Order vs. Chaos¶
Order vs. Chaos is the open-world war for Britannia. Fight for outposts across Felucca, earn War Tokens, climb the ranks, and help your faction win the monthly season.
Joining the war¶
- Your faction is your guild's type. Join an Order or Chaos guild to take part.
- Changing sides is watched. After you switch between Order and Chaos, you earn no rewards and don't count toward captures for 3 days.
Trophies¶
Kill enemy faction members to take their heads and ears. Turn them in at your faction's Herald for War Tokens and Faction Points.
| Trophy | War Tokens | Faction Points |
|---|---|---|
| Head | 6 | 2 |
| Ear | 3 | 1 |
- The top three enemy damagers share the trophies. Fight alone and you take the head and both ears
- Your pets' and summons' damage counts toward you
- Trophies decay after 2 hours
- You can turn in up to 3 trophies from the same enemy per day, counted across all of that player's characters
Outposts¶
Outposts across Felucca can be captured by either faction, at any time. The client outlines each outpost on the ground and on the world map in the color of the faction that holds it, and marks the capture ground.
| Outpost | What holding it grants your faction |
|---|---|
| Watchtower | Rally: travel to it from your Herald |
| Field Camp | A field medic who resurrects only your faction |
| Supply Depot | +25 to your daily War Token limit, and 10% off at your faction store |
| Shrine of War | Counts double toward the season score |
Watchtower¶
- SW of Britain, white tower
- North of Skara/Brit/Yew crossroads
Field Camp¶
- Outside of Despise
- Old Trinsic Entrance
Supply Depot¶
- Ocllo west coast building
- Southwest of Yew
Shrine of War¶
- Old Chaos faction base
How capturing works¶
Stand on the outpost's capture ground. Only living, visible members of an Order or Chaos guild with a Discord-linked account count, and not while on probation after switching sides. Hiding on the ground does nothing.
Taking an outpost from the enemy has three steps:
- Break the fortification. Every owned outpost starts fully fortified, and attackers on the capture ground wear it down. Alone, this takes roughly 10 minutes, or longer when many faction members are online.
- Neutralize it. Once the fortification is gone, hold the ground about 30 more seconds to tear down the enemy's banner. The outpost becomes neutral.
- Capture it. Hold a neutral outpost for about a minute to claim it for your faction.
Numbers help, but not much¶
- Each extra attacker speeds things up a little less than the one before. Three attackers are faster than one, but not three times faster
- Every defender standing on the capture ground slows the attack hard. Two attackers against one defender barely move, and an even fight stops the attack completely
- To take an outpost the owners are defending, you have to drive them off the ground or kill them, not just outnumber them
- However many attackers show up, breaking the fortification always takes at least 6 minutes. That gives the owners time to answer the call
- The more Order and Chaos players are online, the longer a small group takes to break in
Defending¶
- Whenever the attackers don't outnumber the owners on the capture ground, even when nobody is on it, the fortification slowly rebuilds. Any neutralize progress is undone first. From empty, it takes about 10 minutes to fully rebuild
- Every attacker you kill inside the outpost pushes the attack back. Any progress toward neutralizing the outpost is lost, and 15% of the fortification comes back at once
- You can break an assault. Inside the outpost, every attacker who dies counts against the attackers and every defender who dies counts in their favor. Once the attackers have died 3 more times than the defenders over the last 15 minutes, their assault is broken. The outpost goes back to full fortification and can't be attacked for 15 minutes, and its defenders are rewarded. It's the running score that counts, not a streak: if the attackers are up 2 kills and then lose 3 in a row, they're only 1 behind and the assault goes on
- An assault stalls if nobody holds the ground. If no attacker is on the capture ground for a minute, the assault ends and the owners are told it was repelled. This isn't a break: there's no lockout, so the attackers can come straight back. Any fortification they already knocked down only rebuilds slowly, and the death score from the last 15 minutes still counts
- The owning faction is warned in game when an assault starts (at most once every 10 minutes), and again when the fortification falls to half and to a quarter
- Assaults move at half speed while none of the owning faction is online
- A freshly captured outpost can't be attacked for 30 minutes
- The War Call outpost plays by its own rules while a call runs: it has no fortification, a capture locks it for only 30 seconds, and assaults can't be broken
The war banner¶
The outpost's war banner rises and falls with the fight, and ticks as it shifts. Single-click it to see who holds the outpost and how much fortification is left. The War Map shows every outpost's fortification too.
Rules of the ground¶
- Recall, gate and teleport can't take you into an outpost. Walk in, or Rally. You can still recall out
- One character per account may be inside the outposts at a time, across all of them
- When an assault begins, the defending faction is alerted in game and on Discord
Dying in an outpost¶
If the enemy faction kills you inside an outpost, you keep everything. Nothing is left on your corpse to loot, though your killers still take your head and ears.
- After a short wait as a ghost you return to life automatically, fully dressed and with your pets, at half health, mana and stamina
- You return hidden, at a random spot near one of the outpost's approaches, and the game prefers an approach with no enemies close by. Nobody can wait on the exact spot where you'll appear
- Defenders return close by while attackers, and everyone fighting over a neutral outpost, return farther out and have a longer run back
- The wait is 30 seconds. Die again within 15 minutes and it grows to 1 minute, then 2 minutes
- At the War Call outpost while a call runs, the waits are 20, 40 and 60 seconds, and both sides return farther out
- If a friend or a healer resurrects you before the wait ends, you get up right where you fell, with all your gear
- For 2 minutes after you return, you can't recall or gate out of the outpost, or Rally
This only applies when the enemy faction did at least half the damage. If monsters, murderers, players outside the war or your own side kill you, or you die outside an outpost, it's a normal death and your corpse can be looted.
Outpost rewards¶
| Action | War Tokens | Faction Points |
|---|---|---|
| Capture an outpost | 15 | 5 |
| Neutralize an enemy outpost | 8 | 2 |
| Defend an outpost under attack (per minute, up to 10 minutes a day) | 2 | 1 |
| Break an assault on your outpost | 10 | 3 |
Captures and neutralizations only pay if the losing side had held the outpost for at least 20 minutes. Each player can be paid for capturing, neutralizing or breaking an assault on the same outpost once per hour each. Breaking an assault pays every defender who stood on the capture ground during it or is in the outpost when it breaks.
Rally¶
Stand beside your Herald, open the War Map, and click Rally next to any Watchtower your faction holds.
- You can't Rally while dead, while criminal, or within 30 seconds of combat
- Your pets come with you
War Tokens and Faction Points¶
- War Tokens are the Order vs. Chaos payout. You can earn up to 150 per day from the war, or 175 while your faction holds a Supply Depot
- Faction Points are not spent. They are your lifetime rank and never go down
- You can earn up to 50 Faction Points in any 24 hours
Ranks¶
| Rank | Faction Points | Order | Chaos |
|---|---|---|---|
| 1 | 0 | Recruit of Order | Initiate of Chaos |
| 2 | 100 | Sentinel of Order | Marauder of Chaos |
| 3 | 400 | Warden of Order | Ravager of Chaos |
| 4 | 1,200 | Justicar of Order | Dread Knight of Chaos |
| 5 | 3,000 | Lord Protector of Order | Dread Lord of Chaos |
Each rank grants its title (set it with [titles), and you keep the titles even if you later leave your faction.
Faction stores¶
The Order's Virtue Exchange and Chaos's Crimson Tally sell for War Tokens. Each rank unlocks new wares:
| Rank | Order | Chaos |
|---|---|---|
| 1 | Blood Red Mask Dye | Blood Red Mask Dye |
| 2 | Silver Serpent Cloak | Crimson Cloak of Chaos |
| 3 | Silver Serpent Robe | Crimson Robe of Chaos |
| 4 | Order War Horse | Chaos War Horse |
| 5 | Lord Protector's Cloak | Dread Lord's Cloak |
Faction cloaks and robes are blessed, and only members of their faction can wear them.
Seasons¶
The war is fought in monthly seasons.
- Season score comes from outposts held (every minute counts, and a Shrine of War counts double), trophy points turned in, and War Call victories, including wins by forfeit
- The winning faction earns +10% War Tokens for the whole next month, and its victory banner flies at its home
- Underdog bonus: a faction more than 25% behind in score gets +15% War Tokens, and breaks enemy fortifications 25% faster, until it closes the gap
- Weekly standings are posted every Monday
- The top three players on each side are named Champions of the Season
What resets and what carries over¶
| Resets each season | Carries over forever |
|---|---|
| Season score | Faction Points and rank |
| Your season points, kills, captures and defense minutes | Lifetime kills, captures, trophies and defense |
| The season leaderboard | Seasons played, seasons won, and your best finish |
War Calls¶
Every so often the war picks a battlefield. A War Call names one outpost and turns it into a 25-minute race: each side fills a War Meter while it holds the outpost, and the meters can't finish until the last 5 minutes, so it's never decided halfway through.
- When: a War Call can sound at any hour, once both factions have at least 2 active players online. There are at least 3 hours between War Calls, and no more than 3 in any 24 hours
- Who counts as active: you count toward starting a War Call when you are:
- in an Order or Chaos guild, Discord-linked, and not on probation after switching sides
- visible and alive. A ghost waiting to return at an outpost still counts
- moving: you've moved in the last 10 minutes, or you're standing in any outpost
Several characters on one account count once, and an account with active characters on both sides counts for neither. Being active only decides whether a War Call starts. If your faction is active and ignores the call, the other side can win by forfeit (see below) - Warning: 10 minutes before it begins, both factions are told which outpost and where, and it's posted on Discord. Outposts held by the faction leading the season are picked more often, and the same outpost is never picked twice in a row - The bell: when the War Call begins, the outpost goes neutral, so owning it beforehand gives no head start - Fast flips: for the whole call the outpost has no fortification. Taking it from the enemy means neutralizing their banner (about 30 seconds alone) and then claiming it (about a minute alone), with the usual push from numbers. A capture locks it for only 30 seconds. Assaults can't be broken, and killing an attacker still wipes out their neutralize progress - War Meters: every second your faction owns the outpost and holds the capture ground, your meter fills. Holding means no enemies on the ground, or more of you than of them. Owning it with nobody on the ground, or being outnumbered, fills nothing. Meters fill at 5% a minute and stop at 90%, so nobody can win before the Final Push - Breakthrough: neutralizing the enemy's banner adds 10% to your meter, still under the 90% cap. Claiming the outpost from neutral earns nothing extra - Final Push: in the last 5 minutes, meters fill at 12% a minute with no cap, and the first faction to reach 100% wins on the spot. From 90%, that's under a minute of holding - Overtime: if time runs out while the side that's behind still owns the outpost or is taking it, the call goes on at the Final Push rate for up to 3 more minutes. It ends a few seconds after they stop - Respawns: deaths there wait 20, 40 and 60 seconds instead of 30, 60 and 120, and both sides return farther out - Taking part: you take part in a War Call by doing either of these: - Spend 3 minutes on the capture ground. The time adds up, so it doesn't need to be in one go. Only time spent alive and visible counts, and only one character per account counts on the ground - Earn kill credit: be one of the top three damage dealers on an enemy who dies inside the War Call outpost. Fighting outside the outpost doesn't count
You don't need to be there when the War Call ends. Once you've taken part, you're paid at the end wherever you are, unless you've changed faction or are on probation by then - Winning: the faction with the higher meter at the end wins 720 season score, or 1,440 at a Shrine of War. This only counts when both sides take part. A tie goes to whoever owns the outpost, or to nobody if it stands neutral - Winning by forfeit: if only one faction takes part, it wins 360 season score (720 at a Shrine of War) as long as it owns the outpost when the War Call ends. If nobody takes part, or the side that came doesn't own the outpost at the end, the War Call scores nothing - Afterward: the winner takes the outpost. With no winner, whoever owns it keeps it, and a neutral outpost stays neutral. An owned outpost comes out fully fortified and can't be attacked for 30 minutes
| War Call reward | War Tokens | Faction Points |
|---|---|---|
| Winning side, including a win by forfeit | 30 | 5 |
| Everyone else who took part | 10 | 1 |
- Your daily War Token and Faction Point limits still apply
- If you have characters on both sides in the same War Call, you earn nothing from it
- Kills and trophies inside the War Call outpost pay the same as anywhere else. Captures and neutralizations there don't pay as outpost flips, because the War Call pays for the fight
- The War Map marks the War Call outpost with a gold star and shows the time left and both War Meters, and
[Ovcshows them too. The New Dawn client outlines the outpost in gold and shows the countdown and both meters on screen while you're inside it
The War Map¶
Press War Map in [Ovc or ask your Herald. It shows:
- every outpost on the map in its owner's color, with a warning mark on any under attack and a gold star on the War Call outpost
- the War Call's time left and each side's War Meter
- each outpost's type, status, fortification and location
- the season score, days left, last season's victor and any underdog bonus
- your rank, season stats and War Tokens earned today
The Herald¶
- Shows your rank, points to the next rank, and today's Faction Points and War Tokens
- Buttons for the Faction Store, War Map and Rally, plus a Buy option in its context menu
- Say points, glory or score for your standing, trophies, head or ear to turn in, or buy or store to shop
Achievements¶
| Achievement | Goal | Titles |
|---|---|---|
| Outpost Conqueror | Capture outposts | Siege Captain, Master of the Marches |
| Banner Breaker | Neutralize enemy outposts | Wallbreaker, Breaker of Banners |
| Shrine Seizer | Capture a Shrine of War | Warden of the Shrine |
| Against the Odds | Capture outposts as the underdog | Tidebreaker |
| Stalwart Defender | Defend outposts under attack | Bulwark, The Unyielding |
| Holdfast | Repel assaults on your outposts | Holdfast, Keeper of the Walls |
| Rally to the Banner | Rally to watchtowers | First to the Wall |
| Answer the Call | Fight in War Calls | Called to Arms, Ever at the Front |
| Hold the Call | Win War Calls with your faction | Warcaller, Master of the Call |
| Blood on the Banner | Kill enemies in a War Call outpost | Bloodied Banner, Scourge of the Call |
| Faction Rank | Reach ranks 2 through 5 | — |
| Spoils of War | Earn War Tokens from the war | War Profiteer |
| Veteran of the Campaign | Take part in seasons | Campaign Veteran, Old Guard |
| Victor of the Season | Win seasons with your faction | Victorious, Conqueror of Seasons |
| Champion of the Season | Finish in your faction's top three | Champion of the Season |
| Paragon of War | Finish first in your faction | Paragon of War |
See the Achievements page for the full list.
Commands¶
| Command | Description |
|---|---|
[Ovc |
Opens your war status: rank, Faction Points, today's earnings, season and lifetime stats, the season score and bonuses, any War Call, and each side's top three this season. Its War Map button opens the War Map |