Wiki · Social and Multiplayer
Faction War Event Guide
Schedule, scoring rules, rewards, enemy intel, and safe PvP tips for the weekly Life Bringer vs Shadow Walker war.
Faction War is a scheduled one-hour PvP event where Life Bringer and Shadow Walker fight for faction score and personal rewards. War kills are a safe PvP context: they do not assign skulls or trigger bounty payouts on their own. For crystal math and long-term budgeting, see Social Crystals. For faction identity and time-of-day bonuses, see Factions and Races.
When the war runs
| Detail | Value |
|---|---|
| Duration | 60 minutes |
| Day | Wednesday (weekly) |
| Start time | 15:00 BRT / 18:00 UTC |
| Factions | Life Bringer vs Shadow Walker |
The game tracks whether a war is active or inactive. Countdown announcements go out before the start and before the end (at 30, 10, and 1 minute remaining). During the war, score updates broadcast about every 5 minutes, and enemy location hints arrive about every 10 minutes.
When the war begins, a random raid can also trigger on the battlefield — expect extra PvE pressure alongside player fights.
How scoring works
Each valid cross-faction player kill adds one point to your faction’s war score and increments your personal kill count for the session.
A kill counts toward the war only when all of these are true:
- The target is level 25 or higher
- Both killer and target are level 51 or higher for faction-war PvP
- Killer and target belong to different factions
- Neither player is standing on their spawn protection tile
- The killer is not on cooldown for scoring against that same target again
- The pair has not already reached the maximum scored kills for this war session
Fair-play limits
The war includes anti-abuse checks so scores reflect real fights:
| Rule | What it means for players |
|---|---|
| Kill cooldown | You cannot farm score off the same opponent repeatedly in a short window |
| Max kills per target | Only a limited number of scored kills count against each unique opponent per war |
| Same-faction kills | Friendly fire never counts |
| Same-account kills | Characters on one account cannot score off each other |
| Same-IP kills | Multi-account farming from one connection is blocked |
| Admin and NPC kills | Staff characters and monsters never award war score |
| Spawn protection | Standing on your faction spawn point blocks war scoring |
These rules are strict by design. Fight moving targets, rotate opponents, and contest map control instead of camping one player.
Enemy intel during the war
Every ten minutes, online players receive faction-specific intel about where enemy players are clustered. Maps need at least two enemies before they appear in the report. Training grounds, the arena, starter islands, and other special maps are excluded.
Intel uses rough count labels:
| Enemies on a map | Label |
|---|---|
| 10 or more | many |
| 5 to 9 | several |
| 2 to 4 | a few |
Life Bringer players see Shadow Walker locations, and Shadow Walker players see Life Bringer locations. Use these pings to rotate squads, set ambushes, or avoid empty zones.
Rewards
Rewards are paid when the war ends. Your payout depends on your personal kill count and whether your faction won, lost, or tied.
Social Crystal payouts
| Result | Formula | Example (10 kills) |
|---|---|---|
| Winner side | kills × 2 + 5 | 25 crystals |
| Loser side | floor(kills ÷ 2) | 5 crystals |
| Draw | Both sides use the winner formula | 25 crystals each |
| 0 kills | No crystal reward | — |
Loser-side quick reference: 1 kill = 0 crystals, 2–3 kills = 1 crystal, 4–5 kills = 2 crystals, 6–7 kills = 3 crystals.
Crystals are added to your inventory like other items. Leave bag space before the war ends if you expect a large payout.
Top-killer gem rewards
The top three killers across both factions (by personal kill count) each receive one random gem from the war gem pool (emerald, sapphire, amethyst, coral reef, earthstone, or jasper). High kill counts help your faction and put you in contention for this extra prize.
What changes during the war
- Cross-faction PvP is enabled for eligible players even where normal open-world rules would block it.
- Skulls are suppressed for valid war kills — you will not gain or lose skull status from war combat alone.
- Pet death penalties are waived — pets that die during the war are unsummoned as usual, but owners do not lose XP or skill points from pet death during the event.
Normal death and equipment rules still apply to your character. Plan resupplies, potions, and escape routes like any other PvP session.
Preparing as a group
Faction war is easier with coordination:
- Block the time — one hour on Wednesday afternoon BRT / evening UTC.
- Party up — use party bonuses for shared routes, but remember war scoring is personal.
- Guild squads — guild chat helps assign map zones when intel drops.
- Match faction bonuses — Life Bringers get stronger PvP damage during the day; Shadow Walkers get stronger at night. See Factions and Races.
- Budget crystals — war is one of the main earn loops for Social Crystals, especially if your faction wins.
Related pages
- Social and Multiplayer Overview — party tools, chat channels, and leaderboard context
- Social Crystals — earn and spend crystals from war, bounty, and crafting gates
- PvP, Skulls, and Death — how war kills differ from open-world skull rules
- Bounty Hunter and Skull Targets — separate PvP earn loop that does not replace war scoring
- Social, Party, Guild and Faction War — how scheduled PvP fits into broader group play