Factions and adaptation
Monsters belong to factions that remember what they are hit with and learn to answer it.
| Faction | Where it lives |
|---|---|
| Minotaurs of Mintwallin | Mintwallin |
| The Restless Dead | Ghostlands |
| Bandits and smugglers | Fibula, the King's Road |
| Wildlife | Fibula, the King's Road |
Factions learn
The simulation counts which element players kill a faction with. After 250 kills and at least 90 minutes it checks whether one element does 45% of the damage. If so, the faction hardens against it.
- Resistance: 25% (15% against physical damage).
- Weakness: 15% to the opposite element, for example fire and ice, energy and earth, holy and death.
- It lasts 8 h, then the faction rests for 2 h and counts again.
See the current state with !factions. The change enters the Chronicle, so the whole server knows when to switch wands.
Renown and hunters
Every faction keeps a tally of what you do to it. Killing a commander, a nemesis or a warband raises your renown with it. From 10 points the faction may send a hunter after you: it warns you a moment before, and its trophy is worth the trouble.