Alignment

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In Ryzom, guilds and players can align themselves to a faction as well as a race.

For players, doing so has certain advantages as well as some disadvantages.

For guilds, the only reason to align themselves is because they can't accept aligned players into their ranks until they do.

Faction Alignment

Aligning to a faction allows players access to all teleports of that faction, including the ones in the Prime Roots which are closed to non-aligned players. It also gives them access to a global faction chat, and allows them to participate in factional PvP against the other faction. Upon joining a faction, they lose access to all teleports of the other faction.

Neutral

Players who aren't aligned to a faction do not have access to some of the teleportation pacts that factioned players have. However they have access to some of the pacts from both factions. Non-aligned players can join a guild with any faction alignment as long as the race alignment of the player is either neutral or matches that of the guild.

Kami

Players can do a rite, which requires a minimum of 30 fame, at any Sanctuary of Ma-Duk to be considered aligned with the faction. Kami-aligned players have access to all Kami TPs as long as the fame requirement is met for each TP. Kami-aligned players can join any Kami-aligned guild as long as the player's race alignment is neutral or matches that of the guild.

Karavan

Players can do a rite, which requires a minimum of 30 fame, at any Temple of Jena to be considered aligned with the faction. Karavan-aligned players have access to all Karavan TPs as long as the fame requirement is met for each TP. Karavan-aligned players can join any Karavan-aligned guild as long as the player's race alignment is neutral or matches that of the guild.

Race Alignment

Aligning to a race, also known as becoming a citizen, allows players to obtain the full 100 fame with that race, which in turn gives them the best prizes when dealing with merchants of their race. It's also required to participate in the governments of their race.

Neutral

Players who aren't aligned to a race are limited to at most 50 fame with all races, which affects the prizes they get at markets. Non-aligned players can join a guild with any race alignment as long as the faction alignment of the player is either neutral or matches that of the guild.

Fyros

One can become a citizen of the Fyros people upon accruing 30 points of fame with them. The rite of citizenship can be conducted for an aspiring citizen by Artegus Kerian, the Imperial Magistrate of Pyr. The citizenship-seeker should be aware that they are likely to be quizzed upon tenets of Fyros society in an assessment of their understanding. Fyros-aligned players can join any Fyros-aligned guild as long as the player's faction alignment is neutral or matches that of the guild.

Matis

One can become a citizen of the Matis people upon accruing 30 points of fame with them. The rite of citizenship can be conducted for an aspiring citizen by Lirina Predachi, the Royal Magistrate of Yrkanis. The citizenship-seeker should be aware that they are likely to be quizzed upon tenets of Matis society in an assessment of their understanding. Matis-aligned players can join any Matis-aligned guild as long as the player's faction alignment is neutral or matches that of the guild.

Tryker

One can become a citizen of the Tryker people upon accruing 30 points of fame with them. The rite of citizenship can be conducted for an aspiring citizen by Jedan Mac'Bregall, the Federal Magistrate of Fairhaven. The citizenship-seeker should be aware that they are likely to be quizzed upon tenets of Tryker society in an assessment of their understanding. Tryker-aligned players can join any Tryker-aligned guild as long as the player's faction alignment is neutral or matches that of the guild.

Zoraï

One can become a citizen of the Zoraï people upon accruing 30 points of fame with them. The rite of citizenship can be conducted for an aspiring citizen by Liao Fa-Ling, the Dynastic Magistrate of Zora. The citizenship-seeker should be aware that they are likely to be quizzed upon tenets of Zoraï society in an assessment of their understanding. Zoraï-aligned players can join any Zoraï-aligned guild as long as the player's faction alignment is neutral or matches that of the guild.

Guild Alignment

Guilds can align to a faction and to a race to allow players of the same alignment to join. A guild that isn't aligned can't have any members that are aligned. The rules specifying which players can join which guilds are summarised as follows:

  1. A character who is aligned to a faction can only join a guild of the same faction. A neutral character can join any guild.
  2. A neutral guild can only have neutral characters in it. A guild which is aligned to faction may have both neutral characters and characters who are aligned the same as the guild.
  3. A character who is aligned to a race can only join a guild of the same race. A neutral character can join any guild.
  4. A neutral guild can only have neutral characters in it. A guild which is aligned to race may have both neutral characters and characters who are aligned the same as the guild.

For a guild to align, the guild needs a minimum of 30 fame with the guild or faction, and the guild leader needs to do a rite from the NPC that can be found right next to the NPC who gives the rites for individual players to join the faction.

For more details, see the article on Fame.

Fame

Main article: Fame

Aligning to a faction or a race affects your fame caps, affecting the maximum fame you can have with the tribes, other races and the opposing higher power.

Initial 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