Factions: the city war
The six cities of World Osiris are at war. Your account joins the army of one city and, every hour, two duels are drawn: one city attacks a city of another faction, and the owner defends it with an NPC army. Whoever holds the Keep when the siege ends takes the city.
Joining a faction
How to join
- Talk to the Recruiter of the city you want to defend. Each of the six cities has one. Say join to enlist, leave to leave, status to see where you stand and factions to compare the factions.
- You can do the same from the client's City Factions panel.
- The faction belongs to the account: all your characters fight for the same city. Characters below level 150 stay neutral in the war.
- Joining makes you a citizen of that city: you log in and respawn there.
Changing city
- Your first switch to another city can be made 12 hours after joining; later ones 72 hours after your last join. Leaving doesn't restart that wait. Going back to your last city is free.
- Changing city costs half of your season points.
- For your first 24 hours in a new city you earn points at x1.00, without the faction multiplier.
- While a round is announced or running, nobody can join, leave or change.
What a round looks like
Each round is the siege of one city and lasts about 32 minutes, split into four phases. Rounds start at these times (server time). 21:00 is left out for the Castle and 22:00 for the server save.
Announcement
5 minThe server says which city will be besieged.
Muster
5 minTime to gather your group and get to the city.
Siege
20 minThe fight, in three stages: the Gate first, the Market from minute 5 and the Keep from minute 10.
Result
2 minThe city goes to whoever holds the Keep at the end, and everyone gets their points.
Control points
Each city has three control points, one per siege stage. In each stage only that stage's point can be captured, and the army spawns on it. The war covers the whole city, upper floors included; the temple, the depot and protection zones stay safe, and the sewers and hunts under the city are left out.
Gate
The first stage, during the first 5 minutes of the siege.
Market
Opens at minute 5 of the siege.
Keep
Opens at minute 10, guarded by the city's Champion. It can only be taken if the attackers won the Gate or the Market (one is enough). If an attacker holds it when the siege ends, they take the city.
- One side alone on the point moves the capture every 5 seconds: 4% solo, +2% per extra player, up to 10%. Solo, a point takes about 2 minutes; with 4 or more, under 1 minute.
- With both sides on the point, the capture freezes. An empty point drifts back 1% every 5 seconds. Killing the army or the defenders captures nothing: you have to stand on the point.
- Not counted: players in a PZ, players idle for over 3 minutes and anyone without the city faction.
The defending army
The city owner doesn't defend alone: an NPC army in the faction's colours comes in waves during the siege.
- A wave every 3 minutes, or sooner if less than 30% of the last one is left, up to 10 waves. A Captain comes every 2 waves, and the Champion appears on the Keep when it opens. When the stage changes, the army on the old point withdraws and a fresh wave spawns on the next one.
- Wave size grows with the attackers in the city and shrinks with the defenders (10 to 60). The army's health and damage rise with the attackers' average power (level + resets) and with how many of them are online.
- Only players of an enemy faction can hit the army. It also attacks neutrals.
Points and rewards
War points in a round
| Holding a control point | +3 / min |
| Capturing a point | +60 |
| Killing a soldier (Militia, Archer, Shieldbearer, Battlemage) / a Healer | +1 / +2 |
| Killing the Captain / the Champion | +10 / +50 |
| Killing a player / assist | +10 / +4 |
| Prize split among those who took the city | 300 |
| Prize split among those who defended it | 200 |
What you get
- Tournament coins: 1 per 20 round points (after the faction multiplier), up to 30 per account per day.
- A reward pouch for each round you were active in for at least 10 minutes, up to 3 per account per day.
- Only one character per device is paid: the one with the most points.
- A faction holding a city gets +5% exp and +5% loot for 4 hours, renewed every round it still owns one.
Faction balance
- Each faction has a points multiplier from x0.35 to x2.5. A crowded faction earns less per player and a small one earns more. It counts active players over the last 7 days (one per device, level 150+, with 30-min sessions).
- A faction holding no city earns 10% more points.
- Alliance: at the start of each season, while the server has fewer than 60 active players, the two smallest factions are allied. An ally only defends: it helps hold its partner's city but never attacks with it. The alliance ends with the season, or once the server stays above 60 active for 3 days.
- The war runs in 14-day seasons. At the end the winning faction is recorded, and the scoreboard and season points reset.