
 +
|- style="background-color:green;"
 +
| style="color:white;"| 20 || style="color:white;"| 118.00% || style="color:white;"| 82.00%
 +
|- style="background-color:green;"
 +
| style="color:white;"| 0 || style="color:white;"| 122.50% || style="color:white;"| 77.50%
 +
|- style="background-color:yellow;"
 +
| -20 || 127.00% || 73.00%
 +
|- style="background-color:yellow;"
 +
| -30 || 129.25% || 70.75%
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|- style="background-color:orange;"
 +
| [-50 to -30] || Trading impossible || Trading impossible
 +
|- style="color:white; background-color:red;"
 +
| style="color:white;"| Below -50 || style="color:white;"| Trading impossible || style="color:white;"| Trading impossible
 
|}
 
|}
  
The effect of race fame is the price you will get when you sell something to a merchant of that race, and which missions an NPC of that race will or will not offer you. If you drop below -50 fame with a race, the guards in the towns of that race will attack you on sight. You may buy an appartment in any capital town, not just the one you are aligned with. Race fame has no effect on which TPs you may or may not buy.
 
  
===[[Guilds]]===
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</blockquote>
Just as players can align themselves with a faction and a race, so can guilds. A guild can be Neutral/Kami/Karavan, and also Neutral/Fyros/Matis/Tryker/Zorai. Again, the faction alignment has no effect on the race alignment, and neither does the location of the guildhall - a guild may align itself in any combination it likes and may purchase a guildhall in any capital city.
+
 
 +
== Tribal Fame ==
 +
<blockquote>{{main|Tribe fame}}
 +
Tribes may be allied, neutral or ennemies of a nation, even in it's own territory. This limits the nation's control over their territories, and makes the [[Nation/Geopolitics|Geopolitics]] rather complex. Accomplishing missions with tribes may have, as a consequence, an effect on nation [[fame]] and other tribes one, depending on their diplomatic relations.
 +
 
 +
Tribe 's aggressivity and trading abilites obey to the same rules as the nations' ones. <br />
 +
Apart from any political aspect, improving tribe fame may be useful to the wandering homin, since they will defend against aggressive animals or bandits people they like...
 +
 
 +
*https://ryzom.silenda.de/?t=itemdb&s=fame&menu=0 : a table of tribes/Nations/Powers relations status
 +
</blockquote>
  
The alignment of a guild determines which homins may or may not join the guild. Since this can sometimes be tricky to get your head round (and to explain) I'll explain it in two ways; from the guild's point of view, and from the player's point of view:
+
== Guild Fame ==
 +
<blockquote>[[Guild]]s have also fames regarding the four nations and the four factions. It reflects the fame of its members, and the higher the member rank, the higher it influences the guild's one.
  
1)
+
Just as players can align themselves with a [[Faction]] and a [[nation]], so can [[Guild]]s. A [[Guild]] can be Neutral/[[Kami]]/[[Karavan]], and also Neutral/[[Fyros]]/[[Matis]]/[[Tryker]]/[[Zorai]]. Again, the [[Faction]] alignment has no effect on the [[nation]] alignment but [[Ranger]] and [[Marauders|maraudeur]] factions which both prohibit any nation alignment.
A character who is faction aligned can only enter a guild of that faction.
 
A neutral character can join any guild.
 
  
2)
+
''Guild Fame has, at the moment, no influence on gameplay but onto its members''.
A neutral guild can only have neutral characters in it.
 
A guild which is faction aligned may have neutral characters, or characters who are aligned the same as the guild.
 
  
The same goes for race alignment, but with the race instead of the faction
+
Guilds may purchase a [[Guild]]hall in any capital city the marauders who can only have their halls in the marauder place(s) since the nations are aggresive with them.
  
To align with a faction or race, the guild leader must go to an NPC (at the temple of in the capital city, near to the ones for player alignment) and follow the NPCs instructions. Unlike for players, the guild doesn't need to have a specific guild fame (but the Guild Leader needs to have +30 fame with the faction/race of their choice) and will have its fame set to +30 in the faction/race chosen after the leader has completed the instructions. If the guild fame drops below 0 with the race or faction it is aligned with, it will automatically become neutral or race-neutral (depending on which fame value dropped below 0). Any player who is incompatible with the neutrality of the guild (ie any player who is aligned with a faction or race, depending on which fame value dropped) will automatically become of Unspecified status (see notes below).
+
The alignment of a [[Guild]] determines which [[Homin]]s may or may not join the [[Guild]]. Since this can sometimes be tricky to get your head round (and to explain) I'll explain it in two ways; from the [[Guild]]'s point of view, and from the player's point of view:
 +
# A character who is [[Faction]] aligned can only enter a [[Guild]] of that [[Faction]]. <br />A neutral character can join any [[Guild]].
 +
# A neutral [[Guild]] can only have neutral characters in it (especially marauder and ranger ones). <br />A [[Guild]] which is [[Faction]] aligned may have neutral characters, or characters who are aligned the same as the [[Guild]].
  
 +
The same goes for [[nation]] alignment, but with the nation instead of the [[Faction]]
  
===Notes "Going Neutral"===
+
To align with a [[Faction]] or [[nation]], the [[Guild]] leader must go to an NPC (at the temple of in the capital city, near to the ones for player alignment) and follow the NPCs instructions. Like for players, the [[Guild]] needs to have 30 [[Guild]] [[Fame]]. If the [[Guild]] [[Fame]] drops below 0 with the [[nation]] or [[Faction]] it is aligned with, it will automatically become neutral or [[nation]]-neutral (depending on which [[Fame]] value dropped below 0). Any player who is incompatible with the neutrality of the [[Guild]] (ie any player who is aligned with a [[nation]] or [[faction]], depending on which [[Fame]] value dropped) will automatically become of Unspecified status (see notes below).
At any time you can open your fame window and hit the "Go neutral" button for either faction alignment or race alignment. This will make you lose the alignment you have (either race- or faction-alignment, depending on which button you pressed) and will enforce the fame caps as detailed above. If your fame was above 50 then it will be reduced to 50 (either race or faction blabla)
+
<br /></blockquote>
  
===Unspecified status===
+
== See also ==
A character or a guild in unspecified status is considered as neutral by the game mechanisms. While in this status, you keep your fame values unchanged and aren't subject to any cap. However, while in this state, you can't gain or loose fame. Additionally, a character can't switch to another status when his guild is also in this state.
+
* [[Alignment]]
If your fame was above 50 with a race or faction when you became unspecified, it will stay at that value, but NPCs will act as if it were 50. When you are unspecified, you should take steps to return to neutrality or alignment (you may have to leave your guild to do this).
 
  
===Outposts===
+
=== links on forum ===
The alignment of a guild has no effect on which outpost it can take - a guild may take any outpost it can
+
* [https://app.ryzom.com/app_forum/index.php?page=post/view/85510 Race Fame Basics]
The alignment of a guild has no effect on which drill it can build on an OP it owns - it can build any drill it likes.
+
* [https://app.ryzom.com/app_forum/index.php?page=topic/view/13155/4#4 Raising Matis Race Fame]
The alignment of a player has no effect on which "outpost craft plans" they can get - they can get whatever they have the skill points for.
+
* [https://app.ryzom.com/app_forum/?page=topic/view/13153 Raising Fyros Race Fame]
 +
* [https://app.ryzom.com/app_forum/?page=topic/view/13135 Raising Tryker Race Fame]
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* [https://app.ryzom.com/app_forum/?page=topic/view/13154 Raising Zorai Race Fame]
  
===PvP===
 
Currently there are no "FvF" zones on Atys (or "CvC" ones either ), so your alignment currently has no effect on zoned PvP.
 
Neutral players cannot activate any PvP flag - they are always "neutral" in tagged FvF combat.
 
Faction aligned players can activate their FvF flag whenever they wish (according to the associated timers) to participate in tagged FvF combat. You can only attack someone who has a tag of the opposing faction on; you can't attack neutral players or players who are aligned but without their tag on.
 
Race alignment (or neutrality) currently has no effect on PvP at all.
 
  
[http://forums.ryzom.com/showthread.php?t=23992 | Fame Guide from the Offical Forums]
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<noinclude>{{Reflist|subpages=}} {{Portal Gameplay}}
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[[Category:Game mechanics]] [[Category:Factions]]
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{{last version link|Fame}}</noinclude>

Latest revision as of 15:06, 4 March 2024

de:Ruhm
en:Fame
es:Fama
fr:Manuel de l'utilisateur/Renommée, Factions, Allégeance
ru:Слава
 
UnderConstruction.png
Translation to review
Don't blame the contributors, but come and help them 😎

Reference text ( Maintained text, used as reference ) :
Notes: FR and EN pages are too far (to harmonize)... (Craftjenn, 2024-03-04)





Fame is a measure of how much an NPC likes or hates you. Fame is important for you because it determines how NPCs will behave with you:

  • Mission giver NPCs can give or refuse to give missions to you.
  • The fees related to services that you may earn or have to pay may be affected by your fame.
  • Guards may even attack you if your fame is too low[1]. On the opposite, they will defend if you are attacked by animals or NPCs when your fame is good enough.

In game you have access to your fame in the fame window which opens with ⇧F (shift F).

A fame is measured by a number between −100 and +100. It is represented by a colored bar in which colors represent the attitude of the concerned community towards you. Depending on the service, there might be other thresholds (see below). Guilds also have fames, and your guild's fame is shown in the same window as yours. It has, at the moment, much less less importance with gameplay than the individual one. See the Guild page for more information about it.

1 -50 -30 0 50
Agressive Neutral Trading Rewarded missions

There are three different Fame types:

  • Nation fames : Fame with the fyros empire, the tryker federation, the matis kingdom and the zoraï theocracy.
  • Faction fames : Fame with the Kami, the Karavan, the Marauders, the Rangers [2] or Tritonists [3].
  • Tribe fames : fame with each individual tribe.

Fame is gained by competing various missions from different mission givers, who are aligned with tribes, races or factions.

It is important to note that by gaining fame with a nation or a tribe, you will gain fame with allied factions but also lose some fame with the opposing factions. This because of the complex geopolitcs on Atys. But don't worry, the amount of fame you may loose is much lower than the one you gain!

Some NPCs escape this general rule to allow characters whose fame became too low to recover fame :scouts, patrollers and journeymen. They have no lower threshold to give missions and usually wander all over the regions, outside the places where the characters can be attacked. In EncyclopAtys pages, they are called “affiliates” to a tribe or a nation. Higher powers region hosts and tribe ambassadors do not have a lower fame limit too.

Moniq's App Fame Tracker is very useful to plan your fame progresses,view all the default fames of your character and many other useful information.

Citizenship and Alignment

Main article: Alignment

A character or guild can align themselves with one of the four nations as well as one of the two higher powers, stay neutral as the rangers or tritonists or oppose all and become a Marauder . Aligning oneself to either will adjust your fame caps accordingly for the faction's enemies and allies, i.e. higher caps for allies and lower caps for enemies. Your fame with a faction will automatically be lowered, if during alignment your fame for that faction is higher than the new cap, e.g. upon completion of the Karavan initiation rite your Kami fame will be adjusted to -50 and you will be considered anathema to the Kami.

Neutrality

Neutral means that a character or guild chose not to align themselves with any race or higher power. At any point a character or guild can renounce their alignment to a race or higher power and become neutral, this will remove any fame caps they incurred while they were aligned. If fame for a faction was over 50 before renouncing alignment, then the fame will be automatically lowered to 50 as soon as alignment is renounced.

Marauders, Rangers and Trytonists are “neutral” factions from this point of view.

Initial Fame

Higher Powers
Race Kami Karavan
Fyros 10 -10
Matis -20 20
Tryker -10 10
Zoraï 20 -20
Nation Fame
Fyros Matis Tryker Zoraï
Fyros 20 -20 -10 10
Matis -20 20 10 -10
Tryker -10 10 20 -20
Zoraï 10 -10 -20 20

Once aligned with a Nation, you will have certain caps on your Fame values with the Nations.

Maximum Fame with
Chosen Nation Fyros Matis Tryker Zorai
Fyros 100 0 25 75
Matis 0 100 75 25
Tryker 25 75 100 0
Zorai 75 25 0 100

Transports

Teleporter Pacts (TP)

Main article: Teleporters

Teleporter Pacts or TPs are “tickets” that can be bought at any of the higher powers' altars that allows you to teleport back to the altar you purchased it at. Fame has little effect on which bark teleporter pacts you can get. Each bark region of level lower or equal to 200 has at least[4] one “neutral ” teleporter. by neutral we mean accessible to everyone but higher powers ennemies e.g. the Marauders. Higher level regions teleporters as well as Prime Roots ones can be used only by aligned people.

Additionally, people aligned with Ma'Duk can only use Kami TPs and people aligned with the Cult of Light can only use Karavan TPs. When their fame reaches some limits they also benefit of free transportation, automatic pact renewal and even a special animation. (TO BE IMPROVED)

Marauder's Zinuakeens

Marauders have their own transport system : which can be activated with a special crystal. Only Marauders can use them

Rangers' “Tunnels”

To access higher level regions and Prime Roots, ranger can use a magnetic amber or a magnetized amber map which they get when they succceed the Ranger Aspirant and Ranger rites.

Only rangers can use them.

To New Horizons Transporters

Fame affects the way the transporters behave with you, though they will never refuse to transport you (if you can reach them). Giving them occupation products is a very efficient way to improve nation fames. Refer to the To New Horizons page for more details.

Merchant Prices

Your fame with each of the 4 races determines how much their merchants will pay for your goods and how much you'll have to pay for their goods. The higher your fame with the Fyros, the better the prices you'll get from Fyros merchants, and similarly for all other races.

This also applies to wandering hawkers of that race, regardless of which land they're in. It also applies to stable boys (who sell mounts and packers) and to faction items merchants (even though they have their prices in faction points instead of dappers). It does not apply to buying apartments or guild halls, those always have the same price.

This does not affect prices when selling to or buying from other players through the merchants.

Price you get when you
Fame buy from NPC sell to NPC
100 100.00% 100.00%
80 104.50% 95.50%
60 109.00% 91.00%
40 113.50% 86.50%
20 118.00% 82.00%
0 122.50% 77.50%
-20 127.00% 73.00%
-30 129.25% 70.75%
[-50 to -30] Trading impossible Trading impossible
Below -50 Trading impossible Trading impossible


Tribal Fame

Main article: Tribe fame

Tribes may be allied, neutral or ennemies of a nation, even in it's own territory. This limits the nation's control over their territories, and makes the Geopolitics rather complex. Accomplishing missions with tribes may have, as a consequence, an effect on nation fame and other tribes one, depending on their diplomatic relations.

Tribe 's aggressivity and trading abilites obey to the same rules as the nations' ones.
Apart from any political aspect, improving tribe fame may be useful to the wandering homin, since they will defend against aggressive animals or bandits people they like...

Guild Fame

Guilds have also fames regarding the four nations and the four factions. It reflects the fame of its members, and the higher the member rank, the higher it influences the guild's one.

Just as players can align themselves with a Faction and a nation, so can Guilds. A Guild can be Neutral/Kami/Karavan, and also Neutral/Fyros/Matis/Tryker/Zorai. Again, the Faction alignment has no effect on the nation alignment but Ranger and maraudeur factions which both prohibit any nation alignment.

Guild Fame has, at the moment, no influence on gameplay but onto its members.

Guilds may purchase a Guildhall in any capital city the marauders who can only have their halls in the marauder place(s) since the nations are aggresive with them.

The alignment of a Guild determines which Homins may or may not join the Guild. Since this can sometimes be tricky to get your head round (and to explain) I'll explain it in two ways; from the Guild's point of view, and from the player's point of view:

  1. A character who is Faction aligned can only enter a Guild of that Faction.
    A neutral character can join any Guild.
  2. A neutral Guild can only have neutral characters in it (especially marauder and ranger ones).
    A Guild which is Faction aligned may have neutral characters, or characters who are aligned the same as the Guild.

The same goes for nation alignment, but with the nation instead of the Faction

To align with a Faction or nation, the Guild leader must go to an NPC (at the temple of in the capital city, near to the ones for player alignment) and follow the NPCs instructions. Like for players, the Guild needs to have 30 Guild Fame. If the Guild Fame drops below 0 with the nation or Faction it is aligned with, it will automatically become neutral or nation-neutral (depending on which Fame value dropped below 0). Any player who is incompatible with the neutrality of the Guild (ie any player who is aligned with a nation or faction, depending on which Fame value dropped) will automatically become of Unspecified status (see notes below).


See also

links on forum



  1. Below -50
  2. Rangers fame doesn't exist in game yet.
  3. Tritonists is only a RP faction at the moment
  4. In some regions both Kami and Karavan teleporters are “neutral”

Last version 2024-03-04•