There are three things that determine faction
Race
Religion
Things you do
So when you use an alliance spell that will temporarily increase the faction of everything in the zone that has the same faction as the npc you cast it on. this effect remains until you zone or log out. This is under the "things you do" category along with faction hits from killing and quests.
Religion you cant do anything about other than your initial creation.
and then some NPCs like certain races more than others. In velketor's lab they happen to like werewolves a little bit more than anything else.
As a chanter the werewolf form takes you from Scowls to threateningly and the faction spell collaboration is enough to take you the rest of the way. but just barely. one faction hit will ruin it forever.
Bards have a little more leeway because they can turn into a were wolf with a lute and thier faction song has a much higher impact than the enchanter spell. The disadvantage of the bard song is it can only modify one faction at a time.
Example: You use the bard song to become non kos to west freeport guards and then you use it at the warrior guild to do a quest. the steel warrior faction raises with the spell and then the freeport guards go back to kos. The bard has to be carefull with this where a chanter can just increase every faction in the zone if they wanted to.
all three of these things come together to determine the overall faction. This is why an agnostic enchanter may be able to go somewhere a tunare chanter cannot.
If you used something to modify your faction and your faction didnt change, it does not mean it did not work... it just means it didnt give you enough faction points to get out of the tier you are currently in. some tiers, like max kos, dubious, and amiable, are very large tiers that take a lot of faction points to get through.
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