Open RvR Guide

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The system currently in use on Return of Reckoning is an iterative attempt to refine 1.4.8 Age of Reckoning RvR mechanics. It is based around controlling Battlefield Objectives, which spawn supplies which can be returned to your keep to improve its rank, allowing you access to siege weapons to take down the opposing realm's keep.

This page will aim to cover gameplay mechanics, and not the reward mechanisms for RvR.

Supply Line / Active Zones

Under the current system, only one zone in a pairing will be active. This will follow the tiering system, so the first zone active in each pairing is tier 2, which once locked will activate tier 3, then the centre zone in tier 4. Locking a tier 4 zone pushes the pairing closer to the opposing Realm's fortress by one zone until a fortress at either side is successfully sieged, which will lock that pairing for 8 hours.

When two pairings are locked by the same Realm within 8 hours from the first locked pair, it's time for a city siege, which then resets the pairings to tier 2.

Tier Differences

Tier 1

Tier 1 has no keeps. Tier 1 is solely fought over Battlefield Objectives, with 50 supplies (each contributing 2%) and capture of all Battlefield Objectives required to lock a zone.

Tier 2

Tier 2 introduces keeps which have no outer wall, therefore only one door stands between the attackers and the lord. On defeating the lord the keep must be defended while your realm captures three out of four Battlefield Objectives and holds them for a short period of time to lock the zone.

Tiers 3 and 4

Tiers 3 and 4 have keeps with outer walls. Both doors need to be destroyed before the attackers can fight the lord. After defeating the lord the keep must be defended while your realm captures three out of four Battlefield Objectives and holds them for a short period of time to lock the zone. Additionally, Tier 4 war camps have a flag where supplies can be returned at a 50% penalty.

Battlefield Objectives

Controlling Battlefield Objectives causes supplies to be delivered there for your realm. Once two Battlefield Objectives are held by your realm supplies will spawn every 40 seconds at each. Higher ranked keeps require more than two Battlefield Objectives to be held.


The lock timer for a Battlefield Objective depends upon the current population levels and the relative population between the realms. An outnumbered realm has shorter lock timers. If the population is high, lock timers decrease.


Players pick up supplies from Battlefield Objectives up to every 40 seconds. Supplies spawn a small random offset location from the Battlefield Objective flag. While carrying supplies, players are indicated by a realm-colored beam of light.

The value of supplies depends upon the following factors:

  • Rank of the keep.
  • Number of players present in the area, to a limit which depends on the current keep rank. The more players are present, the more deliveries are worth.
  • The internal population imbalance scaler (referred to as internal or delayed AAO.)
  • Distance of the host Battlefield Objective from the target. Supplies from further away are worth more.
  • Destination. Supplies returned via the warcamp have a 50% transportation penalty.

It is permitted to mount while carrying supplies. However, taking supplies out of the RvR area will result in a warning, and the supplies will decay if they are held for too long outside of the area.

Supplies can be dropped when a player is attacked. The base chance to drop supplies is 50%. This value is reduced by 25% if you are Guarded, and is further reduced by 5% for every group member within 100 feet of you. A 6 man group with a Guarded carrier will therefore not drop supplies when hit. A player may interact with dropped supplies to steal them, becoming the new carrier. If dropped supplies are not claimed quickly enough, they will decay.

A player and his group will be rewarded with XP, Renown and Influence in that zone upon delivering supplies. The value is based upon the value of the supplies, and is constant for every group member: a solo player, members of a 2 man group and members of a 6 man group will all receive the same reward.


Each Realm owns a keep in each contestable zone in Tiers 2, 3 and 4. Keeps form the focal point of the campaign in those zones, and a zone can be won (locked) by a realm when they capture the opposing realm's keep and lock three battlefield objectives while maintaining that captured keep.

Keep Rank

Each keep has a rank, which is advanced by returning supplies to that keep or to the warcamp. This rank controls the resilience of the keep door against cannon fire, the number of siege weapons the keep can support on the field, and the delivery rate of replacement siege weapons. A rank requires both a certain level of supplies in reserve (indicated by a yellow bar above the keep) and enough players on either the allied or the enemy realm to satisfy the rank population requirement.

Ranks can be lost as well as gained. If supplies have not been returned to a keep within 10 minutes of the last delivery (or a shorter period if the keep's rank is above 0), or the population of both realms falls too low, the keep will consume reserve supplies to sustain itself at a rate of 10% per minute. If not enough supplies are available in the bar to satisfy the upkeep, the keep's rank will fall. Keeps will reset the progress to their next rank if all of the battlefield objectives within a zone fall into enemy hands.

Delivering supplies to a warcamp (in tier 4 only, tiers 2 and 3 do not have resource capture points at warcamps) provides only half the gain to the next rank compared to delivering those supplies to the keep, but there are times when an objective is just too far from the keep, or the keep is unsafe, when delivering to the warcamp should be your aim.

When a keep reaches rank 2 a battering ram can now be spawned at that keep from a siege weapon merchant for 10 gold. At rank 4 a keep can support two battering rams.

Keep Doors

The entrance to a keep is barred by doors. These doors are highly resilient and cannot be damaged by attacks from players or creatures. Siege weaponry is required to break them.

If a door receives damage, the keep will enter an "attacked" state. During this time, the keep is considered "unsafe" and no repairs will be made to the door by the keep itself. To repair a door that is under attack, it is necessary to return supplies to the keep, which will be used on repairing the door.

When a keep door falls below 50% health members of the owning Realm can no longer use those doors and must instead use the postern doors. If a keep has not been subject to assault for a certain period, the keep will attempt to return to its "safe" state. During this state, the keep will attempt to consume supplies to repair any damage issued to its doors or replace any destroyed doors. If not enough supplies are available, the keep will remain unsafe until there are enough supplies to fully restore the doors.

Upon successfully defending a siege, a keep requires supplies to be delivered to repair the doors. If the outer door is down but the inner door is not then the inner door must be repaired, before a final supply is delivered to bring up the outer door. If both doors are down, a single supply delivery once the keep is deemed safe will bring up both doors.

Siege Weapons

Siege weapons can be bought from your realm's Foreman, located underneath the outer oil deploy point for the keep. A siege weapon need only be bought once; it acts as a requisitioning tool, asking your realm to deliver the weapon in question for you.

In order to deploy a siege weapon, the following conditions must be satisfied:

  • You are within a certain radius of an allied keep.
  • The keep has a weapon of that type in reserve for you to use. The cap and rate of delivery for siege weapons varies with keep rank.


All siege weapons except oil are movable - either by towing (wheeled) or by carrying (tripod / static). To tow or carry a siege weapon, mount and then right-click it. To deploy it, dismount and then right-click it while on foot.

While towing a siege weapon, you will move more slowly, but you cannot be dismounted.


The following siege weapons are available:


Cannons inflict high damage to players and to other siege weapons. They inflict minor damage to doors. They come in two types: single target and line-attack. The Dwarf and Chaos cannons are purely single target, but inflict double damage. The other four cannons and ballistae perform a line attack, striking all targets along the cannon's shot vector.


The damage of an artillery weapon increases the more enemies are concentrated around the spot at which it is fired. Artillery weapons inflict a stacking snare (suppression/pin) if enough targets are in the area, and the effectiveness of this snare increases further if the density of players is exceptional.

Artillery weapons cannot hit a target if there is no arc of effect to the target. You must be able to see the attack spot or have an arc of effect to it to fire.


Rams are the only real means of destroying a door, dealing damage equal to 2.5% of the door's hit points per full swing. A ram must be towed to the enemy keep door, and will automatically align itself when deployed within range. The best method of ensuring this automatic alignment takes place is to run directly at the door from straight ahead at a 90 degree angle. Approaching from a wide angle can and does prevent proper placement of the ram.

Rams block player ranged fire and are resistant to artillery, and when deployed, cannon fire as well. They are weak against melee attacks, especially those dealt from great weapons. A ram which is on the move will also suffer more damage from cannon fire.

In order to deploy a ram, you must be in a guild. If in Tier 4, your guild must be at least Rank 20.


Oil performs in the same manner it did on Age of Reckoning.


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                                                                                                                                                    Guide is written by Azarael ( Return of Reckoning Core Developer )