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Glumf's Spectacular Faction Guide

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Hello and welcome to Glumf's Spectacular Faction Guide for us Ogres (and other inferior evil races).

I've spent many hours grinding (mostly useless) factions, and have decided to post a list of the factions I've worked in the hopes that it benefits someone else out there. Note that I will continue to update this as I go along my journey, but figured I'd start out with a few of the tougher-to-get factions. My goal is to be loved throughout Norrath. This guide is not going to follow any particular order, and in fact I honestly think it makes sense to lay out the factions a bit more linearly (based on what other factions are impacted), instead of strictly separating them by continent or region. As such, this guide is going to jump around a little bit. If you're here looking for one specific faction, I recommend using CTRL+F to find what you're looking for, as it may not be where you think!


I should note, however, that my faction grind was performed on a level 60 Ogre Shaman (Rallos Zek deity). As such, your mileage may vary if you are a lower level and unable to kill some of the mobs I discuss in my guide. Additionally, being a shaman grants me access to Bear Form and invis, which are both great tools for factioning, as some turn-ins may require a faction boost, or the invis trick to perform. This doesn't mean to say that if you are not a shaman that you can't follow the same path. Bear Form, for example, can usually be replicated by Shared Wolf Form, Tree Illusion (Illusionists Stone), or Earth Elemental illusion (Ball of Golem Clay).


A quick note to the "Why?" behind factionquest. P99 is an old game - the encounters have been mostly solved, optimizations have been found, and quests are somewhat trivial at this point. The reasoning behind gaining faction with so many different races and critters around the world is simply "because you can". I thoroughly believe that this game is a marathon, not a sprint. Taking the time to see what is possible, with less of a focus on loot, has been highly satisfying to me. If you've taken up the factionquest sword, chances are you may find yourself in a similar boat. The game has so much more to offer than simply gearing a character, and people tend to find their own enjoyment in whatever assortment of menial tasks. This just happens to be what I found fun. I sincerely hope that you have found what is most entertaining for you. Let's cut to the chase!

Contents

Halfthings

Let's begin where all good faction guides begin with the halflings of Rivervale, for no particular reason.


Merchants of Rivervale, Deep Pockets, and Mayor Gubbin

By now if you've taken up the Factionquest task, you're most likely already friendly with the Guardians of the Vale due to all of your Orc killing. If not, go check out the section on Human Paladins (or just go kill Orcs). This part of the guide discusses gaining faction with the Merchants, Rogues, and Mayor of the City. To start, go load up on Bandages. As many as you can hold. Next, head over to Misty Thicket and find Joogl Honeybugger's hut. Give him loads of bandages. Each turn in will result in:


Storm Reapers

The druids of Rivervale. Head into the inn in the center of the town and find Blinza Toepopal. She appears to have lost her stew delivery sidekick, Jillin, and needs you to deliver stew instead. Tell her you'll take the stew, and then head over to the bank building. In the first room behind the bank, you'll find Deputy Lowmot. Give him the stew. Rinse and repeat. For you extra daring individuals, you can try agroing Blinza and dragging her to the hallway right in front of Deputy Lowmot. If you root her there and cycle camp, or simply memblur her there, you can make a macro to target Blinza, hail her, and say you'll take the stew. Doing this allows you to spam your macro and give the stew to Lowmot in quick succession. Each turn in will result in:

Guardians of the Vale (1)

Mayor Gubbin (1)

Storm Reapers (1)

Merchants of Rivervale (1)

Dreadguard Outer (-1)

If you need to fix Dreadguard Outer, it's easily fixed with the bottle of red wine quest as described in the Dark Elfses section below.


Priests of Mischief

This is the Clerics of Rivervale. Oh boy does raising this faction suck. You are going to need to pull out every trick in the book to make this happen, but it's doable. Your main man here is Beek Guinders in the cleric guild. This quest requires that you obtain ruined wolf pelts, black wolf skins, and berries - all of which are a pain to get. My recommendation is to go search the merchants outside of Rivervale for the wolf pelts and skins, and hunt down a druid with a pile of foraged berries. I also randomly found quite a bit of success in the shops in Neriak for the Black Wolf Skins. If you're already KoS (and I'm assuming you are if you're here), you're going to need to do some combination of: Use an OVP, use bear form or wolf form, or pull him to an area that you can line-of-sight him, have someone hail lock him, and do your turn ins with the invis trick. This took me a very long time to complete, but it's doable - don't let anyone tell you otherwise! Here's the gains per turn in:

Priests of Mischief (3)

Mayor Gubbin (1)

Guardians of the Vale (1)

Good luck with this one.

EruDONE

Halflings always make me think of Erudites, so we're setting sail over to Odus (shoutout DMO). Let's start easy.


Craftkeepers, Crimson Hands, Gatecallers, and Deepwater Knights

These factions relate to the Caster guild in Erudin, and the Paladins (Deepwater Knights). These are fairly easy factions to raise. Credit here goes to Benanov, who has kindly contributed to this page and pointed out an alternate method for raising this faction. I have outlined the method that I used in raising this faction below, but the following is a common method used for raising this faction:

Go to the Docks in Toxxulia (#7 on map) and bonk Elial Brook on the head every time he spawns. Keep his Bones, they stack. Each time you punish Elial for existing, it will result in the following:

Heretics (-10)

Craftkeepers (10)

Crimson Hands (10)

Deepwater Knights (10)

Gate Callers (10)

When you hit dubious with the Gate Callers, go turn in his bones for more positive faction hits. The quest, Heretic Battle, requires you to turn in Elial's bones to Markus Jaevins. While this quest is great for raising Gatecallers, it doesn't raise the other caster factions in the palace. Even still, you'd might as well turn them in since you have them! Each turn in results in:

Gate Callers (50)

High Guard of Erudin (7)

High Council of Erudin (5)

Heretics (-7)

Alternatively (and the method I used since there are more spawns to kill with the same faction impact as Elial), you can go down into Paineel and find the stonehenge looking thing in the first outdoor area you arrive at. There are 4 or 5 low level necros standing there, all of which we're looking to kill. There is another female necro that will wander through that stonehenge area that can be killed for the same faction. As a Shaman, I parked my pet down there and made a macro to /pet attack for each name of the respective necros. Meanwhile, I sat up in the newbie yard and killed Noclin Saah as he respawned. There is an additional necro that was somewhat easy and nearby Noclin (in the tower gate thing), but he has a bit of a longer respawn time. This allowed me to kill all of the stonehenge necros and Noclin on respawn without needing to move. Each kill of these guys resulted in:

Heretics (-10)

Craftkeepers (10)

Crimson Hands (10)

Deepwater Knights (10)

Gate Callers (10)

Note by Benanov, 2023-10-23: I slaughtered the young necromancers - the fun way, with PBAE spells - quite a few times in an attempt to get back into the good graces of the guilds in Erudin Castle. After all, you'd think it'd be faster: there's more of them and they spawn just as fast as Elial does - but my faction never budged the way that slaughtering Elial did. While the faction hits might be -10/+10 on Live, they do not feel like +10 on Project 1999. Elial is the fastest way; I went from dubious to amiably quite rapidly and it is roughly the same number of faction hits from Max KOS to dubious. More research is needed, preferably with two characters that start indifferent to one of the guilds.


On to the next one, on to the next one.


Heretics and High Guard of Erudin

Easy peasy. Go rampage through the Warrens. Notably, there is only one faction in Paineel, the Heretics, so you're covering this whole city this way. The High Guard of Erudin is simply the guard faction within Erudin. Each Kobold kill will result in:

Clan Kolbok (-30)

Heretics (2)

High Guard of Erudin (2)


Peace Keepers and High Council of Erudin

Wait! Before you leave the Warrens, read on! The High Council of Erudin (as far as I can tell) only relates to Erudin Emissaries that are roaming around in Toxxulia. The Peace Keepers are the Clerics of Erudin, and the sole reason that the Halflings remind me of Erudites. Both of their Cleric factions are terrible to raise. We're going to do the Catman Alliance quest, which involves going from the Warrens to Erudin a gazillion times. The reason we choose this quest is because it doesn't require Amiable like every other stinkin' quest does for these guys. The task is simple, but the turn in is difficult. You'll need to pull out some of the tricks we used for the Priests of Mischief to turn in if you're KoS (scroll up if unfamiliar). The turn in does not give much faction, so you'll need to do plenty of turn ins. I bound myself at the quest giver in the Warrens and made a corpse in Erudin and got rezzed by a guildmate (thanks Larceni) to quickly travel between the two locations. I scoff at the silly Iksar guide that claims raising this faction is impossible. Ha! Here's the scoop:

Peace Keepers (2)

High Council of Erudin (1)

Heretics (-1)

Obviously, you can kill in the Warrens to repair the Heretics as necessary. Also, there is a better way of raising the High Council of Erudin that I will cover again in the Merchants of Erudin section below.

But wait... There is another (arguably worse) method for raising this faction, but it does result in another faction gained. Can you guess who? That's right - the Catmen! Woohoo!


Kejek Village - BONUS LEVEL UNLOCKED

I bet you thought I'd skip right over these poor Catmen. Turns out they're in the courtship phase of a relationship with the Peace Keepers. How handy. This faction is a real TREAT to raise (pun intended, you'll understand soon). To do this, we're going to schedule PTO for the next week and bring a foraging character to the Ocean of Tears (aptly named). You're going to want to forage every 100 seconds and pray that you get a Marr Cherries. When you have enough Marr Cherries, keep foraging for more. You're going to need loads. Next, you're going to want to hunt down some brownie parts in order to make Winter Chocolate. Combine Winter Chocolate with 3 Marr Cherries in the oven (there is an oven conveniently located in Kejek Village). Luckily, every combine of 1 winter chocolate and 3 Marr Cherries produces 6 Chocolate Marr Cherries (pun make sense yet?)! Give them ONE BY ONE to Miranda in Kejek Village:

Kejek Village (1)

Peace Keepers (1)


Faydark's Champions, King Tearis Thex, Clerics of Tunare, and Soldiers of Tunare

Yes, you read that right. You thought we were still working on Odus. Well, joke's on you, that's factionquest for you. Quickly now, head over to Freeport. East Freeport to be exact. I hope you have bag space, because we need a ton of it. In East Freeport you can buy (from several different merchants, you take your pick) small lanterns. Buy as many as you can hold. Now run back to West Freeport and hit up the Hogcallers Inn. Upstairs you're going to find Jyle Windshot. Give Jyle a small lantern, and if you're lucky, he's going to give you a Wooden Shards. Thankfully these are stackable. Rinse and repeat until you have a couple hundred Wooden Shards. Each lantern is going to give you:

Faydark's Champions (1)

King Tearis Thex (1)

Clerics of Tunare (1)

Soldiers of Tunare (1)

Crushbone Orcs (- who cares)

I should mention that Faydark's Champions are the Woodelf Rangers, Clerics of Tunare are High Elf Clerics, Soldiers of Tunare are Woodelf Druids. Orcs are Orcs. As far as I know, King Tearis Thex is a useless faction. Will update if I discover otherwise.


Merchants of Erudin and High Council of Erudin (again)

Ok. Back to Odus, let's finish off Erudin. Take those Wooden Shards you got from the section above and give them to Emil Parsini in Toxxulia forest (right outside the gate to Erudin in a hut). He needs them one at a time - you cannot do four at a time here! Each turn in is going to result in:

Merchants of Erudin (5)

High Council of Erudin (3)

High Guard of Erudin (3)

If you're sufficiently motivated and tire of handing in lanterns, go talk to the person in South Karana camping treants and buy their Wooden Shards - or check the Centaur merchants to see if there's any for sale.

OK, on to...

Merchants of Ak'Anon

You may say to yourself "But Glumf, we're dealing with Erudin. Why would we care about the Merchants of Ak'Anon right now?" Excellent question. Now that we've fixed our Erudin Merchant faction and we're in the area, let's make a quick detour and fix this so that we don't have to deal with it later on. Erudin (and surrounding area) can be a fairly tedious faction grind, so let's end it on a high note. This faction is surprisingly easy to fix up! All you need is a little bit of platinum. Head over to the tavern right as you enter Erudin and buy 15 or so stacks of Vasty Deep Ale - sounds fancy. Take this hoard of ale and enter the palace. Behind the Erudin City office, and down in the prison area, you'll find a little fella named Shondo Billin. Give him all your ale. Unfortunately, he needs them 1 by 1, but the faction he gives you is quite lucrative:

Gem Choppers (10)

Merchants of AkAnon (10)

King AkAnon (10)

Dark Reflection (-30)

The only faction out of all of these we care about here is the Merchants of Ak'Anon, since we're going to ruin the rest later on. I took this to Ally since this was so easy to raise. Woo!


EruDONE! Well, sort of. Don't leave yet.

Druids, Rangers, and More Druids... and More Rangers

Since you're stillll in the area...


Protectors of Pine

Let's knock out the Protectors of Pine. Who are they you ask? Well, the Rangers of Surefall Glade, of course! This is actually a pretty easy one to raise. There are several Poachers (all on the same spawn cycle) that have a spawn point right outside Emil's hut in Toxxulia forest. They're very low level, and always drop a poacher head. Go ahead and get yourself a pile of those heads before heading back to the mainland. This is certainly a faction I recommend raising, as it makes porting to Surefall Glade less stressful. Gillarian Naelev in Surefall Glade will take the heads from you. Each head results in the following faction:

Protectors of Pine (15)

Jaggedpine Treefolk (3)

Sabertooths of Blackburrow (-2)

Guards of Qeynos (3)


Jaggedpine Treefolk, Guards of Qeynos, and the Silent Fist Clan

The Jaggedpine Treefolk are the Druids of Surefall, and tend to show up at many druid portals around Norrath. The Silent Fist Clan is the Monk guild of Qeynos. I'll let you sort out what the Guards of Qeynos faction is. This is another easy peasy faction, as it's simply a matter of performing Gnoll Genocide in Blackburrow. Each Gnoll results in the following, despite what is shown in other places on this wiki. Don't forget to save your Gnoll Fangs!

Sabertooths of Blackburrow (-15)

Guards of Qeynos (1)

Jaggedpine Treefolk (1)

Merchants of Qeynos (1)

Silent Fist Clan (1)


Residents of Kithicor and Highpass Guards

I bet you didn't know that one of the druids/rangers at the West Commonlands druid ring was on this faction, did ya? Well, let's get it sorted out so that we can port around without any agro issues. Get over to Highpass Hold. Specifically, we want the Orcs. My recommendation is attempting to lock down the Shiny Brass Idol camp (drops off Vopuk Shralok) in order to secure a bit of cash while you do this. Additionally, I recommend holding on to every Orc Scalp that drops, as these can also be turned in for faction. Each Orc slain results in:

Shralock Orcs (-30)

Highpass Guards (2)

Kithicor Residents (2)

Glumf's Personal Note: Fun fact! The faction name "Shralock" and the actual surname of the Orcs "Shralok" do not match up. Come on devs!

If you've followed the steps for cleaning up the Faydark's Champions and Soldiers of Tunare listed in the "EruDONE" or "Finishing off with Faydwer" sections, you should be done with all druids and rangers! Congrats!

Untangling the Mess of Gnomes

We're going to switch gears (harharhar) and go deal with everyone's favourite tinkerers - the gnomes.

Glumf's Personal Note: Surprisingly, Ak'Anon took me the longest to finish. If you embark on this, be prepared to grind! Deep Muses, Dark Reflection, and Eldritch Collective all take a very long time to raise, and need to be done in a particular order.


Deep Muses

This pesky faction can be raised by killing Clockwork SmithXIII in the Bertoxxulous tunnels of Ak'Anon. He is a merchant, and therefore will not drop loot, but is a much easier alternative to some of the other mobs in the area (i.e., Guildmasters) that would raise the same faction. Note that there are other merchants in the tunnels that you may find to kill if you're looking to speedrun raising this faction, but I've found this guy is an easy AFK kill. He is also out of range of the Cleric Guildmasters that tend to heal some of the other merchants. My best guess for the specific faction numbers on this guy are:

Dark Reflection (-30)

Deep Muses (1)

Eldritch Collective (1)

Gem Choppers (1)

You have another option for this faction in Unrest. Slaughter a little closet gnome by the name of Khrix Fritchoff. He's on a 22-minute spawn timer, so it takes quite a while, but it's still steady. His hits are:

Dark Reflection (-30)

Deep Muses (5)

Eldritch Collective (5)

Gem Choppers (5)


Dark Reflection

These are the evil aligned (i.e., Bertox) gnomes within Ak'Anon. You can expect repairing this faction to take a decently long time, as the mobs you are going to be killing only provide 1 faction boost per kill. Surprisingly, Ak'Anon is a fairly safe zone, even for the KoS amongst us, assuming you stay out of guildhalls, of course. You will want to scour Ak'Anon for any Clockworks, Guides, Scrubbers, and Mechanics. Murder them all. Each kill will have the following faction gains/hits:

Eldritch Collective (-30)

Gem Choppers (-30)

King Ak'Anon (-30)

Dark Reflection (1)

Meldrath (10?) - this is one faction I don't really care about, so will likely not make much of an effort to raise it, but doing so would only require the murder of additional Clockworks


Eldritch Collective

This is the "good aligned" caster guild within Ak'Anon. For some reason these guys are tangled up with the Dark Elves (loremasters feel free to chime in as to why), but raising Eldritch Collective will usually cause a hit to The Dead faction (Dark Elf Necros/SKs). There are quite a few options for this, many of which include killing SKs throughout Neriak. I, however, decided to kill Kizdean Gix, as he's typically an easy kill that I can get every time I'm running through WC (those kills add up!). His (and other Neriak SKs) will be as follows:

Queen Cristanos Thex (-30) - As far as I can tell, there are no mobs on P99 specifically on this faction.

The Dead (-30)

Eldritch Collective (1)

Keepers of the Art (1)

King Naythox Thex (1)

Primordial Malice (5) - This is not a useful faction, as there are no mobs in P99 that are impacted by it, so I'm happy to tank it.

In proceeding through grinding this faction, I believe the following is a better alternative to killing Kizdean. As soon as you enter Neriak there are 3 sisters sharing the name X'Ta at the top of the gate and a Shadowknight in the back room of the gate by the name of Lisv D`Unnar, all which provide:

The Dead (-15)

Queen Cristanos Thex (-2)

with King Naythox Thex (1)

Keepers of the Art (1)

Eldritch Collective (1)

Primordial Malice (30)

If you're adventurous, you can also add Capee, Svunsa, and Uglan in to the rotation, but those guys are level 50 and have significantly more HP.


Gem Choppers and King Ak'Anon

Gem Choppers are the Ak'Anon guards, and King Ak'Anon is pretty self-explanatory. Both of these can be raised by slaughtering within the Minotaur Caves in Steamfont. Note, however, that you will reduce your Maldrath faction by killing these guys. For your run of the mill Minotaur Slaver (and others):

Meldrath (-30)

Gem Choppers (10)

King Ak'Anon (10)

Note from Waffles 12/17/23 - At least on Green, its clear the Gem Choppers faction gain is lower than King Ak'Anon on Minotaurs. My guess is killing Mino's gives roughly 5-7 faction points with Gem Choppers while you do indeed get 10 points for King Ak'Anon. It's difficult to say for sure as I don't know if different Minotours (Lord, Hero, Etc) have different faction hits than the other ones. I hit ally with King Ak'Anon very early in Aimiable with Gem Choppers and both factions started at max scowls. Helpful additional note, for easy conning checks for King Ak'Anon faction, you can con Lodrand Dindlenod in the slave pens in the caves to check your status. I am unsure what faction the other gnome is in there, it's not Gem Chopper or King Ak'Anon.

With enough repetitions of the above, Ak'Anon should be sorted out, but you'll have taken significant hits to The Dead, so let's move on to the Dark Elves.

Getting in good with the Dark Elfses

The Dead

As mentioned previously, these are the SKs and Necros of Neriak. This is surprisingly a fairly easy faction to recover. Dragoon Szorn is your main man for this. His respawn timer is approximately an hour, but he has some pretty big faction gains for killing him:

Indigo Brotherhood (-75)

King Naythox Thex (-30)

King Tearis Thex (100) - As far as I can tell, there are no mobs on P99 specifically on this faction.

Queen Cristanos Thex (100) - As far as I can tell, there are no mobs on P99 specifically on this faction.

The Dead (100)


Indigo Brotherhood

This is the warrior guild of Neriak. This is fairly easily raised as well by slaughtering the halflings in Nektulos. I used my Iksar Monk alt (I don't care about his faction) to kill the halflings and loot their Leatherfoot Skullcaps (these are tradable). Turning in 4 of these caps to Narex T`Vem in the warrior guild will result in a hefty faction gain with the Indigo Brotherhood. Note that if you are KoS to these guys, you may need to stand around the wall from Narex, open trade, then cast invis on yourself before pressing trade.

Indigo Brotherhood (50)

Emerald Warriors (-7)

Steel Warriors (-2)

Primordial Malice (-100) - This is not a useful faction, as there are no mobs in P99 that are impacted by it, so I'm happy to tank it.

Note from Yuwan: There's a good trick for this. If a mob is doomed to die with no further actions on your part (DoT spell, pet attacking, etc.) you can quit out using /q before it dies and you will not take the faction hits from the kill. Pets, including charm pets, will not disappear or break when you /q. This lets you skip the requirement of a second character to take faction hits for the kills. Log back in and loot up.


The Spurned

This is the Caster guild of Neriak. As far as I can tell, the only way to raise this is to turn in the Halfling Druid Master's Head to Draxiz N'Ryt in Neriak (can be done at dubiously). Don't forget using an OVP can boost your faction by 100, which may get you to dubious if you are not already there. If you're Kos, by standing on the ledge near the entrance to the guild and hugging the wall (122, -955) closest under where Draxiz is standing will allow you to trade. You will need to zoom out and angle your view from atop in third person in order to see him to initiate the trade, remember to cast invisibility or successfully hiding before pressing trade!

The Spurned (10)

The Dead (-1)


Hall of the Ebon Mask

These are the Dark Elf Rogues. Unfortunately, there are not a lot of great options for this. The best route is probably to load up on snake scales and snake fangs. Go talk to Hekzin G`Zule in the rogue guild in Neriak. Tell him you're interested in joining this house of rogues and he's going to give you an empty bag to mix together snake parts. Specifically, 3 snake scales and 3 snake fangs. The turn in results in:


Priests of Innoruuk

The cleric guild of Neriak. Do the Innoruuk's Recommendation quest to raise these guys quickly - simply involves delivering a letter from East Freeport to Neriak. The letter comes from Saxarivza Zaxun who is in the tunnels of East Freeport. You can obtain the letter while KoS if you move over her on the Z-axis and say the quest phrase. Resulting faction from the turn-in in Neriak:


Dark Bargainers, Dreadguard Inner, and Dreadguard Outer

Dark Bargainers relates to merchants around Neriak, and the two Dreadguards are various guards in Neriak. Very easy faction to raise. Load up on red wine and do the Bottle of Red Wine quest in Neriak C. Hand Lokar To`Biath 4 unstacked bottles of red wine for 4 faction gains. Repeat until maxed. There's a bar nearby to buy all the red wine you need!


Neriak Trolls and Neriak Ogre

I'm adding this section for the sake of completion. Unfortunately, however, there does not appear to be a way to increase you Neriak Troll faction. If you do find a way to raise this, though, please include it here! As for the Neriak Ogres (Jacker, Mrak, and The Gobbler), the quest you'll want to do is the preserved meat delivery. Head over to Oggok, and tell Chef Dooga that you will pick up froglok legs. You can then bring this back to The Gobbler (may need to use the invis trick) for the following faction gain:

Hopefully one day we'll find a way to raise the Neriak Trolls!

The Human Cycle (but not all hoomans)

The are obviously a lot of pesky humans kicking around Norrath, and they're very needy with their factions. Let's work on repairing some of the factions we've wrecked so far - the Steel Warriors, and the Priests of life. Spoiler, this is going to have impacts on other pesky human factions, and we'll sort them out as well. But first things first, let's fix up the Freeport Paladins.


Knights of Truth, Commons Residents, Ashen Order, and Guardians of the Vale

Plain and simple - go slaughter orcs in EC. You need to kill loads of these little buggers. I bashed every orc pawn I saw while running through EC/WC, but when I got determined to grind, I parked my pet at one orc camp, and I stayed at the other. I made a macro to have my pet attack every type of orc (5 separate macro lines of /pet attack orc_c, /pet attack orc_o, /pet attack orc_a, /pet attack orc_p, /pet attack orc_l). Be sure to hang on to any Deathfist Slashed Belts you may come across, as we'll need them later. The important faction here is the Knights of Truth, as this is going to be part of the great balancing act of Steel Warriors, Freeport Militia, and Dismal Rage. The following are the factions for each orc kill, despite what is shown on other parts of this wiki:

Deathfist Orcs (-30)

Ashen Order (1)

Commons Residents (1)

Guardians of the Vale (1)

Knights of Truth (1)


Steel Warriors and Priests of Marr

The Steel Warriors are the Warriors of Qeynos and Freeport and the Priests of Marr are the Freeport Clerics. There are no good mobs to kill without wrecking everything else, so we're going to fix it with bottles of milk, naturally. Before starting this, make sure to have sufficient faction with the Knights of Truth. Load up on milk and head to West Commonlands. Load up Mojax Hikspin with as much milk as you have - the guy loves the stuff. He'll give you the following faction per turn in:

Knights of Truth (1)

Dismal Rage (-1)

The Freeport Militia (-1)

Priests of Marr (1)

Steel Warriors (1)

BE CAUTIOUS - do not tank your Dismal Rage faction too far, as it could be difficult to do the next step. This is a balancing act that results in net gains for each of Steel Warriors, Dismal Rage, and Freeport Militia, but you must be able to complete the quests in order to do them. DO NOT TANK DISMAL RAGE!


Dismal Rage and Opal Dark Briar

Ok cool - we just lowered our faction with these dudes thanks to giving some random paladin some milk, so obviously we need to show some loving to the necros of Freeport by giving them bone chips. Load up on bone chips and head to the East Freeport Tunnels. Xelha Nevagonnagiveyouup is located in the necromancer guild. Give her 4 bone chips (unstacked). Again, try not to wreck your Knights of Truth Faction here, but if you do, go kill some Orcs. Additionally, this raises Opal Dark Briar, who is a random dark elf necro hanging out in the tunnels.

Dismal Rage (5)

Knights of Truth (-1)

Opal Dark Briar (1)


The Freeport Militia

Remember when we milked Mojax? Well, that helped to ruin our Freeport Militia faction, the East Freeport and West Freeport guards. Remember when I told you to hang on to those Deathfist Slashed Belts? Ok great - now take those belts and go turn them in to Captain Hazran in West Freeport. If you're KOS, you can try some of the faction tricks (i.e., wolf form or invis). I personally was KoS even in Wolf Form, so I needed to go stand under Captain Hazran, open up the trade screen with 4 belts, and then invis myself and press trade. The following faction gains/hits result from the turn in:

The Freeport Militia (5)

Coalition of Tradefolk Underground (1)

Knights of Truth (-1)

Priests of Marr (-1)

Note that our cycle of Milking Mojax, Bonechipping Xelha Neva, and Belting Mr. Hazran have each given us a positive ratio of the factions we're looking for. Cycle these three quests as needed to repair these factions.


You do have an alternative option for raising Freeport Militia (along with a few Highpass and Qeynos factions), if you happen to come across an influx of Left Goblin Ears. If you have the faction to do so (or if you're able to paci/invis trick or sneak), you can turn these in to Captain Bosec in Highkeep for the following faction gains (note that these are all positive faction impacts):

Highpass Guards (5)

Carson McCabe (5)

Merchants of Highpass (5)

Corrupt Qeynos Guards (5)

The Freeport Militia (5)

Glumf's Personal Note: I find it interesting that killing a Gnome Cleric can ultimately result in you needing to go back to this cycle. That is, killing a gnome cleric results in lowering Deep Muses. To fix that you need to lower Dark Reflection. To fix that you need to lower Eldritch Collective. To fix that you need to lower The Dead. To fix that to need to lower Indigo Brotherhood. To fix that you need to lower Steel Warriors. To fix that you need to lower Dismal Rage. To fix that you need to give Xelha bone chips. It feels like all roads lead to the need for bone chips. Just a little tidbit I thought I'd throw in here to give you a sense of how much of a spiderweb the factions in this game are. Kinda neat.


Note from Yuwan - There is another way to raise Freeport Militia - which works if KOS and does not lower any other factions. Kill gnolls or orcs in Highpass Hold (see "Residents of Kithicor and Highpass Guards" above), collecting their scalps. Turn these in (see "Carson McCabe and the Bad Boys" below) to raise Freeport Militia. Useful if you can't turn in belts and don't want to trash other factions to get to that point.


Arcane Scientists

Although not really related to the cycle of Knights of Truth / Freeport Militia / Dismal rage listed above, I figured I'd sneak this faction in to this section, as there's not really a good place for it. The Arcane Scientists is the caster guild within Freeport, and is fairly easy to fix up. Fill up your bags with Rat Ears sold by Katha Firespinner in East Commonlands. Next, head on over to Qeynos Hills and seek out Rephas who is standing by the lake. Turn in (you may need to use the invis trick) to him 1 rat ear for the following faction:

Arcane Scientists (5)

Knights of Truth (1)

Freeport Militia (-1)

Opal Darkbriar (-1)

In return, Rephas will give you Grilled Rat Ears. You can turn these Grilled Rat Ears right back in to him for fish scales and the same faction hit:

Arcane Scientists (5)

Knights of Truth (1)

Freeport Militia (-1)

Opal Darkbriar (-1)

That wraps up a good chunk of humans! Delicious!

Leezards and Chips

I'm going to explain how to fix lizards. Not because it has any relevance to the previous factions we've discussed, but because it's kind of a one-off faction as a whole that also relies on bone chips. Unless you are an Iksar, you're probably KoS in Cabilis. Don't worry, we can fix that right up. Notably, Iksars have a ridiculously bad faction modifier to any non-lizards (INCLUDING WOLVES!). From my testing as a Rallos Zek Ogre, it seems like I had a -500 faction modifier for being Rallos Zek, and a -500 modifier from being an ogre. I think most people will be in the same boat for the racial modifier, but I'm somewhat sure that if you follow Cazic Thule you will not be hit with the -500 modifier, making this (a bit of) an easier faction to obtain. Lizards can be broken into two types: Necros and Everything Else.


Brood of Kotiz

These are the Necro Lizards (sick band name). You've got two options for this, but they are both essentially the same. Option 1) Go to Swamp of No Hope and enter the tunnel to Trakanon's Teeth. In there you will find a camp of 9 Iksar Exiles. Kill them. Option 2) This my preferred method - go to Warsliks Woods and enter the tunnel that leads to Lake of Ill Omen. There are roughly 15 forsaken Iksars in here that need killing. I preferred this method because while you're waiting for the tunnels to respawn, there are other forsaken lizards around in the hills that can be killed. My cycle was to first clear the tunnels, then run up to the little lake at the top of the waterfall and kill the 6 that spawn there, then follow the river to the over to the nearby ruins and kill the 6 that spawn there, then finally run up to the path (that leads to the Overthere) and kill the 3 that spawn in the ruins at the T-intersection. Rinse and repeat, killing any others you may see on your way. Either method will work, but I think option 2 is a bit quicker! The following faction gains are received from killing a single forsaken lizard:

The Forsaken (-30 or -10) - I didn't care about fixing this faction, as it's just roamer enemy NPCs that are on this.

Brood of Kotiz (1)

Legion of Cabilis (1)

Do not be fooled by the Wiki. In fact, this is the reason you're here at Glumf's Spectacular Faction Guide - for the cold, hard answers. The wiki will tell you that some Forsaken Lizards (Pariah and above) give 10 faction to Brood of Kotiz per kill. Don't believe it. They give 1. You need to kill a whole lot of these guys to get to dubious to Necro Lizards.


Scaled Mystics, Crusaders of Greenmist, Cabilis Residents, Swift Tails and Legion of Cabilis

These are every other type of lizard. However, in order to do this, you will need to have raised your Legion of Cabilis faction to at least dubiously. This is where the bone chips come in. Go get yourself 10,000 or so bone chips and turn them all in (4 at a time only, unstacked) to Trooper Mozo in the Field of Bone. Prepare for carpal tunnel. Each turn in results in:

Legion of Cabilis (1)

Cabilis Residents (1)

Scaled Mystics (1)

Crusaders Of Greenmist (1)

Swift Tails (1)

Lizards aren't really too bad, they're just misunderstood.

Carson McCabe and the Bad Boys

Highpass Guards, Carson McCabe, Merchants of Highpass, and Corrupt Qeynos Guards

You've got several options for this, but the Orc scalps mentioned above is probably the easiest. Give all the Orc Scalps you collected while improving your Kithicor Residents faction to Captain Ashlan who is wandering around in Highpass Hold. This quest is nice in the sense that it raises Corrupt Qeynos Guards and Freeport Militia without any negative consequences. Every turn in will result in:

Highpass Guards (2)

Carson McCabe (1)

Merchants of Highpass (1)

Corrupt Qeynos Guards (1)

The Freeport Militia (1)

Alternatively, you can turn in Left Goblin Ears in Highkeep for the same factions as described in the Human Cycle section above. Be careful farming these ears, though, if you plan on getting factioned with Runnyeye - killing the goblins will set you back!


Bloodsabers and Kane Bayle

These sewer rats are the Qeynos Necromancer and Shadowknight guilds residing in the Qeynos Aqueducts. Your go-to man of the hour for these factions is going to be the one and only Guard Shilster in North Karana. Before you go visit him, though, be sure to load up on gold. He's going to give you a Blackburrow Stout and some faction in return for 5 gold. Feel free to use the Blackburrow stout to level up that alcohol tolerance while you're doing this quest! Each turn in:

Guards of Qeynos (-10?)

Kane Bayle (1)

Circle Of Unseen Hands (1)

Corrupt Qeynos Guards (1)

Bloodsabers (1)

Don't forget that the Guards of Qeynos faction is easily fixed by even more Gnoll Genocide. Enjoy, and don't forget to save your Gnoll Fangs!

I figured I'd toss in one more method for raising some Bloodsaber faction, if you don't mind repairing your Priest of Life faction later. There is a chap that wanders Lavastorm by the name of Sir Lindeal. He's got a pretty good Bloodsaber gain on him if you do come across him. I wouldn't say this is the most reliable way to raise this faction, but good to have it in your toolkit. Here's the gains/hits for Sir Lindeal:

Bloodsabers (50)

Knights of Thunder (-50)

Priests of Life (-37)

Guards of Qeynos (-37)


Circle of Unseen Hands

Certainly, a more interesting name for a faction of rogues as compared to the Freeport Rogue faction "Coalition of Tradefolk Underground" aka "Coalition of Tradefolk Illegal". These guys can be somewhat easily taken care of through some runner quests. Head down into the Qeynos Rogue guild and find a guy named Knargon. Ask Knargon about the shipment, and he's going to give you a bent playing card that you need to take to a shady fellow named Jracol Brestiage out in the North Qeynos yard. Keep in mind that Jracol can only be found at night time. You should also note that the Bent Playing Card is not lore, so you have the ability to load up your inventory with these things. Upon turning in the playing card, you're going to get the following faction gains/hits:

Carson McCabe (5)

Coalition of Tradefolk Underground (3)

Ring of Scale (-1)

Highpass Guards (5)

Merchants of Highpass (5)

Ring of Scale can be fixed by killing in Mistmoore, but probably isn't necessary, given that it's the faction of named Dragons in Veeshan's Peak - not overly useful. Fixing this faction is included in the Bonus Factions section if you are interested in doing so. When you turn in the Bent Playing Card, Jracol's going to give you a note (also not lore) to bring back to Knargon. Returning the note results in:

Circle Of Unseen Hands (5)

Merchants of Qeynos (-1)

Corrupt Qeynos Guards (1)

Guards of Qeynos (-1)

Kane Bayle (1)

I should note that you can also raise your Circle of Unseen Hands faction by killing bandits and raiders in the Karanas. More on that later.

Now that we've seen the underbelly of Qeynos, let's shift our sights to the good guys of EverQuest's forgotten city.

Antonious Bayle and Friends

Now to spend more time in Qeynos - EverQuest's flagship city! A quick flavorful fact to toss in before we get going - it's clear that this is the city that the devs started with. Not only is Qeynos SonyEQ backwards, but the zone naming scheme seemed to originally be based off of this city. For example, Qeynos hills shows up as "qeytoqrg" in the /who list - shorthand for Qeynos to QRG, with QRG being Surefall Glade, aka the Qeynos Ranger Guild (QRG). Implying the devs were building out their zones from Qeynos. This can also be seen in the naming scheme of the Karanas. It seems likely that either Qeynos Hills and West Karana or West and East Karana were originally going to be combined. West Karana's /location scheme is very offset in comparison to other zones (starting at -1000 West/East, which is where Qeynos Hills leaves off). West Karana shows up as "qey2hh1" in /who. This could translate to 2 zones away from Qeynos 1 zone away from Highpass if the Karanas were combined. Who knows what the actual game plan was by the devs, but it definitely feels like they were still sorting out the zones over there in that part of the world! Anyways, enough Qeynos fact nonsense, let's get into it.


Antonious Bayle

This isn't the most useful faction, but it does have mobs specific to it. Namely the investigators in South Qeynos and the Aqueducts. Also, the mob for the Qeynos Badge quests in North Qeynos is on this faction. Therefore, it must be fixed. I'm going to warn you beforehand that raising this faction will result in other factions lowering (duh), but at least you have options.

Option numero uno: Head down to South Qeynos and load up on brandy. Give brandy to Captain Rohand on the docks. Be warned though, that there is a fairly substantial Circle of Unseen Hands hit to doing this. I'm not positive what the faction hits are for this, as there are conflicting reports. Be careful to not tank your Circle of Unseen Hands faction to the point where it's a pain to getting it back up. Each turn in of Brandy to Rohand:

Merchants of Qeynos (15)

Circle Of Unseen Hands (-15?)

Antonius Bayle (3)

Coalition of Tradefolk (2)

Guards of Qeynos (5)

Option two: See Priests of Life and Knights of Thunder below.


Priests of Life and Knights of Thunder

This is going to serve as both a second option for raising your Antonious Bayle faction as well as a method for raising Priests of Life and Knights of Thunder. Go ahead and make yourself a level 1 Monk alt (put all your points into stamina) and head to the pond in North Qeynos. Be sure to park your factioning character there as well. With this newly created Monk, do your best to bonk some Koalindl fish in the pond. Once you've killed them, swap back to your factioning character to loot. Turn them in to Enic Ruklin for a nice hefty hit:

Antonius Bayle (15)

Guards of Qeynos (50)

Knights of Thunder (30)

Priests of Life (100)

Bloodsabers (-25)

Note from Yuwan: You might be able to skip making a second character for this. If you can use a very low-level DoT or pet to kill the Koalindl fish (since it's level 1), you can /q out before it dies, let the DoT or pet kill it, and then log back in to loot. You will evade the massive faction hit for killing the fish, and still get the loot!


If you are deciding whether to take this option or the previously mentioned option for raising Antonious Bayle, I suggest deciding whether you have excess Bloodsaber or Circle of Unseen Hands faction to spare and choosing based on that. This method requires faction repair with the Bloodsabers - see the Bloodsabers section above.


Order of Three

No proper city would be complete without the obligatory Caster's Guild. Here we go! Unsar Koldhagon is the guy we're looking for in South Qeynos. But first we need to go stock up. Like any Enchanter worth his salt, he needs loads of Snake Scales, Rat Whiskers, and Bat Wings. You will need a 1:1:2 ratio of Snake Scales, Rat Whiskers, and Batwings, respectively. Snake Scales are sold in EC Pardor the Blessed (hope you got your Commons Residents faction up! If not, go check out that section). Rat Whiskers are sold in Kithicor Forest (hope you got your Kithicor Residents faction up! If not, go check out that section) by Jeena Firechaser. Bat Wings are sold by Katha Firespinner in EC (hope you got your Commons Residents faction up! If not, go check out that section). You need to hand Unsar 1 Snake Scales, 1 Rat Whiskers, and 2 Batwings. He'll do this for you:

Order of Three (5)

Bloodsabers (-1)

Guards of Qeynos (1)

Opal Dark Briar (-1)

Be sure to repair factions as needed!


Qeynos Citizens

We need to make good with the Citizens here still, and South Qeynos is just the place we want to be. Head to your bank and take out your endless supply of pieces of rat fur (you have those, right?) and some gold. Find Menkes Tabolet. Give him 2 pieces of rat fur and 3 gold in exchange for a Rat Fur Cap. Use the invis trick if needed. Unfortunately, I don't have the faction numbers for this one.

Qeynos Citizens (2)

There are a couple of alternatives to doing the rat fur quest above. First, you can do the quest to turn in Tesch Val gnoll scrolls to the guy in South Qeynos. I didn't ever do this, but it works as well. Second, and probably the far easier option, is that you can simply kill Edvard Tommels. Yup, that's right - killing a mob on the Qeynos Citizens faction actually GIVES you Qeynos Citizens faction - thanks devs!

Qeynos Citizens (10)


Karana Residents

Although not directly in Qeynos, these guys are fairly easy to raise faction with (along with Circle of Unseen Hands if you still need that) by just blasting Bandits and Raiders in the Karanas. I recommend West Karana as there seems to be the most there. Each bandit:

Karana Bandits (-3)

Circle of Unseen Hands (1)

Guards of Qeynos (1)

Highpass Guards (1)

Karana Residents (1)

Be sure not to leave West Karana too quickly, if you've decided you also want to make friends with those nasty Barbarians.

Barbrrrians

Halas. Objectively the worst starting city. I don't know what the devs were thinking when they made Everfrost the newbie zone for these poor folks. Barbarians are blind as bats, Everfrost is dark as sin, and the whole zone is a maze. Anyhow, let's make some friends. Barbarians can be sorted into two groups: Rogues and non-Rogues.


Rogues of the White Rose

Certainly, a more interesting name for a faction of rogues as compared to the Freeport Rogue faction "Coalition of Tradefolk Underground" aka "Coalition of Tradefolk Illegal". So how do we raise their faction? The answer: slowly. Park up at Frostbite the wolf in West Karana for a couple of weeks and kill him as he spawns. He's on a 6:40 spawn timer, and you only need to kill him a few hundred times. Be sure to take in the Karana views while you deteriorate into madness! Per kill:

Merchants of Halas (-30)

Shamen of Justice (-30)

Steel Warriors (-30)

Wolves of the North (-100)

Rogues of the White Rose (1)

If killing Frostbite wasn't your cup of tea, maybe the mass slaughter of Gnolls or Mammoth Calves is more up your alley. If you decide to go the Gnoll farming route (which will help other Qeynos and Druid related factions), you'll need to pick up 64 patches of gnoll fur for each turn in. Combining 4 patches of gnoll fur in a sewing kit will result in a Gnoll Fur Patch (great naming scheme). Combining 4 Gnoll Fur Patches in a sewing kit will result in a Gnoll Fur Patch Quarter. Combining 4 Gnoll Fur Patch Quarters will result in a Patched Gnoll Fur Bundle - this is what you want to turn in to Ysanna MacGibbon in the rogues' guild. Note that you will need to have indifferent faction to do this, so be sure to check and use faction tricks as needed.

Rogues of the White Rose (5)

If you want to go the mammoth calf route, you can turn in 4 mammoth calf hides (dropped by Woolly Mammoth Calves and Mammoth Calves in the Everfrost Tundra) to Cappi McTarnigal in the rogues' guild. Again, a minimum of indifferent faction is required (which means the invis trick would work if you can get the positioning).

Rogues of the White Rose (5)

Well, that was fun. Let's go fix the damage we've done.


Shamen of Justice, Steel Warriors, Merchants of Halas and Wolves of the North

Remember when you were fixing your Druid faction and I reminded you to save your Gnoll Fangs? Or when you were fixing your Bloodsabers faction and I reminded you to save your Gnoll Fangs? I hope so! Now's the time to use them. Head over to the Warrior guild in Halas. Lysbith McNaff has a thing for Gnoll Fangs. Give her 3 Gnoll Fangs (unstacked). Oh, but you're KoS! You think you can't turn them in! Think again! Here's what to do: Invis up. Go stand right under her and crouch or use a shrink potion to get out of her line of sight. Open up trade with her and put 3 Gnoll Fangs in. Invis up again, press trade. There is another Warrior Guildmaster that stands opposite to her, but he is far enough away (this technique assumes that you are level 60, doing it below that significantly increase the risk that you will be agro'd by the other warrior guildmaster, which in turn will agro Lysbith) that he won't agro you. How neat! Here's the turn in result:

Wolves of the North (15)

Shamen of Justice (3)

Merchants of Halas (3)

Steel Warriors (1)

Halas was pretty easy, right? Ok cool (get it?), let's get out of here.

Super Intuitively Named Factions

Ok let's finish off the humans. Namely, the Antonican Bards, Freeport Merchants, and the Freeport Rogues. Let's go.


League of Antonican Bards

This faction is quite aptly named, as it applies to bards. Specifically, from Antonica. It's probably easiest to boost this faction by killing in Mistmoore, as you'll get the following faction hits/gains from each kill there:

Agents of Mistmoore (-30)

Mayong Mistmoore (-30)

King Tearis Thex (10)

League of Antonican Bards (10)

Ring of Scale (10)

Alternatively, if you raid in Veeshan's Peak, every named dragon has the following faction adjustments:

Ring of Scale (-300)

League of Antonican Bards (100)

Mayong Mistmoore (100)

Venril Sathir (100)


Coalition of Tradefolk and Coalition of Tradefolk Underground (Illegal/Illegitimate)

If I haven't made it clear yet, I hate the naming convention for both of these. The Underground guys are the Rogues, and the regular Coalition of Tradefolk are the Freeport merchants and bankers. In the tunnels of East Freeport, there is someone by the name of Nestral TGaza (what a lovely name for a girl...). She needs you to take a note to a guy named Rebby in West Freeport, then bring back Rebby's Rat Whiskers. Simple enough. Here's what quest results in:

Coalition of Tradefolk Underground (10)

Coalition of Tradefolk (10)

Carson McCabe (1)

Corrupt Qeynos Guards (1)

The Freeport Militia (1)

I've seen people running this quest plenty of times to faction up. However, there's a little known additional (if not better) quest that you can do right alongside this. You guessed it, it's another note! It's going to Janam this time, who stands right beside Rebby. While you're grabbing your note to Rebby from Nestral, go swing by Harkin Duskfoot who is just down the hall and grab the note to Janam. Bring it to Janam. Unoriginally, Janam needs you to bring back a note to Harkin. Here's the faction gains for doing so:

Coalition of Tradefolk Underground (20)

Coalition of Tradefolk (20)

Carson McCabe (2)

Corrupt Qeynos Guards (1)

The Freeport Militia (3)

Easy!

Fat Men and Little Boys

As the name suggests, here we're going to look at fixing up the Dwarves, Ogres, and Trolls. Dwarves and Ogres are somewhat intertwined, and Ogres and Trolls are somewhat intertwined. Let's kick things off with the Dwarves.


Storm Guard and Miners Guild 249

We're starting here with the Kaladim Guards and warriors (Storm Guard) and the Kaladim Paladin's guild (Miners Guild 249) for good reason. Specifically, because unlocking the Miners Guild 249 faction will allow us to turn in bone chips in North Kaladim. Storm Guard is somewhat easy to raise, because we're starting our efforts in Crushbone. Head to Crushbone and slaughter the place until your bags are filled with Crushbone Belts. You can opt to also pick up the Legionnaire Pads for the same turn in, but I tend to steer away from picking them up, simply because the game requires that you turn in 2 pads per turn in, and we have a premium on bag space. Each Crushbone Orc kill will result in:

Crushbone Orcs (-3)

Storm Guard (1)

Faydarks Champions (1)

Indigo Brotherhood (-1)

Emerald Warriors (1)

Note that too much slaughtering will require you to fix you Dark Elf warrior faction (Indigo Brotherhood), which isn't tough to fix, but you should be aware of it. Turn in the Crushbone belts to Canloe Nusback in the warrior guild in Kaladim for the following factions:

Storm Guard (10)

Kazon Stormhammer (1)

Miners Guild 249 (1)

Merchants of Kaladim (2)

Craknek Warriors (-2)

Rinse and repeat your orc genocide until you are non-kos with the Paladins.


Clerics of Underfoot and Kazon Stormhammer

Now that the Paladin's like us, load up on bone chips. These two factions are easy to ramp up due to their large faction gains, and have no negative hits. Head on over to Gunlok Jure (Paladin Guildmaster) in North Kaladim and hand him 4 bone chips. Given that the dwarf paladins are closely aligned with the King (Kazon Stormhammer) and the clerics (Clerics of Underfoot), each turn in will result in:

Clerics of Underfoot (15)

Kazon Stormhammer (10)

Miner's Guild 249 (15)

You'll want to turn in enough chips to have a bit of a buffer for Kazon Stormhammer, as some of the ogre quests we're going to do will negatively impact him. It's easy enough to just turn in bone chips until you're max faction with all three of these.

(Note: As of 7/2/2023 on green I believe the faction increase for clerics/miners guild 249 is ~ 15, I did not test Kazon Stormhammer so I left this unchanged.)


Merchants of Kaladim

This faction is pretty self-explanatory as to what it is. Unfortunately, it's a bit of a grind to do. You will have raised it somewhat by turn in Crushbone belts, but I find those are too slow to be impactful here. I opted to do the Tumpy Tonic quest, as it was much easier to repeatedly do turn ins. It will, however, require some logistics. The quest "Tumpy Tonics" is what you're going to want to do. This requires you to turn in water flask and a kiola nut to Tumpy Irontoe in South Kaladim. The catch is that kiola nuts are only sold on the sister island of Ocean of Tears. I used a druid (with a lot of bag space) to ferry loads and loads of these pesky nuts over to Tumpy. I bound at the merchant on sister isle, and ported to Butcherblock to make my rounds.

There is a helpful trick that you can employ to do this a bit quicker, however. Quest NPCs have an inventory (which seems to be unlimited). For me this was helpful since the druid I was using to ferry over kiola nuts was not the character I was factioning up on. The NPC's inventory allowed for me to fill my druid's inventory with kiola nuts and turned them in to Tumpy Irontoe, then rinse and repeat. For example, I would gate to sister isle and buy 50 kiola nuts, port to Butcherblock, egress to the Kaladim gate, then run and turn in all 50 kiola nuts to Tumpy. I repeated this step until I had turned in about 1500 kiola nuts.

Next, I took the character that I was factioning (Glumf!) and bought stacks of water. Given that Tumpy now has a ton of kiola nuts in his quest inventory, all I had to do was turn in the water (effectively MQing this quest to myself hundreds of times over). Each water I would give Tumpy resulted me receiving a Tumpy Tonic, and allowed for me to save bag space on the druid.

Now that we've got loads of Tumpy Tonics, the next step is to actually get the faction! Take two Tumpy Tonics to Trantor Everhot North Kaladim for a Dwarven Wire (which you can just destroy) and the following faction gains:

Storm Guard (1)

Kazon Stormhammer (1)

Miners Guild 249 (1)

Merchants of Kaladim (1)

Craknek Warriors (-1)

It's that simple! Let's finish off the dwarves with the rogues.


Miners Guild 628

Not to be confused with the paladins of Miners Guild 249, Miners Guild 628 is the rogue guild in Kaladim. This is worth fixing if you plan on banking in Dwarfland, since they seem to be congregating right outside the bank. This faction can take a little while to fix, but at least it's mindless. Simply head out to Butcherblock and find the Dwarf Bandit camp between Kaladim and the Druid ring. The dwarves you're looking for are: Crytil Dunfire, Peg Leg, Qued, Keldyn Dunfire, and Margyl Darklin. They are a on a 6:40 respawn timer, and each of them result in:

Butcherblock Bandits (-5)

Storm Guard (1)

Miners Guild 628 (1)

Simply kill these guys until the rogues like you.


Kaladim Citizens

Unfortunately, there is no way of fixing this, but the good news is that there are not actually any Kaladim Citizens within Kaladim, so we don't really care. Let's move on to Norrath's Master Race - Ogres.


Clurg, Oggok Guards, and Craknek Warriors

Glumf's Personal Note and OPINION: Before we get in to fixing up the ogre faction, I'd like to mention that I play an ogre. As such, I may be missing some information on minimum required faction for quests, but will try my best to include what I know. Additionally, if you're a shaman and not currently playing an ogre, you're doing the game wrong! They have a racial frontal stun immunity, which is absolutely game breaking. I scoff at you scallywag shamans that choose racial regen (iksars/trolls) over frontal stun immunity. Completely disregarding the innate stamina bonus that ogres get, I'll take less casting interrupts over regen any day of the week, especially since torpor effectively trivializes racial regen!


Anyhow, on to factioning! First things first. Clurg is the socialite bartender that lives in Clurg's tavern. Oggok Guards are Oggok Guards (wow!). Craknek Warriors are the Oggok Warriors. Ok. Head to Guk and see if you can buy some stacks of froglok meat. You'll want a lot! Next, with your hoard of froglok meat, hit up an oven and combine 1 froglok meat with 1 jug of sauces and 1 vinegar to produce a Pickled Froglok. Take as many pickled frogloks as you can to Chef Dooga. Note that if you're already KOS in Oggok, you may need to do some combination of faction tricks (pull Chef Dooga away & hail lock, use an illusion, invis trick, etc.). Hand in 3 Pickled Frogloks and 10 gold to her for the following faction gains:

Clurg (5)

Kazon Stormhammer (-5)

Green Blood Knights (5)

Craknek Warriors (5)

Oggok Guards (5)


Merchants of Oggok

This one is straight forward as there's only one way of doing it, but will be a bit tedious. Head over to Runnyeye and bash Sporali until they drop a bag of bread loaves. Take this over to Innkeep Morpa in the Feerrott. I would use the invis trick to turn in if your faction is already low. Each turn in:

Merchants of Oggok (4)

Clurg (3)

Oggok Guards (3)


Shamen of War

These are the Shamans of Oggok. I am embarrassed to report that this is the only city faction that I do not have good information about. Being an Ogre Shaman already, I start at Amiable with these guys. There are quests you can do to raise your faction past Amiable once you are already there, but that's not particularly useful to include in this guide. I believe it is doable to go from KOS to unKOS with these guys through some combination of faction tricks and completing some part of the "Marda's Secret Mission" quest, but this is not something I've looked in to at this time. I highly encourage anyone that takes up the factionquest sword to add to this guide if you have additional information about how to go from KOS to unKOS with the Shamen of War.


Green Blood Knights

The Green Blood Knights are the Shadowknights of Oggok. I have saved this faction for last because while you can raise it with Pickled Frogloks mentioned above, I find this is much easier done with Lizard Meat. However, the Lizard Meat quest can only be done at Amiable or higher, so you may need to do Pickled Frogloks to get to that point. I should also point out that this is the faction that is intertwined with Grobb, and you will lose Green Blood faction as you raise Grobb faction. For this reason, you'll want to have a good way of fixing Green Blood faction, and Lizard Meat is it.

First off, acquiring the Lizard Meat. I have had a lot of success in digging through merchant inventories out at the innkeepers in the Feerrott. Simply buy out their inventories and re-open the merchant window with them until they show that they have Lizard Meat for sale that Feerrott newbies have sold to them. I've stumbled across hundreds of lizard meat doing this (as well as some other neat finds like bone chips and gems).

Once you have your Lizard Meat, head on over to Soonog in the Shadowknight guild and give him 4 lizard meats for:

Green Blood Knights (5)

Clurg (2)

Storm Guard (-1)

Shadowknights of Night Keep (-1)

On to the Trolls.


Dark Ones and Shadowknights of Night Keep

The Troll Shamans are the unlikely starting place for this city. They are evil creatures that are KOS to most races (including ogres). That's okay though, because we've got faction tricks up our sleeve! Go on and get yourself plenty of Deathfist Slashed Belts from the orcs in Sro or the Commonlands. Then, head over to the Shaman guild in Grobb. Kaglari will be your turn in lady. If you are KOS, you'll want to stand around the corner from her and do the invis trick to turn in belts. Each turn in will result in:

Dark Ones (5)

Shadowknights of Night Keep (1)

Frogloks of Guk (-1)

The above quest is important because you can do it at indifferent faction (i.e., can be done with the invis trick). You will want to complete this until you are amiable with the Dark Ones. Our goal is to get to Amiable with the Shadowknights of Night Keep (Grobb Shadowknights). However, given that Deathfist Slashed Belts are not super abundant, we want a quicker way of raising Shadowknights of Night Keep. Once amiable with the Dark Ones, switch over to handing in snake scales and bone chips to Kaglari in the Shaman guild. Specifically, you can hand in two snake scales and two bone chips at a time for the following hit:

Dark Ones (8)

Shadowknights of Night Keep (1)

Frogloks of Guk (-1)

(Note: Calculated faction gain for Dark Ones off of bone chip / snake scales on 7/2 on green, it is roughly 8 instead of 5. Did not verify Shadowknights of Night Keep hit.)


Da Bashers

This faction pertains to the warrior guild and guards of Grobb. One way of raising this faction is to kill Bugglegupp in Steamfont (placeholder is a small coyote on a 6:40 spawn cycle, spawning near the big dragon bones) for a small faction gain (Lynuga in Innothule Swamp has the same factions, btw):

Broken Skull Clan (-50) - this faction pertains to some outcast trolls that I don't care about

Shadowknights of Night Keep (5)

Da Bashers (5)

But we did all that work in getting our Troll Shadowknight faction up, so let's make use of that for a quicker way of fixing up Da Bashers. Assuming you're amiable with the Shadowknights of Night Keep by this point, head over to the Shadowknight guild and turn in... you guessed it! Bone Chips! Wooohoo! Each turn in of 4 bone chips to Hukulk will result in:

Shadowknights of Night Keep (5)

Green Blood Knights (-1)

Broken Skull Clan (-1)

Da Bashers (1)

Seeing as the faction gain from each turn in is so small, you will need to turn in a ton of bone chips to get to unKOS with Da Bashers. All these turn ins will drop your Green Blood Knights faction, so be sure to keep that in mind! You don't want to drop below amiable with the Green Blood Knights, so as to be able to continue to do the lizard meat quest in Oggok. Factioning is a balancing act!


Grobb Merchants

Our Grobb journey is coming to a close with this one. All you're going to need is some wolf meat. Get plenty of wolf meat (often found on vendors) and turn in two at a time to Wista in the back of the warrior guild in Grobb for the following faction gain:

Grobb Merchants (1)

And that concludes the Dwarf, Ogre, and Troll factioning saga.

Finishing off with Faydwer

In the eyes of the devs, the Woodelves must be the true elves. Not that it matters in the eyes of an ogre, because all elves are the same. BUT, did you know, that on armor race tags, High Elves are listed as HIE, Half Elves as HEF, Dark Elves as DEF, and Woodelves are simply ELF. Congrats on your authenticity, woodelves.

Now that that extremely fun fact is out of the way, let's dig in to it. This section is going to have a lot of overlap between quests, so take your pick as to the route you want.


Faydark's Champions and Emerald Warriors

Oddly enough, it seems Faydark's Champions relates to the Woodelf Ranger guild. The Emerald Warriors refers to the warrior guild of Kelethin, but also includes both the Woodelf and High Elf guards. If you haven't already followed the steps above for fixing your Storm Guard faction, this is going to be taken care of in Crushbone. Orc genocide. Each orc gives:

Crushbone Orcs (-3)

Storm Guard (1)

Faydarks Champions (1)

Indigo Brotherhood (-1)

Emerald Warriors (1)

Again, I should note that if you tank your Indigo Brotherhood (Dark Elf Warriors) faction by doing this, go check out dark elf section in this guide above.


Clerics of Tunare and Soldiers of Tunare

As they say, there are many ways of getting Catskin. As such, this part is going to have overlap with the Faydark's Champion's and Emerald Warriors section above. It is also an alternative to the Small Lantern quest in the EruDONE section, so if you have completed that, you can probably skip this altogether. Nevertheless, I've included this quest so as to be complete. Before I dig in, know that Soldiers of Tunare relates to the Woodelf Druid guild and Clerics of Tunare relates to the Felwithe Cleric Guild. There is a well-known quest which involves turning in muffins to a chubby little dwarf in the Hogcaller Inn in Freeport. You can buy muffins in the bakery in West Freeport, then run over to Pandos Flintside and turn them in 4 at a time for 4 separate faction gains. Note that if your faction with Pandos is already low, you may need to invis trick to turn in. Each muffin will result in:

Faydarks Champions (1)

King Tearis Thex (1)

Clerics of Tunare (1)

Soldiers of Tunare (1)

Crushbone Orcs (-1)

Glumf's Personal Note: This is a good quest to do to repair some of the faction damage you may have taken in the Plane of Growth, if you have killed there. While you CAN NOT repair the faction of the mobs within Plane of Growth (see the Un-Raisable Factions section below), this is an easy fix for the other factions you'll disturb on a POG raid. If you're a druid or ranger that has completed your POG related quests, this is the quest for you! Be useful on raids without fear of wrecking your faction around Norrath!


In addition to the above, I'll toss in this quest which covers Anti-Mage and King Tearis Thex. While some sources kicking around will tell you that Anti-Mage relates to the Paladin guild of Felwithe, all of my experimenting shows me that the NPCs in the Paladin guild are simply on the cleric faction (including the Paladin GMs). In a similar vein, King Tearis Thex is a useless faction, as no mobs are actually on it. Anyhow, if you want to raise these useless factions, you're just going to need apprehensive with the Clerics of Tunare. As such, an illusion or the invis trick should suit you quite well if you're already KOS with these guys. And what are we going to turn in, you ask? Well, you guessed it! Bone chips! Head to the cleric guild and turn in 4 bone chips to Yeolarn Bronzeleaf for:

Clerics of Tunare (2)

King Tearis Thex (2)

Anti-Mage (2)

This quest is kind of nice given that there are no negative hits, so go crazy! Next up: casters!


Keepers of the Art

As mentioned above, this relates to the caster guild within Felwithe. Again, another simple quest to perform with a low faction check (only indifferent required - hello invis trick!). Load up on batwings, sold by Katha Firespinner in East Commonlands, and head over to Niola Impholder in South Felwithe. I needed to use Harmony to get close enough to use the invis trick when I did this on my necro. Giving her 4 batwings results in:

Keepers of the Art (2)

King Tearis Thex (1)

Faydarks Champions (1)

The Dead (-1)

If you wreck your The Dead faction, be sure to check out the guide above to fix it - fairly easily accomplished!


Merchants of Felwithe and Kelethin Merchants

These factions are fairly annoying to fix, unless you are somehow sitting on an abundance of shark meat. Basically, you have two options to righting this - the first involves shark meat. If you feel the urge to go farm shark meat, you can take 4 of them and talk to Gallin Woodwind in the Warrior Guild of Kelethin. He will hand you a bag. Fill it with 4 shark meat, press combine, and return it to him for:

Emerald Warriors (40)

Indigo Brotherhood (-6)

Merchants of Felwithe (4)

Kelethin Merchants (4)

If somehow you don't have an abundance of Shark meat, here's your second option. Go scrounge through newbie zone merchants (Misty Thicket, Feerrott, Neriak, Qeynos Hills, etc.) and look for Spiderling Eyes, Bat Fur, Bone Chips, and Ruined Wolf Pelts. Turning in one of each of these to Regren in the Kelethin warriors' guild will result in:

Emerald Warriors (1)

Indigo Brotherhood (-1)

Merchants of Felwithe (1)

Kelethin Merchants (1)

By far the worst part of this quest is that the wolf pelts don't stack, so there is a LOT of logistics involved with getting all of these items here. I wish you luck! Let's move on to the last two oddballs.


Song Weavers

This is a little-known faction that pertains only to the Woodelf bards. Sylia Windlehands in the Kelethin bard guild is looking for Spiderling Silk. Although no merchants sell Spiderling silk, it's easy enough to come by. Head to Field of Bone and farm spiders or auction to buy it from the lowbies there. I ended up with far more than I needed. Each turn in of 4 Spiderling Silks to Sylia results in:

Song Weavers (1)

Note: As of a recent update this quest requires amiable faction to complete, preventing the invis trick from working and possibly making this impossible for many characters. Please update if you find another method!


Tunare's Scouts

At long last we get to the Woodelf Rogues of Kelethin. As this is such an inconsequential faction, with them being relegated to the outer edges of Kelethin, I feel little remorse in telling you that I'm leaving you to fend for yourself on this one. Only the most cunning amongst you will figure out how to fix this faction. EQ wouldn't be EQ without a little mystery, so I challenge you to join me in the ranks of the evil aligned toons that are factioned with Tunare's Scouts. Best of luck, Factionquester!

Velious - An Overview of the Big Three: Dwarves, Dragons, and Giants

So, you've finished the above and are non-KOS with all the starting cities, right?! Great! Velious has some great factioning to keep you going! Let's dig in.


A word to the wise - Velious takes a little bit of planning. I highly recommend taking the time to understand your faction needs before committing to Dwarves, Giants, or Dragons (or any combination of such), as each of them take some work to become friends with. Some important factors you should consider are:


- Are you planning to raid? If so, is your character going to be designated to raiding one specific zone (i.e., Kael, Icewell, Skyshrine, ToV)?

- What raid loot will you plan to turn in? Are you going to turn in a King Tormax Head to Yeli? Are you going to turn in a Yelinak or Dain head to King Tormax?

- Are you planning to have your character race? You may want to keep the appropriate faction to facilitate this.

- Are you wanting to keep your character available to easily participate in Ring Wars?

- What armor, if any, are you planning to turn in (i.e., Thurgadain, Kael, Skyshrine)?

- Are you planning to do your Coldain Ring or Shawl quests?

- Are you planning to do your Garzicor quest?


First things first, I want to discuss some terminology. When referring to Dwarves, I am referring to both Coldain and Dain. Coldain are the Dwarves in Great Divide and Thurgadain A. Dain refers to the Dwarves in Icewell Keep (Thurgadain B), as well as Seneschal Aldikar that is present in Ring Wars.


When speaking about Dragons, there's only two factions we need to be concerned with: Claws of Veeshan, and Yelinak. Claws of Veeshan refers to the Wyverns in Cobalt Scar, most of the Dragons in Western Wastes, and many of the dragons (and other mobs such as golems) in Skyshrine. Yelinak obviously refers to Lord Yelinak himself.


When referring to Giants, we have three different types: Kromrif, Kromzek, and King Tormax. Kromrif giants are the ones with long shaggy beards, Kromzek giants are the ones wearing plate that look like football players, and King Tormax giants obviously applies to King Tormax himself, as well as the giants in his wing (often wearing golden plate armor).


While I assume most people reading this are interested in maintaining some combination of Dwarves, Dragons, and Giants, I am first going to discuss how to raise each faction in isolation, without concern for the impacts on the other two, before moving on to speak about maintaining multiple Velious factions in the next section of this guide. Use this information as it best applies to you, since everyone's situation will be a little bit different.


Dwarves - Coldain and Dain

Generally speaking, this is the easiest of the three main factions in Velious to maintain since everybody starts on a friendly basis with these folks. However, if you're looking to raise these factions for any reason, it's pretty simple. Kill giants! Specifically, you should be killing the Kromrif and King Tormax giants. Kromrif (beardyboys) will increase your Coldain faction. These guys can be found primarily in Great Divide and inside Kael in the common areas (i.e., outside of the Tormax and Arena wings). The platehouse in Kael is a very common area for increasing Coldain faction. Notably, King Tormax giants will increase your Dain faction.

The faction hits associated with killing Kromrif appear to vary by zone. It appears a Kromrif kill in Great Divide (including Ring War) will result in the following faction hits:

Kromrif (-30)

Kromzek (-30)

Claws of Veeshan (1)

Coldain (10)

Whereas a Kromrif kill in Kael appears to have a higher CoV gain associated with it:

Kromrif (-30)

Kromzek (-30)

Claws of Veeshan (10)

Coldain (10)

Ring War, Kael Platehouse, and Faction pulls (more on this later) will generally be your primary source of generating Coldain faction.

Gaining Dain faction is also quite straight forward. Your easiest method for this will be securing King Tormax kills/tags. The faction impacts from King Tormax are:

King Tormax (-1500)

Kromzek (-1500)

Dain Frostreaver IV (750)

Yelinak (750)

To supplement your Dwarf faction, turning in Giant Warrior Helmets (dropped off of giants in Kael) to Chamberlain Krystorf in Icewell Keep (minimum faction required is Dubious - so use your faction tricks if you need to!) will result in:

Dain Frostreaver IV (50)

Coldain (50)

King Tormax (-25)


Dragons - Claws of Veeshan and Yelinak

This is probably the faction that people put the most work into maintaining. Being friendly with Claws of Veeshan allows for easier raiding in Temple of Veeshan, and as such, raiders often put in the effort to build this back up after raiding. Quick note - within ToV there is a faction named Guardians of Veeshan in the North Wing. Everyone begins KoS to these guys, and there is no way of raising this faction.

Let's talk about Faction pulls. By far the most common way to raise Claws of Veeshan faction (and certainly the method that I recommend) is to participate in Faction pulls. Faction pulls are common occurrences put on by raiding guilds in Kael. The pull consists of dragging 10 low level (but high HP) quest mobs from behind King Tormax's room to the Wakening Lands Zoneline in Kael. People participating will ensure they put in agro to each of the giants pulled to reap the faction rewards. Each kill in a faction pull results in:

Claws of Veeshan (25)

Kromrif (-12)

King Tormax (-12)

Kromzek (-50)

Since there are 10 giants included in each full faction pull, you can expect to increase your CoV faction by 300 for each Faction pull.


A Quick Interlude - Kael Faction Pulls

I want to take a moment to give a very high-level overview as to how to perform a Faction pull so that even YOU can perform it! While I highly suggest asking someone that knows how to do them or watching a YouTube video for further explanation, this should help you to understand the basics of how a Faction pull works.


First off, it requires a character that is already non-KOS in Kael, is 50ish+, and has a long-lasting root. Using this character, go behind King Tormax's room to the area where 12 quest giants spawn. When entering this room, you will see giants lined up on the wall in front of you (south wall) and giants lined up to the wall beside you that the doors are on (north wall). Faction pulls take advantage of two mechanics of the game:


1) Green con mobs will not social while you are standing, and

2) You can't get social agro off of social agro


As you enter the room, you are going to be rooting 2 giants. It doesn't really matter which two you root, just make sure that they are within social range of the other giants in the room. Most people use the middle spawns on the north wall, one on the east side, and one on the west side. This is where the first mechanic comes in to play. Given that the quest mobs will be green cons (they're level 30), when you root these giants, the other giants in the room will not agro you. After rooting the two giants, run out to the entrance to King Tormax's lair. Once you're there, sit. Sitting will now cause the giants in social range that would not otherwise agro while you're standing, to agro. You should now have 10 giants from the quest room chasing you. Here's where the second mechanic comes into play. Since these giants were agro'd via social agro, you do not have primary agro into them. This means that they can run past any other mobs in the zone and not agro them. Again, you can't get social agro off of social agro. Neato! Proceed to run your train of 10 giants to the Wakening Lands Zoneline (hopefully you've got a kill squad there). As the pathing in Kael can be a bit finnicky, you'll need to go slowly so as to baby them into camp. Keep in mind that you are on a timer (your root timer), so move with purpose. Once they're in camp, be sure to zone out so that your Kael factioned character doesn't take any faction hits!


Now hang on a moment, and let's really kick things up a notch. Given the astute factioner that you are (since you're here), with a little bit of extra work you can leverage the Faction pull kill force to your benefit. The mobs associated with Faction pulls are on a 27-minute timer. Couple this fact with the fact that Faction pulls generally draw a fairly sizeable kill force at the Wakening Lands Zoneline, and you've got the recipe for a generating a whole lot more faction! In addition to a regular faction pull, we can gather extra giants for extra fun and extra faction! After tagging the mobs in the Faction pull, you can ratchet up the faction received by pulling in additional giants to be killed. Don't settle for boring old lazy Faction pulls! Go forth into Kael and tag low level (greeny) giants and pull them to the kill force! PLEASE EXERCISE CAUTION when doing this, as you don't want to bring more mobs than the kill force can handle, but usually there is very little risk associated with bringing in extra greenies.


Below is the route that I take to bring in additional green-con giants, especially Kromrif. This is handy as it adds Coldain faction gains to the regular CoV faction gained in a normal faction pull. With a little bit of caution, you can easily bring in 20-30 additional easy giants (and domesticated wolves!) to the slaughter for extra fast factioning!


GlumfFactionPullRoute.png

End of interlude, back to regularly scheduled factioning content!


Another easy method of increasing your Claws of Veeshan faction is to get Statue of Rallos Zek and Avatar of War faction tags. The faction associated with Statue of Rallos Zek is:

King Tormax (-200)

Kromrif (-200)

Kromzek (-1000)

Claws of Veeshan (500)

and the faction associated with Avatar of War is:

King Tormax (-1000)

Kromrif (-1000)

Kromzek (-1000)

Claws of Veeshan (500)

Getting both of these tags is great for bumping up your CoV for a combined raise of 1000 faction. Very nice!


Anyhow, on to Yelinak. Similar to increasing your Dain faction, Yelinak faction is best gained through tags on King Tormax. The faction hit associated with King Tormax is:

King Tormax (-1500)

Kromzek (-1500)

Dain Frostreaver IV (750)

Yelinak (750)

Notably, some other giants (such as Dlammaz) in KT's wing will offer positive Yelinak faction gains, but this is inefficient to expect to raise you faction this way.


Again, and similar to Dwarves, we have one more method of increasing Dragon factions - turning in Giant Warrior Helmets to Sentry Kcor in Skyshrine, resulting in:

Claws of Veeshan (15)

Yelinak (3)

Kromzek (-7)


Giants - Kromrif, Kromzek, and King Tormax

Raising your faction with these guys certainly takes the most work out of the three, but the process is fairly straight forward. Head over to Great Divide and start killing dwarves. Specifically, you should be killing either the Coldain Wolfmasters that roam around outside of the entrance to Thurgadain, or you should head to the southeast corner of the zone and into the Coldain mining cave and kill the miners within. If you choose the latter option, be careful as you pass between the rooms, as there are significantly stronger guards stationed in one of the mining rooms, and at the entrance to the large room. I personally prefer the mining cave option as there are more dwarves to kill. Loot all of the Coldain heads you find, as these will be our primary source of faction. For those of you with deep pockets, consider purchasing Coldain heads, as they seem to be roughly a 25% drop rate.

Each kill of a Coldain in Great Divide offers the following faction impacts:

Coldain (-5)

Dain Frostreaver IV (-1)

Kromzek (1)

Kromrif (2)

Turning in Coldain heads is where the real juice is at and gives a nice boost to Kromzek. Kromzek is the easiest of the three giant factions to raise due to this quest alone (also worth noting that the quest gives 0 experience). Head to Kael and turn in Coldain heads to Captain Bvellos (can turn in 4 at a time) for the following gains each turn in:

King Tormax (10)

Kromrif (10)

Kromzek (40)

Claws of Veeshan (-20)

Turning in the heads to Bvellos requires at least dubious faction with Kromzek. However, you have a few options here if you are starting KOS with him:

1) Kill enough Coldain to increase your Kromzek faction to dubious.

2) I'm going to highlight this section because I get asked quite frequently how to do turn ins to Bvellos while being KOS. Utilize faction tricks to turn heads into Bvellos. I recommend pulling him to the outside of the destroyed hut near the Wakening Lands Zoneline where a barbarian mercenary spawns, or across the ramp where there is an empty hut. You may want to bring a friend with you to help, but generally the steps needed are as follows: Pull him outside the hut (being sure to position him against the wall), ensnare him to prevent him from pathing back (I used my Spear of Constriction), clear your agro (root and camp, gate, memblur, etc.), once agro has been cleared, go inside the hut and position your camera so that you can use the invis trick to do the turn-in to Bvellos while out of line of sight. Alternatively you can have a non-kos enchanter pacify and hail lock him and perform the invis trick.

3) Kill dragons. Most mobs in Skyshrine will offer positive Kromzek faction gains, as well as dragons in Western Wastes, and dragons in the west wing of Temple of Veeshan. I'm not going to list the specific Kromzek gains for each mob, but generally Skyshrine mobs will give +10 Kromzek each. Also of note, named dragons in west ToV such as Lendiniara the Keeper, Gozzrem, and Telkorenar will offer larger Kromzek gains (+100). Keep in mind that killing dragons and other Skyshrine mobs will have a negative Yelinak impact.


You can utilize Coldain heads to max out all of the giant factions.


Additionally, you can increase your King Tormax faction by getting faction tags on both Dain and Yelinak. For Dain, the associated faction impacts are:

Coldain (-1500)

Dain Frostreaver IV (-1500)

King Tormax (750)

For Yelinak, the faction impacts are:

Claws of Veeshan (-500)

Yelinak (-500)

King Tormax (100)

Now let's pull all of our Velious knowledge together!

Velious Continued - Combinations of the Big Three

Most people maintain positive faction with two of the three factions described above. The previous section of this guide described how to raise each one in isolation. This section focuses on the impacts between each of the Dwarves, Dragons, and Giants factions, and how to maintain a friendly status with multiple. Depending on which combination you choose, the balancing act of keeping these factions in good standing can be tricky. The faction combinations below are listed in order from most simple to most complex.


Dwarves and Dragons

This is by far the most common combination of factions to stay friendly with, as it can be done by solely killing giants. Faction pull tags, Statue tags, Avatar of War tags, and King Tormax tags will get you in the good books of Dwarves and Dragons. This is usually your best option as a raider.


Dwarves and Giants

Holding these two factions hinges on the turn-in of Coldain heads and Giant Warrior Helmets (if necessary). The key here is to acquire Coldain heads and helmets while not taking the faction hits associated with the mobs that drop them. This can be accomplished by purchasing these items or farming them on a separate character. Notably, turning in Coldain heads to Bvellos has no negative impacts to Dwarves, and turning in Giant Warrior Helmets in Thurgadain only has an impact on King Tormax. Supplement this through Skyshrine/Western Wastes/TOV dragon kills and Yelinak tags!


Giants and Dragons

For this method we are again going to rely on Coldain heads and Giant Warrior Helmets but we're also going to bring faction tags into the mix. The key for this balancing act is that the quest turn-ins offer great ratios for positive faction as compared to negative faction. Again, I will remind you of each of the factions associated with Coldain head turn-ins, Giant Warrior Helmet (to Sentry Kcor in SS) turn-ins, and Faction tags:


Coldain Head Turn-in:

King Tormax (10)

Kromrif (10)

Kromzek (40)

Claws of Veeshan (-20)

Giant Warrior Helmet (SS) Turn-in:

Claws of Veeshan (15)

Yelinak (3)

Kromzek (-7)

Faction pull tag (impact per mob):

Claws of Veeshan (25)

Kromrif (-12)

King Tormax (-12)

Kromzek (-50)

The ratio we need to do these in for positive gains for each associated faction is 2 Coldain Heads and 2 Giant Warrior Helmets for each Faction pull mob we tag. As most faction pulls are 8 mobs, you should have 16 Coldain heads and 16 Giant Warrior Helmets for turn-in each time you participate in a full 8-mob Faction pull. This 2-2-1 ratio will give positive gains, as shown in the math below:

Kromzek (+80 from 2x Head turn-ins - 14 from 2x Helmet turn-ins - 50 from 1x faction pull tag = +16)

Kromrif (+20 from 2x Head turn-ins - 0 from 2x Helmet turn-ins - 12 from 1x faction pull tag = +8)

KT (+20 from 2x Head turn-ins - 0 from 2x Helmet turn-ins - 12 from 1x faction pull tag = +8)

COV (-40 from 2x Head turn-ins + 30 from 2x Helmet turn-ins + 25 from 1x faction pull tag = +15)

Yelinak (0 from 2x Head turn-ins + 6 from 2x Helmet turn-ins - 0 from 1x faction pull tag = +6)

Quick note to the above - Icepaw Kobold Paws are interchangeable for Coldain heads, but require 4 for each turn-in instead of the single Coldain head. This could be another option for you if you happen to have a lot of these sitting around.


The Trifecta - Dwarves, Dragons, and Giants

Finally, we come to the trifecta - being friendly with Dwarves, Dragons, and Giants. To be clear, I certainly DO NOT recommend this and you should probably just ignore this part. Attempting to maintain friendly with all of the big three will hamstring you in terms of usefulness in the end game, as you'll essentially be prohibited from taking any kind of faction hit in Velious raiding. I've simply included this to show that it is possible to do accomplish, but in practicality this is not useful. The only difference between the Trifecta and the Giants and Dragons section above is the inclusion of Giant Warrior Helmet turn-ins in Thurgadain and a different ratio (2-2-1 for Giants and Dragons as compared to 4-4-1-1 for the Trifecta). As a reminder, the following are the faction impacts from that quest:

Dain Frostreaver IV (50)

Coldain (50)

King Tormax (-25)

The ratio required to increase all of the Big Three Velious factions is 4-4-1-1. That is, 4 Coldain head turn-ins, 4 Giant Warrior Helmet turn-ins (Sentry Kcor in SS), and 1 Giant Warrior Helmet (Thurgadain) for each Faction pull tag (1x). The math below shows the possible gains per Faction pull mob, and assumes that you have the corresponding heads (4) and helmets (5) to turn in to ensure each associated faction is positively impacted. Moreover, if you assume a full 8-mob Faction pull, you'll need 32 Coldain heads and 40 Giant Warrior Helmets. (Note: multiply totals for each faction below by 8 if you plan to complete a full 8-mob Faction pull and have the Heads/Helmets for turn-in):

Kromzek (+160 from 4x Head turn-ins - 28 from 4x Helmet turn-ins (Skyshrine) - 0 from 1x Helmet turn-ins (Thurg) - 50 from 1x faction pull tag = +82)

Kromrif (+40 from 4x Head turn-ins - 0 from 4x Helmet turn-ins (Skyshrine) - 0 from 1x Helmet turn-ins (Thurg) - 12 from 1x faction pull tag = +28)

KT (+40 from 4x Head turn-ins - 0 from 4x Helmet turn-ins (Skyshrine) - 25 from 1x Helmet turn-ins (Thurg) - 12 from 1x faction pull tag = +3)

COV (-80 from 4x Head turn-ins + 60 from 4x Helmet turn-ins (Skyshrine) - 0 from 1x Helmet turn-ins (Thurg) + 25 from 1x faction pull tag = +5)

Yelinak (0 from 4x Head turn-ins + 12 from 4x Helmet turn-ins (Skyshrine) - 0 from 1x Helmet turn-ins (Thurg) + 0 from 1x faction pull tag = +5)

Coldain (0 from 4x Head turn-ins + 0 from 4x Helmet turn-ins (Skyshrine) + 50 from 1x Helmet turn-ins (Thurg) + 0 from 1x faction pull tag = +50)

Dain (0 from 4x Head turn-ins + 0 from 4x Helmet turn-ins (Skyshrine) + 50 from 1x Helmet turn-ins (Thurg) + 0 from 1x faction pull tag = +50)

As you can see, there are a lot of moving parts if you want to accomplish the Trifecta, and it can get very cumbersome very quickly. Again, I do not recommend doing this.

That wraps up The Big Three for Velious! I'll remind you again that I highly recommend doing some planning beforehand as you move into Velious, as factioning here can be quite the time sink!

Bonus Factions!

Beta Neutral

I think this is one of the best returns on investment that you can get in this game - let me explain why. This faction pertains to a good amount of neutral vendors across Norrath. A couple of note are some of the gypsy camps and, more importantly, the merchants within the druid rings. There are two things that impact the sales price of an item to merchants - faction and charisma. Undoubtedly, throughout your time in the game, you will end up selling to the merchants at the druid rings. To give yourself a quick and easy permanent boost to your sales prices, go build this faction up to at least amiable, which takes almost no time at all. Everyone starts at 0 faction (indifferent) with Beta Neutral. That means you only need 50 turn-ins to bump yourself up to amiable. The best part is you can simply con the turn-in NPC to check if you've made it to amiable!

Here's what to do: Head to Highpass Hold, and buy some Bloodstones off of Merchant Edina on the ground floor. Next, head into the safe room that people use to vendor and hand them one by one to Tarn Visilin for a small faction gain. As this quest offers a lore reward, Gleaming Gloves, you can not turn in more than one Bloodstone at at time. There is no need to delete/destroy the gloves in between turn-ins. To move up to amiable, it should only cost you roughly 25 platinum! The boost you get to sales prices will almost certainly make up for the cost of the Bloodstones over the life of your character!

Beta Neutral (1)


FelGuard

This is a very easy faction to raise, but a somewhat useless faction. Lady Shae appears to be the only NPC on this faction. She lives in the HogCaller's Inn in Freeport and may be struggling with mild alcoholism. Handing her 4 bottles of red wine (purchased right there in the inn) results in:

FelGuard (10)

Notably, going through some of the dialogue with her, she asks you what house you are from. A little easter egg awaits you. Telling her you are from the House of Pancakes, House of Pain, or House of Style results in some cheeky dialogue.


Ring of Scale

Fairly easy faction to get in the good books with. This relates to named dragons in Veeshan's Peak. You've got two fairly simple options:

Option 1) Go slaughter in Mistmoore. Each kill here will result in the following faction gains/hits:

Agents of Mistmoore (-30)

Mayong Mistmoore (-30)

King Tearis Thex (10)

League of Antonican Bards (10)

Ring of Scale (10)

Option 2) If you don't mind repairing Kazon and Storm Guard factions, you can go bonk the king in Kaladim for the following gains:

Kazon Stormhammer (-200)

Storm Guard (-30)

Clurg (10)

Mayong Mistmoore (10)

Ring of Scale (200)


Firiona Vie

This applies to the entirety of the outpost in Firiona Vie and is fairly easy to raise. As a bonus, this also helps with your Cabilis guards faction if you haven't done them yet. Simply requires Goblin genocide. Head on over to Warsliks Woods and blast the goblin camp many times over. You also have a chance at getting a Shrunken Goblin Skull earring from Grachnist the Destroyer!

Firiona Vie (1)

Goblins of Cleaving Tooth (-30)

Goblins of Mountain Death (-10)

Legion of Cabilis (1)


Venril Sathir (The Overthere Outpost)

There is only one faction that applies to the entirety of the Outpost in OT. This faction is also required (amiable) to complete the Worker Sledgemallet quest. The easiest way, by far, to raise this faction is through killing dragons in Veeshan's Peak. Each named dragon kill in VP results in the following faction impacts:

Ring of Scale (-300)

League of Antonican Bards (100)

Mayong Mistmoore (100)

Venril Sathir (100)

If you're not in a raiding guild, or have no intentions of going to Veeshan's Peak, you have an alternative. Start farming Sarnak Berzerker's outside of the OT outpost and collect Sarnak War Braids. Hand in 4 of these at a time to Captain Rottgrime in the outpost for 5 Venril Sathir faction each turn-in. See Protect the Shipyard for more information.

Note: If you leveled in Karnor's Castle, you may already be KOS to the outpost. I highly recommend the VP route for raising this faction as it makes it extremely easy!


Ulthorks and Othmir

Ahh yes, the timeless classic feud between walrusmen and ottermen. Let's address the otters first. How do you raise your otter faction? Kill ulthorks and walruses! Ulthorks and Walruses can be found in Eastern Wastes. Killing one of these results in:

Ulthork (-5 for walruses, -10 for Ulthorks)

Othmir (1)

Snowfang Gnolls (1)

If you're planning to be non-KOS with both Ulthorks and Othmir, you're going to need to implement some quest turn-ins as well. All of the quest turn-ins for the Othmir result in more positive faction gained with Othmir than lost with Ulthorks. Most quest turn-ins (Bulthar trunks, tusks, Emerald Dragon Scales, Lodizal Shell Shield) are:

Othmir (5)

Ulthork (-1)

One quest that I'll point out that results in significantly more, however, is the Sea Dragon Meat quest. While you probably don't come across a lot of Sea Dragon Meat, you may be able to pay people to do the turn-in for them. The result of giving 1 Sea Dragon Meat, 1 Fish Eggs and 1 Saltwater Seaweed to Roogy Shellcracker is:

Othmir (100)

Ulthork (-10)

Moving on to the Ulthorks. Simple as killing the Othmirs. Most Othmirs killed result in:

Ulthork (1)

Othmir (-10)

Be careful if you decide to kill Chief Kalan, however, as he has a massive (-1000) Othmir hit, though he does offer (100) Ulthork faction.


Sirens of the Grotto

No faction guide worth its salt would leave out the dreaded Siren's Grotto faction. This is a unique faction that many people value, which is un-raisable through killing mobs or quests. Every character starts at Threatening with the mobs in SG, and all mobs are on the one Sirens of the Grotto faction. People tend to be protective of their SG faction as they are concerned about being able to cross through Siren's Grotto through the use of an Ornate Velium Pendant (or other faction-raising methods such as the enchanter collaboration line of spells or bard song). I'm here to tell you that you do not need to worry about this! Traversing SG can be done very simply and using just invis! Being a master of your faction does not necessarily mean being loved by all, but more importantly, being able to squeeze the most value out of each zone! Go forth and kill those Sirens and get that loot! The video guide below shows the way to traverse SG even while KoS!

https://www.youtube.com/watch?v=7TLqV5wV9IU&ab_channel=GrompWomp

Glumf's Personal Note: Some people will kill in SG and /q out right before the mob dies to avoid the faction hit. You could consider this method if you are target farming a particular mob. I personally don't have the patience for this, and prefer to just blast and tank this faction.


TrueSpirit

This faction relates to epic quest line mobs. By far the easiest way to improve this faction is by doing the very first step of the Shaman Epic Quest over and over. In short, you will want to have a druid with you, as this will take some moving around. Go to Butcherblock, kill Peg Leg - the dwarf bandit at the bandit camp - and a lesser spirit will spawn. Tell the spirit "I wish to know more". He will give you a Tiny Gem. Take this gem to Bondl Felligan in North Freeport (hangs out in the tunnels, paths up to the Inn). If you have somehow tanked this faction to begin with, you may need someone to charm the Lesser Spirit in order to get him to speak with you and give you the tiny gem, and you may need to do the invis trick to turn it in to Bondl. Per turn in (best guess on numbers - please fix this if you know the exact amount):

TrueSpirit (25)


Temple of Solusek Ro

For some reason the scholarly gents living in the volcano have an ongoing feud with the shadowy bandits that reside around Norrath. If somehow you've found yourself in need of repairing this faction, it'll be a bit of a grind, but it's fairly straight forward. Just go beat up shadow men! Each kill results in:

Temple of Solusek Ro (1)

Shadowed Men (-3)


Solusek Mining Co

The wonderful gnomes and clockworks of Solusek's Eye. A great group of folks, especially if you're in the market for a Bag of the Tinkerers. Note that as with all merchants, you will need to have a faction of at least Apprehensive in order for them to sell to you. Of course, having a higher faction will offer better prices (up to a max of amiable). Raising this faction is actually somewhat annoying, since it can only be done by killing Kobolds and Giants in SolB. Each kill of a Kobold offers:

Solusek Mining Co (1)

Kobolds of Fire Peak (-30)

Giants are no better, but the faction alone should be reason enough for you to want to attend Naggy raids! Each giant impacts are:

Solusek Mining Co (1)

Nagafen (-30)

Vox (-30)


Stone Hive Bixies

There's exactly one way to raise this faction. One single mob. Go and kill Mooto in Misty Thicket. He spawns at the goblin camp right outside of Runnyeye, and proceeds to run between the other camps. He has a couple of other goblin placeholders. Good luck to you if you decide to befriend the bees. Each kill of Mooto gives:

Stone Hive Bixies (1)

Storm Reapers (2)

Guardians of the Vale (5)

Storm Guard (2)

King Xorbb (5)

Clan Runnyeye (-50)


Runnyeye Goblins

So, you've decided you want the Goblins to like you, huh? Well, you're in luck! Almost every non-goblin kill in the Gorge of King Xorbb will give you the following faction gains so that you can spend some quiet time down in the bar of Runnyeye!

King Xorbb (-30)

Clan Runnyeye (1)

Pickclaw Goblins (1)


Family Faction (AKA Wife Faction)

So, you've decided you want the Goblins to like you, huh? Wait, sorry wrong faction. I can't help you raise this one.

Un-Raisable Factions

I figured I would add this section to give an overview of factions that cannot be raised. That is, there are no mobs to kill or quests you can complete in order to raise them. This list mostly consists of creatures that you wouldn't care to raise faction with anyhow, but there are a few in this list that I'm sad are unfixable. All of that said, I implore you to edit this list and the details of the respective faction page if you have found a way to increase these factions, but, as it stands, here are the factions I believe are impossible to raise:

Agents of Mistmoore

Aviaks (South Karana) - While these do not have a specific faction, it is not possible to increase your standing with them outside of illusions / faction spell & song / sneak

Bertoxxulous (faction) - Really wish this was fixable. Poor ol' Groi Gutblade still doesn't like me.

Bloodgills

Brownie - Seems sad that these guys hold such grudges with no way of appeasing them.

Burning Dead

Burynai Legion

CazicThule

Clan Kolbok

Class41

Clockwork Gnome

Death Fist Orcs

Defective Clockwork

Denizens of Fear

Dervish Cutthroats

Disciples of Kerafyrm

Drusella Sathir (Faction)

Evil Eye (Faction)

Exiled Frogloks

Fizzlethorp

Frogloks of Kunark

Fungus Man

Gelistial

Ghouls of Neriak

Goblin (Faction)

Goblins of Cleaving Tooth

Goblins of Fire Peak

Guardians of Veeshan

Holgresh

Horde of Xalgoz

Human (Faction)

Inhabitants of Hate

Inhabitants of Sky

Jaled-Dar

Kaladim Citizens - I wish this faction was fixable - would make me feel more loved whilst spending time in Butcherblock Mountains.

Karana (Faction) - Surprisingly, this is also one that I wish was fixable. Relates to a Barbarian fisherman in WC.

Kobolds of Fire Pit

Krag

Lizard Man (Faction)

Mermaid

Minions of Scale

Minions of Underfoot

Mucktail Gnolls

Nagafen

Najena (Faction)

Neriak Trolls - A real shame that this faction has no methods of improving it. The only faction in Neriak that could cause you issue.

Orc (Faction)

Pack of Tomar

Phinigel Autropos (Faction)

Pixie (Faction) - Same note as Brownie.

Prexuz

Protectors of Growth

Rallos Zek (Faction)

Riptide Goblins

Rygorr Clan Snow Orcs

Servants of Tunare

Shralock Orcs

Sirens of the Grotto

Skytalons

Spirocs of Timorous

Splitpaw Clan

Sporali

The Forsaken

The HotWingz - Hands down takes the prize for the best named faction in P99.

The Kromdek

The Kromdul

Thrall of Kly

Tizmak Clan

Tserrina Syl'Tor

Undead Frogloks of Guk

Unrest Inhabitants

Velketor

Verish Mal

Vox

Warders of the Claw

Werewolf

Factioning Tips, Techniques, and Other Sources

Tips

A quick note about merchants - Something to keep in mind is that Merchant class mobs can not go below "Dubious" faction. That is, you can never be Kill on Sight to a merchant.

Pets - Pets can be great for destroying low level dungeons like the Warrens and Blackburrow. Typically I will summon my pet and cast Scale of Wolf on it (neat that Scale of Wolf does not get dispelled when your pet attacks) so that it can keep up with me. Thereafter I will run around tagging every mob in the zone I can possibly find while my pet kills mobs in my train. Makes for very efficient factioning!

AOE - Point Blank AOE spells can be very useful for blowing up giant trains. While some classes don't have access to PBAOE spells, you may be able to use items like a Blued Two-Handed Hammer or Earthshaker. This is a staple in my factioning toolbelt!


Techniques

Here's a brief outline of techniques I used for some turn ins:

Invis Trick - Quests that don't require higher than indifferent for the turn in can be done with the invis trick. That is, you will open the trade window with the quest giver, put all of your items in trade for the quest, then before pressing the give button, you want to invis yourself (or have someone invis you). After invis lands, give them the items. A successful hide will work for this as well. If the recipient is undead, use Invis vs. Undead.


Pacify or Harmony - This tool can be used frequently in conjunction with the invis trick. Have a friend (or you if you have it!) cast pacify or harmony on the NPC you're wanting to do a turn in to. While harmony can only be cast in outdoor zones, it has the benefit of being unresistable (and yes, I'm aware that there are a select few mobs within Norrath that will resist harmony, but that is irrelevant for factioning), but this means that a low level druid or ranger can help out! You will be able to inch up and get close enough to do a turn in without being in range of agro under harmony's effects. Be careful though, as harmony only lasts 2 minutes! If utilizing pacify, be careful of crit resists that will cause the mob to agro on the caster.


Bind Sight - Sometimes you may need to pair the invis trick with bind sight if you are handing in to a KoS mob. In this case, you'll want to get around a wall so that you are out of line of sight of the quest giver. If you are unable to rejig your camera to see him, bind sight can come in handy to cast on the mob and open up the trade window with them. Note that the need for this can usually be skirted by just moving the mob then hailing locking or rooting/memblurring them to clear agro. Bind sight simply offers another way of targetting the quest giver to open up the trade window. Use as needed.


Illusions - Many illusions have a profound impact on faction. Different creatures will respond differently to different races, but certainly a good trick to be aware of. My go-to tools in this category are Bear Form (Shamans only), Wolf Form, Illusion: Tree (see Illusionists Stone), Rogue/Bard Masks, and Ball of Golem Clay (for earth elemental illusion). I recommend testing these illusions at a safe distance from the mobs to see how they will react to the illusion.


Ornate Velium Pendant - Has an Alliance spell clicky on it - will increase your faction with that faction by 100. I use this frequently for checking how close I am to the next faction level. If you are an enchanter or bard, you can utilize your other faction raising spells/songs!


Charm - Having a friend charm a mob may be useful in bringing some NPCs up to Indifferent for turn ins (or amiable if you are the one doing the charming), though charmed mobs do not provide faction.


Q'ing Out - Typing /q is shorthand for /quit. This will immediately quit out of the game and put your character in a Linkdead status. The nice thing about being Linkdead is that you do not take any faction hits. This means that you can cast enough dots (or sic a pet) on a mob, then /q. If your dots (or pet) do enough damage to kill the mob, it will die and leave a corpse for you to loot, but you will not suffer the faction hits associated with killing it. Many raiders will /q their faction while they kill in ToV, Kael, or Thurg to avoid taking significant faction hits.


Sneak - May be useful in bringing mobs up to Indifferent for turn ins.


Merchant Mining - I use this quite often - it's the process of buying out merchant inventory items and refreshing the merchant screen to see what the next item is that they have for sale. It can get a little bit expensive, but I recommend using the default Velious UI that shows the quantity of an item a merchant has for sale. If you're still using the old school default UI, you can simply type /load d to bring up the default Velious UI (also shows the blue XP bar and specific mana amount for your character!). Try to buy out cheap, low quantity items, then re-engage with the merchant to see what they now have for sale. You can find some real treats doing this!


Other Sources

Here's a list of other useful tools for determining how to win Factionquest:

An Iksar's Guide To Love and Friendship Through Murder

Faction Guide

Faction

I also used Allakhazam a good bit - some great info in there!


I hope this guide has been helpful for you, and I wish good luck to you in your grind!


Love,

Glumf


GlumfTheTolerated.png

Fully non-KOS (tolerated) in every starting city (as well as Surefall Glade, Highkeep, Outpost, Firiona Vie, Kejek Village, Kerra Isle, and Chardok)! Project 1999 first!