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	<updated>2026-04-26T03:21:03Z</updated>
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		<id>https://wiki.returnofreckoning.com/index.php?title=Open_RvR_Guide&amp;diff=21160</id>
		<title>Open RvR Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=Open_RvR_Guide&amp;diff=21160"/>
		<updated>2022-04-09T16:12:04Z</updated>

		<summary type="html">&lt;p&gt;TreeNdaSea: /* Cannons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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&#039;s keep.&lt;br /&gt;
&lt;br /&gt;
This page will aim to cover gameplay mechanics, and not the reward mechanisms for RvR.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Supply Line / Active Zones&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
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&#039;s fortress by one zone until a [[Fortresses|fortress]] at either side is successfully sieged, which will lock that pairing for 8 hours.&lt;br /&gt;
&lt;br /&gt;
When two pairings are locked by the same Realm within 8 hours from the first locked pair, it&#039;s time for a [[City Sieges Guide|city siege]], which then resets the pairings to tier 2.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Tier Differences&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Tier 1&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Tier 2&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Tiers 3 and 4&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Battlefield Objectives&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Locking&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The value of supplies depends upon the following factors:&lt;br /&gt;
* Rank of the keep.&lt;br /&gt;
* 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.&lt;br /&gt;
* The internal population imbalance scaler (referred to as internal or delayed AAO.)&lt;br /&gt;
* Distance of the host Battlefield Objective from the target. Supplies from further away are worth more.&lt;br /&gt;
* Destination. Supplies returned via the warcamp have a 50% transportation penalty.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Keeps&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
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&#039;s keep and lock three battlefield objectives while maintaining that captured keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Keep Rank&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&#039;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&#039;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Keep Doors&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If a door receives damage, the keep will enter an &amp;quot;attacked&amp;quot; state. During this time, the keep is considered &amp;quot;unsafe&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;safe&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Siege Weapons&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Siege weapons can be bought from your realm&#039;s Foreman, located in the gatehouse of the keeps outer wall. A siege weapon need only be bought once (with the exception of oil, which is consumable); using the item from your inventory constructs said siege weapon for you if the parameters for spawning it are correct.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In order to deploy a siege weapon, the following conditions must be satisfied:&lt;br /&gt;
* You are within a certain radius of an allied keep.&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
While towing a siege weapon, you will move more slowly, but you cannot be dismounted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The following siege weapons are available:&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Cannons&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
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 Heavy Dwarf Cannon and Heavy Chaos Hellcannon are purely single target, but inflict double damage. The Heavy Empire Cannon, Heavy High Elf Ballista, Heavy Greenskin Supa-Chucka and Heavy Dark Elf Ballista all perform a line attack, striking all targets along the weapon&#039;s shot vector. The deployable versions of all of these siege weapons replenish ammunition on a set interval depending on the amount of battlefield objectives your realm holds (one shot per objective held per tick). Stationary versions of these weapons can be found atop towers of keeps, these have infinite ammunition, and the type is dependent on the pairing/zone.&lt;br /&gt;
&lt;br /&gt;
To fire a cannon, right click on its model after it has been deployed (make sure you are unmounted and it is no longer being towed, or you will start towing it yourself). Once the cannon has been right clicked, select the crosshair icon to go into first person view. Cannon shots become more powerful as the crosshair becomes smaller, moving the mouse rapidly causes the crosshair to expand as opposed to aiming slowly which has minimal effect.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Artillery&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
Artillery inflicts high damage to groups players and low damage to other siege weapons. They inflict minimal damage to doors, and can fire right through them. 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 consist of the: Heavy Empire Hellblaster, Heavy Dwarf Organ Gun, Heavy High Elf Repeating Ballista, Heavy Chaos Tri-Barrel, Heavy Greenskin Rock Lobba and Heavy Dark Elf Repeating Ballista. The deployable versions of all of these siege weapons replenish ammunition on a set interval depending on the amount of battlefield objectives your realm holds (one shot per objective held per tick). Stationary versions of these weapons can be found atop towers of keeps, these have infinite ammunition, and the type is dependent on the pairing/zone.&lt;br /&gt;
&lt;br /&gt;
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. This results in the majority of stationary artillery pieces on keep towers to be unusable.&lt;br /&gt;
&lt;br /&gt;
To fire an artillery piece, right click on its model after it has been deployed (make sure you are unmounted and it is no longer being towed, or you will start towing it yourself). Once the artillery piece has been right clicked, select the crosshair icon to go into first person view. Aiming artillery is different from aiming cannons, aiming is done through a red crosshair that appears on both the ground and your minimap, this crosshair can be extended outwards or drawn in towards you by using the scroll wheel. A windage meter will appear in the top right of the screen, the artillery shot will scatter away from your targeted location depending on the direction and length of the red arrow on this meter.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Rams&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
Rams are the only real means of destroying a door, dealing damage equal to 2.5% of the doors 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. Physical melee attacks deal great damage to a deployed ram where as magical and physical ranged attacks are ineffective. Cannon fire is also ineffective to a deployed ram, although it is very effective against a ram being towed. &#039;&#039;&#039;If the ram is too far away from the player who originally spawned it, it will start taking severe damage over time until it is destroyed.&#039;&#039;&#039; To avoid this, keep a person on the ram even when it is not docked on the gate (if you know that the original spawner is no longer present).&lt;br /&gt;
&lt;br /&gt;
Once the Battering Ram is docked onto the enemies keep door, up to four players can perform the ram swing minigame. The first player to engage with the deployed ram is designated as the &amp;quot;swing leader&amp;quot;, the swing leader initiates the backswing of the ram. Once the swing has been started, the other players on the ram must time their mouse clicks to gain maximum damage inflicted upon the door. It is often better to aim for a percentage in the low nineties than it is to go for one hundred percent, as latency can cause the swing to roll over and become a fifty.&lt;br /&gt;
&lt;br /&gt;
In order to deploy a ram, you must be in a guild. If in Tier 4, your guild must be at least Rank 20. A Battering Ram can be spawned from your realm&#039;s keep once it has been upgraded to two stars. Once your realm&#039;s keep has been upgraded to four stars, you can have two rams spawned simultaneously.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Oil&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
Boiling Oil is a defensive siege weapon that is used to prevent attackers from crossing through the keep gates. This consumable siege weapon costs 5 gold per deployment. Obtaining kills with oil pours rewards no renown or kill credit. &lt;br /&gt;
To use Boiling Oil go to the top of the gatehouse and use the consumable oil in your inventory next to the deployment node. The Boiling Oil will spawn in the upright position and ready to pour, to do so, you must right click on it and press the crosshair icon. This is most effectively used when the ram is first placed on the door, and as soon after as possible as long as the door is still above 50%. The defenders may go out the gate and attack the ram while under the cover of oil. Boiling Oil below 50% should be saved for when the gate is going to go down and poured when the attackers pushing inside the gate to kill as many enemies as possible. After the oil has been destroyed it has a respawn of 3 minutes and can be spawned at any keep rank, and can only be spawned at keeps your faction owns.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Orcapults&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ====&lt;br /&gt;
Orcapults are a special variety of artillery, instead of firing a projectile that damages enemies, it fires you! To acquire an Orcapult, you must either complete a repeatable quest in Karaz-a-Karak (&#039;&#039;&#039;Doorstep to Home&#039;&#039;&#039;, from King Belegar Ironhammer at (28538, 26552)) or Karak Eight Peaks (&#039;&#039;&#039;Best Bashin&#039; We&#039;z Gunna Get&#039;&#039;&#039;, from Grumlok at (32655, 41410)), alternatively you can gain one from the final reward tier of the Weekly RvR Warfront. Orcapults decay over a 7 day period after they are redeemed.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;big&amp;gt;Source&amp;lt;/big&amp;gt; ==&lt;br /&gt;
You can find original post by clicking [https://www.returnofreckoning.com/forum/viewtopic.php?f=52&amp;amp;t=18308 here].&lt;br /&gt;
                                                                                                                                                     &#039;&#039;&amp;lt;small&amp;gt;&#039;&#039;&#039;Guide is written by Azarael ( Return of Reckoning Core Developer )&#039;&#039;&#039;&amp;lt;/small&amp;gt;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>TreeNdaSea</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Open_RvR_Guide&amp;diff=21159</id>
		<title>Open RvR Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=Open_RvR_Guide&amp;diff=21159"/>
		<updated>2022-04-09T16:11:12Z</updated>

		<summary type="html">&lt;p&gt;TreeNdaSea: /* Artillery */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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&#039;s keep.&lt;br /&gt;
&lt;br /&gt;
This page will aim to cover gameplay mechanics, and not the reward mechanisms for RvR.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Supply Line / Active Zones&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
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&#039;s fortress by one zone until a [[Fortresses|fortress]] at either side is successfully sieged, which will lock that pairing for 8 hours.&lt;br /&gt;
&lt;br /&gt;
When two pairings are locked by the same Realm within 8 hours from the first locked pair, it&#039;s time for a [[City Sieges Guide|city siege]], which then resets the pairings to tier 2.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Tier Differences&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Tier 1&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Tier 2&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Tiers 3 and 4&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Battlefield Objectives&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Locking&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The value of supplies depends upon the following factors:&lt;br /&gt;
* Rank of the keep.&lt;br /&gt;
* 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.&lt;br /&gt;
* The internal population imbalance scaler (referred to as internal or delayed AAO.)&lt;br /&gt;
* Distance of the host Battlefield Objective from the target. Supplies from further away are worth more.&lt;br /&gt;
* Destination. Supplies returned via the warcamp have a 50% transportation penalty.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Keeps&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
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&#039;s keep and lock three battlefield objectives while maintaining that captured keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Keep Rank&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&#039;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&#039;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Keep Doors&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If a door receives damage, the keep will enter an &amp;quot;attacked&amp;quot; state. During this time, the keep is considered &amp;quot;unsafe&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;safe&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Siege Weapons&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Siege weapons can be bought from your realm&#039;s Foreman, located in the gatehouse of the keeps outer wall. A siege weapon need only be bought once (with the exception of oil, which is consumable); using the item from your inventory constructs said siege weapon for you if the parameters for spawning it are correct.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In order to deploy a siege weapon, the following conditions must be satisfied:&lt;br /&gt;
* You are within a certain radius of an allied keep.&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
While towing a siege weapon, you will move more slowly, but you cannot be dismounted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The following siege weapons are available:&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Cannons&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
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 Heavy Dwarf Cannon and Heavy Chaos Hellcannon are purely single target, but inflict double damage. The Heavy Empire Cannon, Heavy High Elf Ballista, Heavy Greenskin Supa-Chucka and Heavy Dark Elf Ballista all perform a line attack, striking all targets along the weapon&#039;s shot vector. The deployable versions of all of these siege weapons replenish ammunition on a set interval depending on the amount of battlefield objectives your realm holds (one shot per objective held per tick). Stationary versions of these weapons can be found atop towers of keeps, these have infinite ammunition, and the type is dependent on the pairing/zone.&lt;br /&gt;
&lt;br /&gt;
To fire a cannon, right click on its model after it has been deployed (make sure it is no longer being towed, or you will start towing it yourself). Once the cannon has been right clicked, select the crosshair icon to go into first person view. Cannon shots become more powerful as the crosshair becomes smaller, moving the mouse rapidly causes the crosshair to expand as opposed to aiming slowly which has minimal effect.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Artillery&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
Artillery inflicts high damage to groups players and low damage to other siege weapons. They inflict minimal damage to doors, and can fire right through them. 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 consist of the: Heavy Empire Hellblaster, Heavy Dwarf Organ Gun, Heavy High Elf Repeating Ballista, Heavy Chaos Tri-Barrel, Heavy Greenskin Rock Lobba and Heavy Dark Elf Repeating Ballista. The deployable versions of all of these siege weapons replenish ammunition on a set interval depending on the amount of battlefield objectives your realm holds (one shot per objective held per tick). Stationary versions of these weapons can be found atop towers of keeps, these have infinite ammunition, and the type is dependent on the pairing/zone.&lt;br /&gt;
&lt;br /&gt;
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. This results in the majority of stationary artillery pieces on keep towers to be unusable.&lt;br /&gt;
&lt;br /&gt;
To fire an artillery piece, right click on its model after it has been deployed (make sure you are unmounted and it is no longer being towed, or you will start towing it yourself). Once the artillery piece has been right clicked, select the crosshair icon to go into first person view. Aiming artillery is different from aiming cannons, aiming is done through a red crosshair that appears on both the ground and your minimap, this crosshair can be extended outwards or drawn in towards you by using the scroll wheel. A windage meter will appear in the top right of the screen, the artillery shot will scatter away from your targeted location depending on the direction and length of the red arrow on this meter.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Rams&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
Rams are the only real means of destroying a door, dealing damage equal to 2.5% of the doors 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. Physical melee attacks deal great damage to a deployed ram where as magical and physical ranged attacks are ineffective. Cannon fire is also ineffective to a deployed ram, although it is very effective against a ram being towed. &#039;&#039;&#039;If the ram is too far away from the player who originally spawned it, it will start taking severe damage over time until it is destroyed.&#039;&#039;&#039; To avoid this, keep a person on the ram even when it is not docked on the gate (if you know that the original spawner is no longer present).&lt;br /&gt;
&lt;br /&gt;
Once the Battering Ram is docked onto the enemies keep door, up to four players can perform the ram swing minigame. The first player to engage with the deployed ram is designated as the &amp;quot;swing leader&amp;quot;, the swing leader initiates the backswing of the ram. Once the swing has been started, the other players on the ram must time their mouse clicks to gain maximum damage inflicted upon the door. It is often better to aim for a percentage in the low nineties than it is to go for one hundred percent, as latency can cause the swing to roll over and become a fifty.&lt;br /&gt;
&lt;br /&gt;
In order to deploy a ram, you must be in a guild. If in Tier 4, your guild must be at least Rank 20. A Battering Ram can be spawned from your realm&#039;s keep once it has been upgraded to two stars. Once your realm&#039;s keep has been upgraded to four stars, you can have two rams spawned simultaneously.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Oil&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
Boiling Oil is a defensive siege weapon that is used to prevent attackers from crossing through the keep gates. This consumable siege weapon costs 5 gold per deployment. Obtaining kills with oil pours rewards no renown or kill credit. &lt;br /&gt;
To use Boiling Oil go to the top of the gatehouse and use the consumable oil in your inventory next to the deployment node. The Boiling Oil will spawn in the upright position and ready to pour, to do so, you must right click on it and press the crosshair icon. This is most effectively used when the ram is first placed on the door, and as soon after as possible as long as the door is still above 50%. The defenders may go out the gate and attack the ram while under the cover of oil. Boiling Oil below 50% should be saved for when the gate is going to go down and poured when the attackers pushing inside the gate to kill as many enemies as possible. After the oil has been destroyed it has a respawn of 3 minutes and can be spawned at any keep rank, and can only be spawned at keeps your faction owns.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Orcapults&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ====&lt;br /&gt;
Orcapults are a special variety of artillery, instead of firing a projectile that damages enemies, it fires you! To acquire an Orcapult, you must either complete a repeatable quest in Karaz-a-Karak (&#039;&#039;&#039;Doorstep to Home&#039;&#039;&#039;, from King Belegar Ironhammer at (28538, 26552)) or Karak Eight Peaks (&#039;&#039;&#039;Best Bashin&#039; We&#039;z Gunna Get&#039;&#039;&#039;, from Grumlok at (32655, 41410)), alternatively you can gain one from the final reward tier of the Weekly RvR Warfront. Orcapults decay over a 7 day period after they are redeemed.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;big&amp;gt;Source&amp;lt;/big&amp;gt; ==&lt;br /&gt;
You can find original post by clicking [https://www.returnofreckoning.com/forum/viewtopic.php?f=52&amp;amp;t=18308 here].&lt;br /&gt;
                                                                                                                                                     &#039;&#039;&amp;lt;small&amp;gt;&#039;&#039;&#039;Guide is written by Azarael ( Return of Reckoning Core Developer )&#039;&#039;&#039;&amp;lt;/small&amp;gt;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>TreeNdaSea</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Open_RvR_Guide&amp;diff=21158</id>
		<title>Open RvR Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=Open_RvR_Guide&amp;diff=21158"/>
		<updated>2022-04-09T16:02:59Z</updated>

		<summary type="html">&lt;p&gt;TreeNdaSea: /* Orcapults */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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&#039;s keep.&lt;br /&gt;
&lt;br /&gt;
This page will aim to cover gameplay mechanics, and not the reward mechanisms for RvR.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Supply Line / Active Zones&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
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&#039;s fortress by one zone until a [[Fortresses|fortress]] at either side is successfully sieged, which will lock that pairing for 8 hours.&lt;br /&gt;
&lt;br /&gt;
When two pairings are locked by the same Realm within 8 hours from the first locked pair, it&#039;s time for a [[City Sieges Guide|city siege]], which then resets the pairings to tier 2.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Tier Differences&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Tier 1&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Tier 2&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Tiers 3 and 4&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Battlefield Objectives&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Locking&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The value of supplies depends upon the following factors:&lt;br /&gt;
* Rank of the keep.&lt;br /&gt;
* 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.&lt;br /&gt;
* The internal population imbalance scaler (referred to as internal or delayed AAO.)&lt;br /&gt;
* Distance of the host Battlefield Objective from the target. Supplies from further away are worth more.&lt;br /&gt;
* Destination. Supplies returned via the warcamp have a 50% transportation penalty.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Keeps&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
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&#039;s keep and lock three battlefield objectives while maintaining that captured keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Keep Rank&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&#039;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&#039;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Keep Doors&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If a door receives damage, the keep will enter an &amp;quot;attacked&amp;quot; state. During this time, the keep is considered &amp;quot;unsafe&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;safe&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Siege Weapons&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Siege weapons can be bought from your realm&#039;s Foreman, located in the gatehouse of the keeps outer wall. A siege weapon need only be bought once (with the exception of oil, which is consumable); using the item from your inventory constructs said siege weapon for you if the parameters for spawning it are correct.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In order to deploy a siege weapon, the following conditions must be satisfied:&lt;br /&gt;
* You are within a certain radius of an allied keep.&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
While towing a siege weapon, you will move more slowly, but you cannot be dismounted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The following siege weapons are available:&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Cannons&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
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 Heavy Dwarf Cannon and Heavy Chaos Hellcannon are purely single target, but inflict double damage. The Heavy Empire Cannon, Heavy High Elf Ballista, Heavy Greenskin Supa-Chucka and Heavy Dark Elf Ballista all perform a line attack, striking all targets along the weapon&#039;s shot vector. The deployable versions of all of these siege weapons replenish ammunition on a set interval depending on the amount of battlefield objectives your realm holds (one shot per objective held per tick). Stationary versions of these weapons can be found atop towers of keeps, these have infinite ammunition, and the type is dependent on the pairing/zone.&lt;br /&gt;
&lt;br /&gt;
To fire a cannon, right click on its model after it has been deployed (make sure it is no longer being towed, or you will start towing it yourself). Once the cannon has been right clicked, select the crosshair icon to go into first person view. Cannon shots become more powerful as the crosshair becomes smaller, moving the mouse rapidly causes the crosshair to expand as opposed to aiming slowly which has minimal effect.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Artillery&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
Artillery inflicts high damage to groups players and low damage to other siege weapons. They inflict minimal damage to doors, and can fire right through them. 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 consist of the: Heavy Empire Hellblaster, Heavy Dwarf Organ Gun, Heavy High Elf Repeating Ballista, Heavy Chaos Tri-Barrel, Heavy Greenskin Rock Lobba and Heavy Dark Elf Repeating Ballista. The deployable versions of all of these siege weapons replenish ammunition on a set interval depending on the amount of battlefield objectives your realm holds (one shot per objective held per tick). Stationary versions of these weapons can be found atop towers of keeps, these have infinite ammunition, and the type is dependent on the pairing/zone.&lt;br /&gt;
&lt;br /&gt;
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. This results in the majority of stationary artillery pieces on keep towers to be unusable.&lt;br /&gt;
&lt;br /&gt;
To fire an artillery piece, right click on its model after it has been deployed (make sure it is no longer being towed, or you will start towing it yourself). Once the artillery piece has been right clicked, select the crosshair icon to go into first person view. Aiming artillery is different from aiming cannons, aiming is done through a red crosshair that appears on both the ground and your minimap, this crosshair can be extended outwards or drawn in towards you by using the scroll wheel. A windage meter will appear in the top right of the screen, the artillery shot will scatter away from your targeted location depending on the direction and length of the red arrow on this meter.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Rams&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
Rams are the only real means of destroying a door, dealing damage equal to 2.5% of the doors 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. Physical melee attacks deal great damage to a deployed ram where as magical and physical ranged attacks are ineffective. Cannon fire is also ineffective to a deployed ram, although it is very effective against a ram being towed. &#039;&#039;&#039;If the ram is too far away from the player who originally spawned it, it will start taking severe damage over time until it is destroyed.&#039;&#039;&#039; To avoid this, keep a person on the ram even when it is not docked on the gate (if you know that the original spawner is no longer present).&lt;br /&gt;
&lt;br /&gt;
Once the Battering Ram is docked onto the enemies keep door, up to four players can perform the ram swing minigame. The first player to engage with the deployed ram is designated as the &amp;quot;swing leader&amp;quot;, the swing leader initiates the backswing of the ram. Once the swing has been started, the other players on the ram must time their mouse clicks to gain maximum damage inflicted upon the door. It is often better to aim for a percentage in the low nineties than it is to go for one hundred percent, as latency can cause the swing to roll over and become a fifty.&lt;br /&gt;
&lt;br /&gt;
In order to deploy a ram, you must be in a guild. If in Tier 4, your guild must be at least Rank 20. A Battering Ram can be spawned from your realm&#039;s keep once it has been upgraded to two stars. Once your realm&#039;s keep has been upgraded to four stars, you can have two rams spawned simultaneously.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Oil&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
Boiling Oil is a defensive siege weapon that is used to prevent attackers from crossing through the keep gates. This consumable siege weapon costs 5 gold per deployment. Obtaining kills with oil pours rewards no renown or kill credit. &lt;br /&gt;
To use Boiling Oil go to the top of the gatehouse and use the consumable oil in your inventory next to the deployment node. The Boiling Oil will spawn in the upright position and ready to pour, to do so, you must right click on it and press the crosshair icon. This is most effectively used when the ram is first placed on the door, and as soon after as possible as long as the door is still above 50%. The defenders may go out the gate and attack the ram while under the cover of oil. Boiling Oil below 50% should be saved for when the gate is going to go down and poured when the attackers pushing inside the gate to kill as many enemies as possible. After the oil has been destroyed it has a respawn of 3 minutes and can be spawned at any keep rank, and can only be spawned at keeps your faction owns.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Orcapults&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ====&lt;br /&gt;
Orcapults are a special variety of artillery, instead of firing a projectile that damages enemies, it fires you! To acquire an Orcapult, you must either complete a repeatable quest in Karaz-a-Karak (&#039;&#039;&#039;Doorstep to Home&#039;&#039;&#039;, from King Belegar Ironhammer at (28538, 26552)) or Karak Eight Peaks (&#039;&#039;&#039;Best Bashin&#039; We&#039;z Gunna Get&#039;&#039;&#039;, from Grumlok at (32655, 41410)), alternatively you can gain one from the final reward tier of the Weekly RvR Warfront. Orcapults decay over a 7 day period after they are redeemed.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;big&amp;gt;Source&amp;lt;/big&amp;gt; ==&lt;br /&gt;
You can find original post by clicking [https://www.returnofreckoning.com/forum/viewtopic.php?f=52&amp;amp;t=18308 here].&lt;br /&gt;
                                                                                                                                                     &#039;&#039;&amp;lt;small&amp;gt;&#039;&#039;&#039;Guide is written by Azarael ( Return of Reckoning Core Developer )&#039;&#039;&#039;&amp;lt;/small&amp;gt;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>TreeNdaSea</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Open_RvR_Guide&amp;diff=21098</id>
		<title>Open RvR Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=Open_RvR_Guide&amp;diff=21098"/>
		<updated>2022-04-07T01:52:17Z</updated>

		<summary type="html">&lt;p&gt;TreeNdaSea: /* Orcapults */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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&#039;s keep.&lt;br /&gt;
&lt;br /&gt;
This page will aim to cover gameplay mechanics, and not the reward mechanisms for RvR.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Supply Line / Active Zones&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
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&#039;s fortress by one zone until a [[Fortresses|fortress]] at either side is successfully sieged, which will lock that pairing for 8 hours.&lt;br /&gt;
&lt;br /&gt;
When two pairings are locked by the same Realm within 8 hours from the first locked pair, it&#039;s time for a [[City Sieges Guide|city siege]], which then resets the pairings to tier 2.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Tier Differences&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Tier 1&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Tier 2&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Tiers 3 and 4&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Battlefield Objectives&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Locking&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The value of supplies depends upon the following factors:&lt;br /&gt;
* Rank of the keep.&lt;br /&gt;
* 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.&lt;br /&gt;
* The internal population imbalance scaler (referred to as internal or delayed AAO.)&lt;br /&gt;
* Distance of the host Battlefield Objective from the target. Supplies from further away are worth more.&lt;br /&gt;
* Destination. Supplies returned via the warcamp have a 50% transportation penalty.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Keeps&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
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&#039;s keep and lock three battlefield objectives while maintaining that captured keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Keep Rank&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&#039;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&#039;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Keep Doors&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If a door receives damage, the keep will enter an &amp;quot;attacked&amp;quot; state. During this time, the keep is considered &amp;quot;unsafe&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;safe&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Siege Weapons&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Siege weapons can be bought from your realm&#039;s Foreman, located in the gatehouse of the keeps outer wall. A siege weapon need only be bought once (with the exception of oil, which is consumable); using the item from your inventory constructs said siege weapon for you if the parameters for spawning it are correct.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In order to deploy a siege weapon, the following conditions must be satisfied:&lt;br /&gt;
* You are within a certain radius of an allied keep.&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
While towing a siege weapon, you will move more slowly, but you cannot be dismounted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The following siege weapons are available:&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Cannons&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
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 Heavy Dwarf Cannon and Heavy Chaos Hellcannon are purely single target, but inflict double damage. The Heavy Empire Cannon, Heavy High Elf Ballista, Heavy Greenskin Supa-Chucka and Heavy Dark Elf Ballista all perform a line attack, striking all targets along the weapon&#039;s shot vector. The deployable versions of all of these siege weapons replenish ammunition on a set interval depending on the amount of battlefield objectives your realm holds (one shot per objective held per tick). Stationary versions of these weapons can be found atop towers of keeps, these have infinite ammunition, and the type is dependent on the pairing/zone.&lt;br /&gt;
&lt;br /&gt;
To fire a cannon, right click on its model after it has been deployed (make sure it is no longer being towed, or you will start towing it yourself). Once the cannon has been right clicked, select the crosshair icon to go into first person view. Cannon shots become more powerful as the crosshair becomes smaller, moving the mouse rapidly causes the crosshair to expand as opposed to aiming slowly which has minimal effect.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Artillery&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
Artillery inflicts high damage to groups players and low damage to other siege weapons. They inflict minimal damage to doors, and can fire right through them. 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 consist of the: Heavy Empire Hellblaster, Heavy Dwarf Organ Gun, Heavy High Elf Repeating Ballista, Heavy Chaos Tri-Barrel, Heavy Greenskin Rock Lobba and Heavy Dark Elf Repeating Ballista. The deployable versions of all of these siege weapons replenish ammunition on a set interval depending on the amount of battlefield objectives your realm holds (one shot per objective held per tick). Stationary versions of these weapons can be found atop towers of keeps, these have infinite ammunition, and the type is dependent on the pairing/zone.&lt;br /&gt;
&lt;br /&gt;
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. This results in the majority of stationary artillery pieces on keep towers to be unusable.&lt;br /&gt;
&lt;br /&gt;
To fire an artillery piece, right click on its model after it has been deployed (make sure it is no longer being towed, or you will start towing it yourself). Once the artillery piece has been right clicked, select the crosshair icon to go into first person view. Aiming artillery is different from aiming cannons, aiming is done through a red crosshair that appears on both the ground and your minimap, this crosshair can be extended outwards or drawn in towards you by using the scroll wheel. A windage meter will appear in the top right of the screen, the artillery shot will scatter away from your targeted location depending on the direction and length of the red arrow on this meter.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Rams&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
Rams are the only real means of destroying a door, dealing damage equal to 2.5% of the doors 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. Physical melee attacks deal great damage to a deployed ram where as magical and physical ranged attacks are ineffective. Cannon fire is also ineffective to a deployed ram, although it is very effective against a ram being towed. &#039;&#039;&#039;If the ram is too far away from the player who originally spawned it, it will start taking severe damage over time until it is destroyed.&#039;&#039;&#039; To avoid this, keep a person on the ram even when it is not docked on the gate (if you know that the original spawner is no longer present).&lt;br /&gt;
&lt;br /&gt;
Once the Battering Ram is docked onto the enemies keep door, up to four players can perform the ram swing minigame. The first player to engage with the deployed ram is designated as the &amp;quot;swing leader&amp;quot;, the swing leader initiates the backswing of the ram. Once the swing has been started, the other players on the ram must time their mouse clicks to gain maximum damage inflicted upon the door. It is often better to aim for a percentage in the low nineties than it is to go for one hundred percent, as latency can cause the swing to roll over and become a fifty.&lt;br /&gt;
&lt;br /&gt;
In order to deploy a ram, you must be in a guild. If in Tier 4, your guild must be at least Rank 20. A Battering Ram can be spawned from your realm&#039;s keep once it has been upgraded to two stars. Once your realm&#039;s keep has been upgraded to four stars, you can have two rams spawned simultaneously.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Oil&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
Boiling Oil is a defensive siege weapon that is used to prevent attackers from crossing through the keep gates. This consumable siege weapon costs 5 gold per deployment. Obtaining kills with oil pours rewards no renown or kill credit. &lt;br /&gt;
To use Boiling Oil go to the top of the gatehouse and use the consumable oil in your inventory next to the deployment node. The Boiling Oil will spawn in the upright position and ready to pour, to do so, you must right click on it and press the crosshair icon. This is most effectively used when the ram is first placed on the door, and as soon after as possible as long as the door is still above 50%. The defenders may go out the gate and attack the ram while under the cover of oil. Boiling Oil below 50% should be saved for when the gate is going to go down and poured when the attackers pushing inside the gate to kill as many enemies as possible. After the oil has been destroyed it has a respawn of 3 minutes and can be spawned at any keep rank, and can only be spawned at keeps your faction owns.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Orcapults&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ====&lt;br /&gt;
Orcapults are a special variety of artillery, instead of firing a projectile that damages enemies, it fires you! To acquire an Orcapult, you must either complete a repeatable quest in Karaz-a-Karak (Doorstep to Home, from King Belegar Ironhammer at (28538, 26552)) or Karak Eight Peaks (Best Bashin&#039; We&#039;z Gunna Get, from Grumlok at (32655, 41410)), alternatively you can gain one from the final reward tier of the Weekly RvR Warfront. Orcapults decay over a 7 day period after they are redeemed.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;big&amp;gt;Source&amp;lt;/big&amp;gt; ==&lt;br /&gt;
You can find original post by clicking [https://www.returnofreckoning.com/forum/viewtopic.php?f=52&amp;amp;t=18308 here].&lt;br /&gt;
                                                                                                                                                     &#039;&#039;&amp;lt;small&amp;gt;&#039;&#039;&#039;Guide is written by Azarael ( Return of Reckoning Core Developer )&#039;&#039;&#039;&amp;lt;/small&amp;gt;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>TreeNdaSea</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Open_RvR_Guide&amp;diff=21097</id>
		<title>Open RvR Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=Open_RvR_Guide&amp;diff=21097"/>
		<updated>2022-04-07T01:51:08Z</updated>

		<summary type="html">&lt;p&gt;TreeNdaSea: /* Siege Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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&#039;s keep.&lt;br /&gt;
&lt;br /&gt;
This page will aim to cover gameplay mechanics, and not the reward mechanisms for RvR.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Supply Line / Active Zones&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
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&#039;s fortress by one zone until a [[Fortresses|fortress]] at either side is successfully sieged, which will lock that pairing for 8 hours.&lt;br /&gt;
&lt;br /&gt;
When two pairings are locked by the same Realm within 8 hours from the first locked pair, it&#039;s time for a [[City Sieges Guide|city siege]], which then resets the pairings to tier 2.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Tier Differences&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Tier 1&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Tier 2&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Tiers 3 and 4&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Battlefield Objectives&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Locking&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The value of supplies depends upon the following factors:&lt;br /&gt;
* Rank of the keep.&lt;br /&gt;
* 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.&lt;br /&gt;
* The internal population imbalance scaler (referred to as internal or delayed AAO.)&lt;br /&gt;
* Distance of the host Battlefield Objective from the target. Supplies from further away are worth more.&lt;br /&gt;
* Destination. Supplies returned via the warcamp have a 50% transportation penalty.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Keeps&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
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&#039;s keep and lock three battlefield objectives while maintaining that captured keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Keep Rank&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&#039;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&#039;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Keep Doors&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If a door receives damage, the keep will enter an &amp;quot;attacked&amp;quot; state. During this time, the keep is considered &amp;quot;unsafe&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;safe&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Siege Weapons&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Siege weapons can be bought from your realm&#039;s Foreman, located in the gatehouse of the keeps outer wall. A siege weapon need only be bought once (with the exception of oil, which is consumable); using the item from your inventory constructs said siege weapon for you if the parameters for spawning it are correct.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In order to deploy a siege weapon, the following conditions must be satisfied:&lt;br /&gt;
* You are within a certain radius of an allied keep.&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
While towing a siege weapon, you will move more slowly, but you cannot be dismounted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The following siege weapons are available:&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Cannons&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
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 Heavy Dwarf Cannon and Heavy Chaos Hellcannon are purely single target, but inflict double damage. The Heavy Empire Cannon, Heavy High Elf Ballista, Heavy Greenskin Supa-Chucka and Heavy Dark Elf Ballista all perform a line attack, striking all targets along the weapon&#039;s shot vector. The deployable versions of all of these siege weapons replenish ammunition on a set interval depending on the amount of battlefield objectives your realm holds (one shot per objective held per tick). Stationary versions of these weapons can be found atop towers of keeps, these have infinite ammunition, and the type is dependent on the pairing/zone.&lt;br /&gt;
&lt;br /&gt;
To fire a cannon, right click on its model after it has been deployed (make sure it is no longer being towed, or you will start towing it yourself). Once the cannon has been right clicked, select the crosshair icon to go into first person view. Cannon shots become more powerful as the crosshair becomes smaller, moving the mouse rapidly causes the crosshair to expand as opposed to aiming slowly which has minimal effect.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Artillery&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
Artillery inflicts high damage to groups players and low damage to other siege weapons. They inflict minimal damage to doors, and can fire right through them. 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 consist of the: Heavy Empire Hellblaster, Heavy Dwarf Organ Gun, Heavy High Elf Repeating Ballista, Heavy Chaos Tri-Barrel, Heavy Greenskin Rock Lobba and Heavy Dark Elf Repeating Ballista. The deployable versions of all of these siege weapons replenish ammunition on a set interval depending on the amount of battlefield objectives your realm holds (one shot per objective held per tick). Stationary versions of these weapons can be found atop towers of keeps, these have infinite ammunition, and the type is dependent on the pairing/zone.&lt;br /&gt;
&lt;br /&gt;
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. This results in the majority of stationary artillery pieces on keep towers to be unusable.&lt;br /&gt;
&lt;br /&gt;
To fire an artillery piece, right click on its model after it has been deployed (make sure it is no longer being towed, or you will start towing it yourself). Once the artillery piece has been right clicked, select the crosshair icon to go into first person view. Aiming artillery is different from aiming cannons, aiming is done through a red crosshair that appears on both the ground and your minimap, this crosshair can be extended outwards or drawn in towards you by using the scroll wheel. A windage meter will appear in the top right of the screen, the artillery shot will scatter away from your targeted location depending on the direction and length of the red arrow on this meter.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Rams&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
Rams are the only real means of destroying a door, dealing damage equal to 2.5% of the doors 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. Physical melee attacks deal great damage to a deployed ram where as magical and physical ranged attacks are ineffective. Cannon fire is also ineffective to a deployed ram, although it is very effective against a ram being towed. &#039;&#039;&#039;If the ram is too far away from the player who originally spawned it, it will start taking severe damage over time until it is destroyed.&#039;&#039;&#039; To avoid this, keep a person on the ram even when it is not docked on the gate (if you know that the original spawner is no longer present).&lt;br /&gt;
&lt;br /&gt;
Once the Battering Ram is docked onto the enemies keep door, up to four players can perform the ram swing minigame. The first player to engage with the deployed ram is designated as the &amp;quot;swing leader&amp;quot;, the swing leader initiates the backswing of the ram. Once the swing has been started, the other players on the ram must time their mouse clicks to gain maximum damage inflicted upon the door. It is often better to aim for a percentage in the low nineties than it is to go for one hundred percent, as latency can cause the swing to roll over and become a fifty.&lt;br /&gt;
&lt;br /&gt;
In order to deploy a ram, you must be in a guild. If in Tier 4, your guild must be at least Rank 20. A Battering Ram can be spawned from your realm&#039;s keep once it has been upgraded to two stars. Once your realm&#039;s keep has been upgraded to four stars, you can have two rams spawned simultaneously.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Oil&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
Boiling Oil is a defensive siege weapon that is used to prevent attackers from crossing through the keep gates. This consumable siege weapon costs 5 gold per deployment. Obtaining kills with oil pours rewards no renown or kill credit. &lt;br /&gt;
To use Boiling Oil go to the top of the gatehouse and use the consumable oil in your inventory next to the deployment node. The Boiling Oil will spawn in the upright position and ready to pour, to do so, you must right click on it and press the crosshair icon. This is most effectively used when the ram is first placed on the door, and as soon after as possible as long as the door is still above 50%. The defenders may go out the gate and attack the ram while under the cover of oil. Boiling Oil below 50% should be saved for when the gate is going to go down and poured when the attackers pushing inside the gate to kill as many enemies as possible. After the oil has been destroyed it has a respawn of 3 minutes and can be spawned at any keep rank, and can only be spawned at keeps your faction owns.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Orcapults&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ====&lt;br /&gt;
Orcapults are a special variety of artillery, instead of firing a projectile that damages enemies, it fires you! To acquire an Orcapult, you must either complete a repeatable quest in Karaz-a-Karak (Doorstep to Home, from King Belegar Ironhammer at 28538, 26552) or Karak Eight Peaks (Best Bashin&#039; We&#039;z Gunna Get, from Grumlok at 32655, 41410), alternatively you can gain one from the final reward tier of the Weekly RvR Warfront. Orcapults decay over a 7 day period after they are redeemed.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;big&amp;gt;Source&amp;lt;/big&amp;gt; ==&lt;br /&gt;
You can find original post by clicking [https://www.returnofreckoning.com/forum/viewtopic.php?f=52&amp;amp;t=18308 here].&lt;br /&gt;
                                                                                                                                                     &#039;&#039;&amp;lt;small&amp;gt;&#039;&#039;&#039;Guide is written by Azarael ( Return of Reckoning Core Developer )&#039;&#039;&#039;&amp;lt;/small&amp;gt;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>TreeNdaSea</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Open_RvR_Guide&amp;diff=21096</id>
		<title>Open RvR Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=Open_RvR_Guide&amp;diff=21096"/>
		<updated>2022-04-07T01:24:35Z</updated>

		<summary type="html">&lt;p&gt;TreeNdaSea: /* Siege Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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&#039;s keep.&lt;br /&gt;
&lt;br /&gt;
This page will aim to cover gameplay mechanics, and not the reward mechanisms for RvR.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Supply Line / Active Zones&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
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&#039;s fortress by one zone until a [[Fortresses|fortress]] at either side is successfully sieged, which will lock that pairing for 8 hours.&lt;br /&gt;
&lt;br /&gt;
When two pairings are locked by the same Realm within 8 hours from the first locked pair, it&#039;s time for a [[City Sieges Guide|city siege]], which then resets the pairings to tier 2.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Tier Differences&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Tier 1&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Tier 2&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Tiers 3 and 4&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Battlefield Objectives&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Locking&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The value of supplies depends upon the following factors:&lt;br /&gt;
* Rank of the keep.&lt;br /&gt;
* 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.&lt;br /&gt;
* The internal population imbalance scaler (referred to as internal or delayed AAO.)&lt;br /&gt;
* Distance of the host Battlefield Objective from the target. Supplies from further away are worth more.&lt;br /&gt;
* Destination. Supplies returned via the warcamp have a 50% transportation penalty.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Keeps&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
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&#039;s keep and lock three battlefield objectives while maintaining that captured keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Keep Rank&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&#039;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&#039;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Keep Doors&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If a door receives damage, the keep will enter an &amp;quot;attacked&amp;quot; state. During this time, the keep is considered &amp;quot;unsafe&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;safe&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Siege Weapons&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Siege weapons can be bought from your realm&#039;s Foreman, located in the gatehouse of the keeps outer wall. A siege weapon need only be bought once (with the exception of oil, which is consumable); using the item from your inventory constructs said siege weapon for you if the parameters for spawning it are correct.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In order to deploy a siege weapon, the following conditions must be satisfied:&lt;br /&gt;
* You are within a certain radius of an allied keep.&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
While towing a siege weapon, you will move more slowly, but you cannot be dismounted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The following siege weapons are available:&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Cannons&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
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 Heavy Dwarf Cannon and Heavy Chaos Hellcannon are purely single target, but inflict double damage. The Heavy Empire Cannon, Heavy High Elf Ballista, Heavy Greenskin Supa-Chucka and Heavy Dark Elf Ballista all perform a line attack, striking all targets along the weapon&#039;s shot vector. The deployable versions of all of these siege weapons replenish ammunition on a set interval depending on the amount of battlefield objectives your realm holds (one shot per objective held per tick). Stationary versions of these weapons can be found atop towers of keeps, these have infinite ammunition, and the type is dependent on the pairing/zone.&lt;br /&gt;
&lt;br /&gt;
To fire a cannon, right click on its model after it has been deployed (make sure it is no longer being towed, or you will start towing it yourself). Once the cannon has been right clicked, select the crosshair icon to go into first person view. Cannon shots become more powerful as the crosshair becomes smaller, moving the mouse rapidly causes the crosshair to expand as opposed to aiming slowly which has minimal effect.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Artillery&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
Artillery inflicts high damage to groups players and low damage to other siege weapons. They inflict minimal damage to doors, and can fire right through them. 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 consist of the: Heavy Empire Hellblaster, Heavy Dwarf Organ Gun, Heavy High Elf Repeating Ballista, Heavy Chaos Tri-Barrel, Heavy Greenskin Rock Lobba and Heavy Dark Elf Repeating Ballista. The deployable versions of all of these siege weapons replenish ammunition on a set interval depending on the amount of battlefield objectives your realm holds (one shot per objective held per tick). Stationary versions of these weapons can be found atop towers of keeps, these have infinite ammunition, and the type is dependent on the pairing/zone.&lt;br /&gt;
&lt;br /&gt;
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. This results in the majority of stationary artillery pieces on keep towers to be unusable.&lt;br /&gt;
&lt;br /&gt;
To fire an artillery piece, right click on its model after it has been deployed (make sure it is no longer being towed, or you will start towing it yourself). Once the artillery piece has been right clicked, select the crosshair icon to go into first person view. Aiming artillery is different from aiming cannons, aiming is done through a red crosshair that appears on both the ground and your minimap, this crosshair can be extended outwards or drawn in towards you by using the scroll wheel. A windage meter will appear in the top right of the screen, the artillery shot will scatter away from your targeted location depending on the direction and length of the red arrow on this meter.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Rams&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
Rams are the only real means of destroying a door, dealing damage equal to 2.5% of the doors 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. Physical melee attacks deal great damage to a deployed ram where as magical and physical ranged attacks are ineffective. Cannon fire is also ineffective to a deployed ram, although it is very effective against a ram being towed. &#039;&#039;&#039;If the ram is too far away from the player who originally spawned it, it will start taking severe damage over time until it is destroyed.&#039;&#039;&#039; To avoid this, keep a person on the ram even when it is not docked on the gate (if you know that the original spawner is no longer present).&lt;br /&gt;
&lt;br /&gt;
Once the Battering Ram is docked onto the enemies keep door, up to four players can perform the ram swing minigame. The first player to engage with the deployed ram is designated as the &amp;quot;swing leader&amp;quot;, the swing leader initiates the backswing of the ram. Once the swing has been started, the other players on the ram must time their mouse clicks to gain maximum damage inflicted upon the door. It is often better to aim for a percentage in the low nineties than it is to go for one hundred percent, as latency can cause the swing to roll over and become a fifty.&lt;br /&gt;
&lt;br /&gt;
In order to deploy a ram, you must be in a guild. If in Tier 4, your guild must be at least Rank 20. A Battering Ram can be spawned from your realm&#039;s keep once it has been upgraded to two stars. Once your realm&#039;s keep has been upgraded to four stars, you can have two rams spawned simultaneously.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Oil&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
Boiling Oil is a defensive siege weapon that is used to prevent attackers from crossing through the keep gates. This consumable siege weapon costs 5 gold per deployment. Obtaining kills with oil pours rewards no renown or kill credit. &lt;br /&gt;
To use Boiling Oil go to the top of the gatehouse and use the consumable oil in your inventory next to the deployment node. The Boiling Oil will spawn in the upright position and ready to pour, to do so, you must right click on it and press the crosshair icon. This is most effectively used when the ram is first placed on the door, and as soon after as possible as long as the door is still above 50%. The defenders may go out the gate and attack the ram while under the cover of oil. Boiling Oil below 50% should be saved for when the gate is going to go down and poured when the attackers pushing inside the gate to kill as many enemies as possible. After the oil has been destroyed it has a respawn of 3 minutes and can be spawned at any keep rank, and can only be spawned at keeps your faction owns.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;big&amp;gt;Source&amp;lt;/big&amp;gt; ==&lt;br /&gt;
You can find original post by clicking [https://www.returnofreckoning.com/forum/viewtopic.php?f=52&amp;amp;t=18308 here].&lt;br /&gt;
                                                                                                                                                     &#039;&#039;&amp;lt;small&amp;gt;&#039;&#039;&#039;Guide is written by Azarael ( Return of Reckoning Core Developer )&#039;&#039;&#039;&amp;lt;/small&amp;gt;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>TreeNdaSea</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Open_RvR_Guide&amp;diff=21095</id>
		<title>Open RvR Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=Open_RvR_Guide&amp;diff=21095"/>
		<updated>2022-04-07T01:02:31Z</updated>

		<summary type="html">&lt;p&gt;TreeNdaSea: /* Artillery */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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&#039;s keep.&lt;br /&gt;
&lt;br /&gt;
This page will aim to cover gameplay mechanics, and not the reward mechanisms for RvR.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Supply Line / Active Zones&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
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&#039;s fortress by one zone until a [[Fortresses|fortress]] at either side is successfully sieged, which will lock that pairing for 8 hours.&lt;br /&gt;
&lt;br /&gt;
When two pairings are locked by the same Realm within 8 hours from the first locked pair, it&#039;s time for a [[City Sieges Guide|city siege]], which then resets the pairings to tier 2.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Tier Differences&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Tier 1&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Tier 2&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Tiers 3 and 4&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Battlefield Objectives&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Locking&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The value of supplies depends upon the following factors:&lt;br /&gt;
* Rank of the keep.&lt;br /&gt;
* 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.&lt;br /&gt;
* The internal population imbalance scaler (referred to as internal or delayed AAO.)&lt;br /&gt;
* Distance of the host Battlefield Objective from the target. Supplies from further away are worth more.&lt;br /&gt;
* Destination. Supplies returned via the warcamp have a 50% transportation penalty.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Keeps&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
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&#039;s keep and lock three battlefield objectives while maintaining that captured keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Keep Rank&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&#039;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&#039;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Keep Doors&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If a door receives damage, the keep will enter an &amp;quot;attacked&amp;quot; state. During this time, the keep is considered &amp;quot;unsafe&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;safe&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Siege Weapons&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Siege weapons can be bought from your realm&#039;s Foreman, located in the gatehouse of the keeps outer wall. A siege weapon need only be bought once (with the exception of oil, which is consumable); using the item from your inventory constructs said siege weapon for you if the parameters for spawning it are correct.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In order to deploy a siege weapon, the following conditions must be satisfied:&lt;br /&gt;
* You are within a certain radius of an allied keep.&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
While towing a siege weapon, you will move more slowly, but you cannot be dismounted.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Types&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The following siege weapons are available:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Cannons&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
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 Heavy Dwarf Cannon and Heavy Chaos Hellcannon are purely single target, but inflict double damage. The Heavy Empire Cannon, Heavy High Elf Ballista, Heavy Greenskin Supa-Chucka and Heavy Dark Elf Ballista all perform a line attack, striking all targets along the weapon&#039;s shot vector. The deployable versions of all of these siege weapons replenish ammunition on a set interval depending on the amount of battlefield objectives your realm holds (one shot per objective held per tick). Stationary versions of these weapons can be found atop towers of keeps, these have infinite ammunition, and the type is dependent on the pairing/zone.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Artillery&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
Artillery inflicts high damage to groups players and low damage to other siege weapons. They inflict minimal damage to doors, and can fire right through them. 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 consist of the: Heavy Empire Hellblaster, Heavy Dwarf Organ Gun, Heavy High Elf Repeating Ballista, Heavy Chaos Tri-Barrel, Heavy Greenskin Rock Lobba and Heavy Dark Elf Repeating Ballista. The deployable versions of all of these siege weapons replenish ammunition on a set interval depending on the amount of battlefield objectives your realm holds (one shot per objective held per tick). Stationary versions of these weapons can be found atop towers of keeps, these have infinite ammunition, and the type is dependent on the pairing/zone.&lt;br /&gt;
&lt;br /&gt;
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. This results in the majority of stationary artillery pieces on keep towers to be unusable.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Rams&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
Rams are the only real means of destroying a door, dealing damage equal to 2.5% of the doors 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. Physical melee attacks deal great damage to a deployed ram where as magical and physical ranged attacks are ineffective. Cannon fire is also ineffective to a deployed ram, although it is very effective against a ram being towed. &#039;&#039;&#039;If the ram is too far away from the player who originally spawned it, it will start taking severe damage over time until it is destroyed.&#039;&#039;&#039; To avoid this, keep a person on the ram even when it is not docked on the gate (if you know that the original spawner is no longer present).&lt;br /&gt;
&lt;br /&gt;
Once the Battering Ram is docked onto the enemies keep door, up to four players can perform the ram swing minigame. The first player to engage with the deployed ram is designated as the &amp;quot;swing leader&amp;quot;, the swing leader initiates the backswing of the ram. Once the swing has been started, the other players on the ram must time their mouse clicks to gain maximum damage inflicted upon the door. It is often better to aim for a percentage in the low nineties than it is to go for one hundred percent, as latency can cause the swing to roll over and become a fifty.&lt;br /&gt;
&lt;br /&gt;
In order to deploy a ram, you must be in a guild. If in Tier 4, your guild must be at least Rank 20. A Battering Ram can be spawned from your realm&#039;s keep once it has been upgraded to two stars. Once your realm&#039;s keep has been upgraded to four stars, you can have two rams spawned simultaneously.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Oil&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
Boiling Oil is a defensive siege weapon that is used to prevent attackers from crossing through the keep gates. This consumable siege weapon costs 5 gold per deployment. Obtaining kills with oil pours rewards no renown or kill credit. &lt;br /&gt;
To use Boiling Oil go to the top of the gatehouse and use the consumable oil in your inventory next to the deployment node. The Boiling Oil will spawn in the upright position and ready to pour, to do so, you must right click on it and press the crosshair icon. This is most effectively used when the ram is first placed on the door, and as soon after as possible as long as the door is still above 50%. The defenders may go out the gate and attack the ram while under the cover of oil. Boiling Oil below 50% should be saved for when the gate is going to go down and poured when the attackers pushing inside the gate to kill as many enemies as possible. After the oil has been destroyed it has a respawn of 3 minutes and can be spawned at any keep rank, and can only be spawned at keeps your faction owns.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;big&amp;gt;Source&amp;lt;/big&amp;gt; ==&lt;br /&gt;
You can find original post by clicking [https://www.returnofreckoning.com/forum/viewtopic.php?f=52&amp;amp;t=18308 here].&lt;br /&gt;
                                                                                                                                                     &#039;&#039;&amp;lt;small&amp;gt;&#039;&#039;&#039;Guide is written by Azarael ( Return of Reckoning Core Developer )&#039;&#039;&#039;&amp;lt;/small&amp;gt;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>TreeNdaSea</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Open_RvR_Guide&amp;diff=21094</id>
		<title>Open RvR Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=Open_RvR_Guide&amp;diff=21094"/>
		<updated>2022-04-07T00:54:54Z</updated>

		<summary type="html">&lt;p&gt;TreeNdaSea: /* Cannons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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&#039;s keep.&lt;br /&gt;
&lt;br /&gt;
This page will aim to cover gameplay mechanics, and not the reward mechanisms for RvR.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Supply Line / Active Zones&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
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&#039;s fortress by one zone until a [[Fortresses|fortress]] at either side is successfully sieged, which will lock that pairing for 8 hours.&lt;br /&gt;
&lt;br /&gt;
When two pairings are locked by the same Realm within 8 hours from the first locked pair, it&#039;s time for a [[City Sieges Guide|city siege]], which then resets the pairings to tier 2.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Tier Differences&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Tier 1&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Tier 2&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Tiers 3 and 4&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Battlefield Objectives&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Locking&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The value of supplies depends upon the following factors:&lt;br /&gt;
* Rank of the keep.&lt;br /&gt;
* 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.&lt;br /&gt;
* The internal population imbalance scaler (referred to as internal or delayed AAO.)&lt;br /&gt;
* Distance of the host Battlefield Objective from the target. Supplies from further away are worth more.&lt;br /&gt;
* Destination. Supplies returned via the warcamp have a 50% transportation penalty.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Keeps&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
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&#039;s keep and lock three battlefield objectives while maintaining that captured keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Keep Rank&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&#039;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&#039;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Keep Doors&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If a door receives damage, the keep will enter an &amp;quot;attacked&amp;quot; state. During this time, the keep is considered &amp;quot;unsafe&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;safe&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Siege Weapons&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Siege weapons can be bought from your realm&#039;s Foreman, located in the gatehouse of the keeps outer wall. A siege weapon need only be bought once (with the exception of oil, which is consumable); using the item from your inventory constructs said siege weapon for you if the parameters for spawning it are correct.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In order to deploy a siege weapon, the following conditions must be satisfied:&lt;br /&gt;
* You are within a certain radius of an allied keep.&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
While towing a siege weapon, you will move more slowly, but you cannot be dismounted.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Types&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The following siege weapons are available:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Cannons&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
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 Heavy Dwarf Cannon and Heavy Chaos Hellcannon are purely single target, but inflict double damage. The Heavy Empire Cannon, Heavy High Elf Ballista, Heavy Greenskin Supa-Chucka and Heavy Dark Elf Ballista all perform a line attack, striking all targets along the weapon&#039;s shot vector. The deployable versions of all of these siege weapons replenish ammunition on a set interval depending on the amount of battlefield objectives your realm holds (one shot per objective held per tick). Stationary versions of these weapons can be found atop towers of keeps, these have infinite ammunition, and the type is dependent on the pairing/zone.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Artillery&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Rams&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
Rams are the only real means of destroying a door, dealing damage equal to 2.5% of the doors 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. Physical melee attacks deal great damage to a deployed ram where as magical and physical ranged attacks are ineffective. Cannon fire is also ineffective to a deployed ram, although it is very effective against a ram being towed. &#039;&#039;&#039;If the ram is too far away from the player who originally spawned it, it will start taking severe damage over time until it is destroyed.&#039;&#039;&#039; To avoid this, keep a person on the ram even when it is not docked on the gate (if you know that the original spawner is no longer present).&lt;br /&gt;
&lt;br /&gt;
Once the Battering Ram is docked onto the enemies keep door, up to four players can perform the ram swing minigame. The first player to engage with the deployed ram is designated as the &amp;quot;swing leader&amp;quot;, the swing leader initiates the backswing of the ram. Once the swing has been started, the other players on the ram must time their mouse clicks to gain maximum damage inflicted upon the door. It is often better to aim for a percentage in the low nineties than it is to go for one hundred percent, as latency can cause the swing to roll over and become a fifty.&lt;br /&gt;
&lt;br /&gt;
In order to deploy a ram, you must be in a guild. If in Tier 4, your guild must be at least Rank 20. A Battering Ram can be spawned from your realm&#039;s keep once it has been upgraded to two stars. Once your realm&#039;s keep has been upgraded to four stars, you can have two rams spawned simultaneously.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Oil&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
Boiling Oil is a defensive siege weapon that is used to prevent attackers from crossing through the keep gates. This consumable siege weapon costs 5 gold per deployment. Obtaining kills with oil pours rewards no renown or kill credit. &lt;br /&gt;
To use Boiling Oil go to the top of the gatehouse and use the consumable oil in your inventory next to the deployment node. The Boiling Oil will spawn in the upright position and ready to pour, to do so, you must right click on it and press the crosshair icon. This is most effectively used when the ram is first placed on the door, and as soon after as possible as long as the door is still above 50%. The defenders may go out the gate and attack the ram while under the cover of oil. Boiling Oil below 50% should be saved for when the gate is going to go down and poured when the attackers pushing inside the gate to kill as many enemies as possible. After the oil has been destroyed it has a respawn of 3 minutes and can be spawned at any keep rank, and can only be spawned at keeps your faction owns.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;big&amp;gt;Source&amp;lt;/big&amp;gt; ==&lt;br /&gt;
You can find original post by clicking [https://www.returnofreckoning.com/forum/viewtopic.php?f=52&amp;amp;t=18308 here].&lt;br /&gt;
                                                                                                                                                     &#039;&#039;&amp;lt;small&amp;gt;&#039;&#039;&#039;Guide is written by Azarael ( Return of Reckoning Core Developer )&#039;&#039;&#039;&amp;lt;/small&amp;gt;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>TreeNdaSea</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Open_RvR_Guide&amp;diff=21084</id>
		<title>Open RvR Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=Open_RvR_Guide&amp;diff=21084"/>
		<updated>2022-04-05T16:15:36Z</updated>

		<summary type="html">&lt;p&gt;TreeNdaSea: /* Rams */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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&#039;s keep.&lt;br /&gt;
&lt;br /&gt;
This page will aim to cover gameplay mechanics, and not the reward mechanisms for RvR.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Supply Line / Active Zones&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
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&#039;s fortress by one zone until a [[Fortresses|fortress]] at either side is successfully sieged, which will lock that pairing for 8 hours.&lt;br /&gt;
&lt;br /&gt;
When two pairings are locked by the same Realm within 8 hours from the first locked pair, it&#039;s time for a [[City Sieges Guide|city siege]], which then resets the pairings to tier 2.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Tier Differences&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Tier 1&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Tier 2&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Tiers 3 and 4&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Battlefield Objectives&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Locking&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The value of supplies depends upon the following factors:&lt;br /&gt;
* Rank of the keep.&lt;br /&gt;
* 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.&lt;br /&gt;
* The internal population imbalance scaler (referred to as internal or delayed AAO.)&lt;br /&gt;
* Distance of the host Battlefield Objective from the target. Supplies from further away are worth more.&lt;br /&gt;
* Destination. Supplies returned via the warcamp have a 50% transportation penalty.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Keeps&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
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&#039;s keep and lock three battlefield objectives while maintaining that captured keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Keep Rank&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&#039;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&#039;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Keep Doors&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If a door receives damage, the keep will enter an &amp;quot;attacked&amp;quot; state. During this time, the keep is considered &amp;quot;unsafe&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;safe&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Siege Weapons&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Siege weapons can be bought from your realm&#039;s Foreman, located in the gatehouse of the keeps outer wall. A siege weapon need only be bought once (with the exception of oil, which is consumable); using the item from your inventory constructs said siege weapon for you if the parameters for spawning it are correct.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In order to deploy a siege weapon, the following conditions must be satisfied:&lt;br /&gt;
* You are within a certain radius of an allied keep.&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
While towing a siege weapon, you will move more slowly, but you cannot be dismounted.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Types&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The following siege weapons are available:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Cannons&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
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&#039;s shot vector.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Artillery&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Rams&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
Rams are the only real means of destroying a door, dealing damage equal to 2.5% of the doors 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. Physical melee attacks deal great damage to a deployed ram where as magical and physical ranged attacks are ineffective. Cannon fire is also ineffective to a deployed ram, although it is very effective against a ram being towed. &#039;&#039;&#039;If the ram is too far away from the player who originally spawned it, it will start taking severe damage over time until it is destroyed.&#039;&#039;&#039; To avoid this, keep a person on the ram even when it is not docked on the gate (if you know that the original spawner is no longer present).&lt;br /&gt;
&lt;br /&gt;
Once the Battering Ram is docked onto the enemies keep door, up to four players can perform the ram swing minigame. The first player to engage with the deployed ram is designated as the &amp;quot;swing leader&amp;quot;, the swing leader initiates the backswing of the ram. Once the swing has been started, the other players on the ram must time their mouse clicks to gain maximum damage inflicted upon the door. It is often better to aim for a percentage in the low nineties than it is to go for one hundred percent, as latency can cause the swing to roll over and become a fifty.&lt;br /&gt;
&lt;br /&gt;
In order to deploy a ram, you must be in a guild. If in Tier 4, your guild must be at least Rank 20. A Battering Ram can be spawned from your realm&#039;s keep once it has been upgraded to two stars. Once your realm&#039;s keep has been upgraded to four stars, you can have two rams spawned simultaneously.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Oil&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
Oil performs in the same manner it did on Age of Reckoning.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;big&amp;gt;Source&amp;lt;/big&amp;gt; ==&lt;br /&gt;
You can find original post by clicking [https://www.returnofreckoning.com/forum/viewtopic.php?f=52&amp;amp;t=18308 here].&lt;br /&gt;
                                                                                                                                                     &#039;&#039;&amp;lt;small&amp;gt;&#039;&#039;&#039;Guide is written by Azarael ( Return of Reckoning Core Developer )&#039;&#039;&#039;&amp;lt;/small&amp;gt;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>TreeNdaSea</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Open_RvR_Guide&amp;diff=21083</id>
		<title>Open RvR Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=Open_RvR_Guide&amp;diff=21083"/>
		<updated>2022-04-05T16:07:00Z</updated>

		<summary type="html">&lt;p&gt;TreeNdaSea: /* Rams */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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&#039;s keep.&lt;br /&gt;
&lt;br /&gt;
This page will aim to cover gameplay mechanics, and not the reward mechanisms for RvR.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Supply Line / Active Zones&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
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&#039;s fortress by one zone until a [[Fortresses|fortress]] at either side is successfully sieged, which will lock that pairing for 8 hours.&lt;br /&gt;
&lt;br /&gt;
When two pairings are locked by the same Realm within 8 hours from the first locked pair, it&#039;s time for a [[City Sieges Guide|city siege]], which then resets the pairings to tier 2.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Tier Differences&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Tier 1&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Tier 2&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Tiers 3 and 4&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Battlefield Objectives&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Locking&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The value of supplies depends upon the following factors:&lt;br /&gt;
* Rank of the keep.&lt;br /&gt;
* 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.&lt;br /&gt;
* The internal population imbalance scaler (referred to as internal or delayed AAO.)&lt;br /&gt;
* Distance of the host Battlefield Objective from the target. Supplies from further away are worth more.&lt;br /&gt;
* Destination. Supplies returned via the warcamp have a 50% transportation penalty.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Keeps&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
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&#039;s keep and lock three battlefield objectives while maintaining that captured keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Keep Rank&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&#039;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&#039;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Keep Doors&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If a door receives damage, the keep will enter an &amp;quot;attacked&amp;quot; state. During this time, the keep is considered &amp;quot;unsafe&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;safe&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Siege Weapons&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Siege weapons can be bought from your realm&#039;s Foreman, located in the gatehouse of the keeps outer wall. A siege weapon need only be bought once (with the exception of oil, which is consumable); using the item from your inventory constructs said siege weapon for you if the parameters for spawning it are correct.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In order to deploy a siege weapon, the following conditions must be satisfied:&lt;br /&gt;
* You are within a certain radius of an allied keep.&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
While towing a siege weapon, you will move more slowly, but you cannot be dismounted.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Types&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The following siege weapons are available:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Cannons&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
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&#039;s shot vector.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Artillery&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Rams&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
Rams are the only real means of destroying a door, dealing damage equal to 2.5% of the doors 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. Physical melee attacks deal great damage to a deployed ram where as magical and physical ranged attacks are ineffective. Cannon fire is also ineffective to a deployed ram, although it is very effective against a ram being towed. &#039;&#039;&#039;If the ram is too far away from the player who originally spawned it, it will start taking severe damage over time until it is destroyed.&#039;&#039;&#039; To avoid this, keep a person on the ram even when it is not docked on the gate (if you know that the original spawner is no longer present).&lt;br /&gt;
&lt;br /&gt;
Once the Battering Ram is docked onto the enemies keep door, up to four players can perform the ram swing minigame. The first player to engage with the deployed ram is designated as the &amp;quot;swing leader&amp;quot;, the swing leader initiates the backswing of the ram. Once the swing has been started, the other players on the ram must time their mouse clicks to gain maximum damage inflicted upon the door. It is often better to aim for a percentage in the low nineties than it is to go for one hundred percent, latency can cause the swing to roll over and become a fifty.&lt;br /&gt;
&lt;br /&gt;
In order to deploy a ram, you must be in a guild. If in Tier 4, your guild must be at least Rank 20. A Battering Ram can be spawned from your realm&#039;s keep once it has been upgraded to two stars. Once your realm&#039;s keep has been upgraded to four stars, you can have two rams spawned simultaneously.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Oil&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
Oil performs in the same manner it did on Age of Reckoning.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;big&amp;gt;Source&amp;lt;/big&amp;gt; ==&lt;br /&gt;
You can find original post by clicking [https://www.returnofreckoning.com/forum/viewtopic.php?f=52&amp;amp;t=18308 here].&lt;br /&gt;
                                                                                                                                                     &#039;&#039;&amp;lt;small&amp;gt;&#039;&#039;&#039;Guide is written by Azarael ( Return of Reckoning Core Developer )&#039;&#039;&#039;&amp;lt;/small&amp;gt;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>TreeNdaSea</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Open_RvR_Guide&amp;diff=21082</id>
		<title>Open RvR Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=Open_RvR_Guide&amp;diff=21082"/>
		<updated>2022-04-05T15:59:24Z</updated>

		<summary type="html">&lt;p&gt;TreeNdaSea: /* Rams */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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&#039;s keep.&lt;br /&gt;
&lt;br /&gt;
This page will aim to cover gameplay mechanics, and not the reward mechanisms for RvR.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Supply Line / Active Zones&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
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&#039;s fortress by one zone until a [[Fortresses|fortress]] at either side is successfully sieged, which will lock that pairing for 8 hours.&lt;br /&gt;
&lt;br /&gt;
When two pairings are locked by the same Realm within 8 hours from the first locked pair, it&#039;s time for a [[City Sieges Guide|city siege]], which then resets the pairings to tier 2.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Tier Differences&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Tier 1&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Tier 2&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Tiers 3 and 4&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Battlefield Objectives&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Locking&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The value of supplies depends upon the following factors:&lt;br /&gt;
* Rank of the keep.&lt;br /&gt;
* 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.&lt;br /&gt;
* The internal population imbalance scaler (referred to as internal or delayed AAO.)&lt;br /&gt;
* Distance of the host Battlefield Objective from the target. Supplies from further away are worth more.&lt;br /&gt;
* Destination. Supplies returned via the warcamp have a 50% transportation penalty.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Keeps&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
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&#039;s keep and lock three battlefield objectives while maintaining that captured keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Keep Rank&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&#039;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&#039;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Keep Doors&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If a door receives damage, the keep will enter an &amp;quot;attacked&amp;quot; state. During this time, the keep is considered &amp;quot;unsafe&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;safe&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Siege Weapons&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Siege weapons can be bought from your realm&#039;s Foreman, located in the gatehouse of the keeps outer wall. A siege weapon need only be bought once (with the exception of oil, which is consumable); using the item from your inventory constructs said siege weapon for you if the parameters for spawning it are correct.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In order to deploy a siege weapon, the following conditions must be satisfied:&lt;br /&gt;
* You are within a certain radius of an allied keep.&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
While towing a siege weapon, you will move more slowly, but you cannot be dismounted.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Types&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The following siege weapons are available:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Cannons&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
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&#039;s shot vector.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Artillery&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Rams&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
Rams are the only real means of destroying a door, dealing damage equal to 2.5% of the doors 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. Physical melee attacks deal great damage to a deployed ram where as magical and physical ranged attacks are ineffective. Cannon fire is also ineffective to a deployed ram, although it is very effective to a ram being towed. &#039;&#039;&#039;If the ram is too far away from the player who originally spawned it, it will start taking severe damage over time until it is destroyed.&#039;&#039;&#039; To avoid this, keep a person on the ram even when it is not docked on the gate (if you know that the original spawner is no longer present).&lt;br /&gt;
&lt;br /&gt;
Once the Battering Ram is docked onto the enemies keep door, up to four players can perform the ram swing minigame. The first player to engage with the deployed ram is designated as the &amp;quot;swing leader&amp;quot;, the swing leader initiates the backswing of the ram. Once the swing has been started, the other players on the ram must time their mouse clicks to gain maximum damage inflicted upon the door. It is often better to aim for a percentage in the low nineties than it is to go for one hundred percent, latency can cause the swing to roll over and become a fifty.&lt;br /&gt;
&lt;br /&gt;
In order to deploy a ram, you must be in a guild. If in Tier 4, your guild must be at least Rank 20. A Battering Ram can be spawned from your realm&#039;s keep once it has been upgraded to two stars. Once your realm&#039;s keep has been upgraded to four stars, you can have two rams spawned simultaneously.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Oil&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
Oil performs in the same manner it did on Age of Reckoning.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;big&amp;gt;Source&amp;lt;/big&amp;gt; ==&lt;br /&gt;
You can find original post by clicking [https://www.returnofreckoning.com/forum/viewtopic.php?f=52&amp;amp;t=18308 here].&lt;br /&gt;
                                                                                                                                                     &#039;&#039;&amp;lt;small&amp;gt;&#039;&#039;&#039;Guide is written by Azarael ( Return of Reckoning Core Developer )&#039;&#039;&#039;&amp;lt;/small&amp;gt;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>TreeNdaSea</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Open_RvR_Guide&amp;diff=21081</id>
		<title>Open RvR Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=Open_RvR_Guide&amp;diff=21081"/>
		<updated>2022-04-05T15:48:08Z</updated>

		<summary type="html">&lt;p&gt;TreeNdaSea: /* Rams */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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&#039;s keep.&lt;br /&gt;
&lt;br /&gt;
This page will aim to cover gameplay mechanics, and not the reward mechanisms for RvR.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Supply Line / Active Zones&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
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&#039;s fortress by one zone until a [[Fortresses|fortress]] at either side is successfully sieged, which will lock that pairing for 8 hours.&lt;br /&gt;
&lt;br /&gt;
When two pairings are locked by the same Realm within 8 hours from the first locked pair, it&#039;s time for a [[City Sieges Guide|city siege]], which then resets the pairings to tier 2.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Tier Differences&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Tier 1&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Tier 2&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Tiers 3 and 4&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Battlefield Objectives&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Locking&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The value of supplies depends upon the following factors:&lt;br /&gt;
* Rank of the keep.&lt;br /&gt;
* 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.&lt;br /&gt;
* The internal population imbalance scaler (referred to as internal or delayed AAO.)&lt;br /&gt;
* Distance of the host Battlefield Objective from the target. Supplies from further away are worth more.&lt;br /&gt;
* Destination. Supplies returned via the warcamp have a 50% transportation penalty.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Keeps&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
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&#039;s keep and lock three battlefield objectives while maintaining that captured keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Keep Rank&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&#039;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&#039;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Keep Doors&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If a door receives damage, the keep will enter an &amp;quot;attacked&amp;quot; state. During this time, the keep is considered &amp;quot;unsafe&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;safe&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Siege Weapons&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Siege weapons can be bought from your realm&#039;s Foreman, located in the gatehouse of the keeps outer wall. A siege weapon need only be bought once (with the exception of oil, which is consumable); using the item from your inventory constructs said siege weapon for you if the parameters for spawning it are correct.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In order to deploy a siege weapon, the following conditions must be satisfied:&lt;br /&gt;
* You are within a certain radius of an allied keep.&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
While towing a siege weapon, you will move more slowly, but you cannot be dismounted.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Types&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The following siege weapons are available:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Cannons&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
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&#039;s shot vector.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Artillery&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Rams&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
Rams are the only real means of destroying a door, dealing damage equal to 2.5% of the doors 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. Physical melee attacks deal great damage to a deployed ram where as magical and physical ranged attacks are ineffective. Cannon fire is also ineffective to a deployed ram, although it is very effective to a ram being towed. &#039;&#039;&#039;If the ram is too far away from the player who originally spawned it, it will start taking severe damage over time until it is destroyed.&#039;&#039;&#039; To avoid this, keep a person on the ram even when it is not docked on the gate (if you know that the original spawner is no longer present).&lt;br /&gt;
&lt;br /&gt;
In order to deploy a ram, you must be in a guild. If in Tier 4, your guild must be at least Rank 20. A Battering Ram can be spawned from your realm&#039;s keep once it has been upgraded to two stars. Once your realm&#039;s keep has been upgraded to four stars, you can have two rams spawned simultaneously.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Oil&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
Oil performs in the same manner it did on Age of Reckoning.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;big&amp;gt;Source&amp;lt;/big&amp;gt; ==&lt;br /&gt;
You can find original post by clicking [https://www.returnofreckoning.com/forum/viewtopic.php?f=52&amp;amp;t=18308 here].&lt;br /&gt;
                                                                                                                                                     &#039;&#039;&amp;lt;small&amp;gt;&#039;&#039;&#039;Guide is written by Azarael ( Return of Reckoning Core Developer )&#039;&#039;&#039;&amp;lt;/small&amp;gt;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>TreeNdaSea</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Open_RvR_Guide&amp;diff=21080</id>
		<title>Open RvR Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=Open_RvR_Guide&amp;diff=21080"/>
		<updated>2022-04-05T15:29:30Z</updated>

		<summary type="html">&lt;p&gt;TreeNdaSea: /* Rams */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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&#039;s keep.&lt;br /&gt;
&lt;br /&gt;
This page will aim to cover gameplay mechanics, and not the reward mechanisms for RvR.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Supply Line / Active Zones&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
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&#039;s fortress by one zone until a [[Fortresses|fortress]] at either side is successfully sieged, which will lock that pairing for 8 hours.&lt;br /&gt;
&lt;br /&gt;
When two pairings are locked by the same Realm within 8 hours from the first locked pair, it&#039;s time for a [[City Sieges Guide|city siege]], which then resets the pairings to tier 2.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Tier Differences&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Tier 1&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Tier 2&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Tiers 3 and 4&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Battlefield Objectives&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Locking&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The value of supplies depends upon the following factors:&lt;br /&gt;
* Rank of the keep.&lt;br /&gt;
* 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.&lt;br /&gt;
* The internal population imbalance scaler (referred to as internal or delayed AAO.)&lt;br /&gt;
* Distance of the host Battlefield Objective from the target. Supplies from further away are worth more.&lt;br /&gt;
* Destination. Supplies returned via the warcamp have a 50% transportation penalty.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Keeps&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
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&#039;s keep and lock three battlefield objectives while maintaining that captured keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Keep Rank&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&#039;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&#039;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Keep Doors&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If a door receives damage, the keep will enter an &amp;quot;attacked&amp;quot; state. During this time, the keep is considered &amp;quot;unsafe&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;safe&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Siege Weapons&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Siege weapons can be bought from your realm&#039;s Foreman, located in the gatehouse of the keeps outer wall. A siege weapon need only be bought once (with the exception of oil, which is consumable); using the item from your inventory constructs said siege weapon for you if the parameters for spawning it are correct.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In order to deploy a siege weapon, the following conditions must be satisfied:&lt;br /&gt;
* You are within a certain radius of an allied keep.&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
While towing a siege weapon, you will move more slowly, but you cannot be dismounted.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Types&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The following siege weapons are available:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Cannons&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
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&#039;s shot vector.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Artillery&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Rams&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
Rams are the only real means of destroying a door, dealing damage equal to 2.5% of the door&#039;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. Physical melee attacks deal great damage to a deployed ram (magical based attacks are ineffective). A ram which is on the move will also suffer more damage from cannon fire.If the ram is too far away from the player who originally spawned it, it will start taking severe damage over time until it is destroyed. To avoid this, keep a person on the ram even when it is not docked on the gate (if you know that the original spawner is no longer present).&lt;br /&gt;
&lt;br /&gt;
In order to deploy a ram, you must be in a guild. If in Tier 4, your guild must be at least Rank 20. A Battering Ram can be spawned from your realm&#039;s keep once it has been upgraded to two stars. Once your realm&#039;s keep has been upgraded to four stars, you can have two rams spawned simultaneously.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Oil&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
Oil performs in the same manner it did on Age of Reckoning.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;big&amp;gt;Source&amp;lt;/big&amp;gt; ==&lt;br /&gt;
You can find original post by clicking [https://www.returnofreckoning.com/forum/viewtopic.php?f=52&amp;amp;t=18308 here].&lt;br /&gt;
                                                                                                                                                     &#039;&#039;&amp;lt;small&amp;gt;&#039;&#039;&#039;Guide is written by Azarael ( Return of Reckoning Core Developer )&#039;&#039;&#039;&amp;lt;/small&amp;gt;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>TreeNdaSea</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Open_RvR_Guide&amp;diff=21079</id>
		<title>Open RvR Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=Open_RvR_Guide&amp;diff=21079"/>
		<updated>2022-04-05T15:24:44Z</updated>

		<summary type="html">&lt;p&gt;TreeNdaSea: /* Siege Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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&#039;s keep.&lt;br /&gt;
&lt;br /&gt;
This page will aim to cover gameplay mechanics, and not the reward mechanisms for RvR.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Supply Line / Active Zones&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
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&#039;s fortress by one zone until a [[Fortresses|fortress]] at either side is successfully sieged, which will lock that pairing for 8 hours.&lt;br /&gt;
&lt;br /&gt;
When two pairings are locked by the same Realm within 8 hours from the first locked pair, it&#039;s time for a [[City Sieges Guide|city siege]], which then resets the pairings to tier 2.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Tier Differences&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Tier 1&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Tier 2&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Tiers 3 and 4&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Battlefield Objectives&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Locking&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The value of supplies depends upon the following factors:&lt;br /&gt;
* Rank of the keep.&lt;br /&gt;
* 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.&lt;br /&gt;
* The internal population imbalance scaler (referred to as internal or delayed AAO.)&lt;br /&gt;
* Distance of the host Battlefield Objective from the target. Supplies from further away are worth more.&lt;br /&gt;
* Destination. Supplies returned via the warcamp have a 50% transportation penalty.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Keeps&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
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&#039;s keep and lock three battlefield objectives while maintaining that captured keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Keep Rank&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&#039;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&#039;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Keep Doors&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If a door receives damage, the keep will enter an &amp;quot;attacked&amp;quot; state. During this time, the keep is considered &amp;quot;unsafe&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;safe&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Siege Weapons&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Siege weapons can be bought from your realm&#039;s Foreman, located in the gatehouse of the keeps outer wall. A siege weapon need only be bought once (with the exception of oil, which is consumable); using the item from your inventory constructs said siege weapon for you if the parameters for spawning it are correct.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In order to deploy a siege weapon, the following conditions must be satisfied:&lt;br /&gt;
* You are within a certain radius of an allied keep.&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
While towing a siege weapon, you will move more slowly, but you cannot be dismounted.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Types&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The following siege weapons are available:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Cannons&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
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&#039;s shot vector.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Artillery&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Rams&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
Rams are the only real means of destroying a door, dealing damage equal to 2.5% of the door&#039;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.&lt;br /&gt;
&lt;br /&gt;
Rams block player ranged fire and are resistant to artillery, and when deployed, cannon fire as well. Physical melee attacks deal great damage to a deployed ram (magical based attacks are ineffective). A ram which is on the move will also suffer more damage from cannon fire.&lt;br /&gt;
&lt;br /&gt;
If the ram is too far away from the player who originally spawned it, it will start taking severe damage over time until it is destroyed. To avoid this, keep a person on the ram even when it is not docked on the gate (if you know that the original spawner is no longer present).&lt;br /&gt;
&lt;br /&gt;
In order to deploy a ram, you must be in a guild. If in Tier 4, your guild must be at least Rank 20.&lt;br /&gt;
&lt;br /&gt;
A Battering Ram can be spawned from your realm&#039;s keep once it has been upgraded to two stars. Once your realm&#039;s keep has been upgraded to four stars, you can have two rams spawned simultaneously. &lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Oil&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
Oil performs in the same manner it did on Age of Reckoning.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;big&amp;gt;Source&amp;lt;/big&amp;gt; ==&lt;br /&gt;
You can find original post by clicking [https://www.returnofreckoning.com/forum/viewtopic.php?f=52&amp;amp;t=18308 here].&lt;br /&gt;
                                                                                                                                                     &#039;&#039;&amp;lt;small&amp;gt;&#039;&#039;&#039;Guide is written by Azarael ( Return of Reckoning Core Developer )&#039;&#039;&#039;&amp;lt;/small&amp;gt;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>TreeNdaSea</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Open_RvR_Guide&amp;diff=21078</id>
		<title>Open RvR Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=Open_RvR_Guide&amp;diff=21078"/>
		<updated>2022-04-05T15:11:24Z</updated>

		<summary type="html">&lt;p&gt;TreeNdaSea: /* Keep Rank */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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&#039;s keep.&lt;br /&gt;
&lt;br /&gt;
This page will aim to cover gameplay mechanics, and not the reward mechanisms for RvR.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Supply Line / Active Zones&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
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&#039;s fortress by one zone until a [[Fortresses|fortress]] at either side is successfully sieged, which will lock that pairing for 8 hours.&lt;br /&gt;
&lt;br /&gt;
When two pairings are locked by the same Realm within 8 hours from the first locked pair, it&#039;s time for a [[City Sieges Guide|city siege]], which then resets the pairings to tier 2.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Tier Differences&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Tier 1&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Tier 2&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Tiers 3 and 4&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Battlefield Objectives&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Locking&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The value of supplies depends upon the following factors:&lt;br /&gt;
* Rank of the keep.&lt;br /&gt;
* 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.&lt;br /&gt;
* The internal population imbalance scaler (referred to as internal or delayed AAO.)&lt;br /&gt;
* Distance of the host Battlefield Objective from the target. Supplies from further away are worth more.&lt;br /&gt;
* Destination. Supplies returned via the warcamp have a 50% transportation penalty.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Keeps&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
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&#039;s keep and lock three battlefield objectives while maintaining that captured keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Keep Rank&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&#039;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&#039;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Keep Doors&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If a door receives damage, the keep will enter an &amp;quot;attacked&amp;quot; state. During this time, the keep is considered &amp;quot;unsafe&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;safe&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Siege Weapons&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Siege weapons can be bought from your realm&#039;s Foreman, located in the gatehouse of the keeps outer wall. A siege weapon need only be bought once (with the exception of oil, which is consumable); using the item from your inventory constructs said siege weapon for you if the parameters for spawning it are correct.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In order to deploy a siege weapon, the following conditions must be satisfied:&lt;br /&gt;
* You are within a certain radius of an allied keep.&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
While towing a siege weapon, you will move more slowly, but you cannot be dismounted.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Types&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The following siege weapons are available:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Cannons&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
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&#039;s shot vector.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Artillery&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Rams&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
Rams are the only real means of destroying a door, dealing damage equal to 2.5% of the door&#039;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
In order to deploy a ram, you must be in a guild. If in Tier 4, your guild must be at least Rank 20.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Oil&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
Oil performs in the same manner it did on Age of Reckoning.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;big&amp;gt;Source&amp;lt;/big&amp;gt; ==&lt;br /&gt;
You can find original post by clicking [https://www.returnofreckoning.com/forum/viewtopic.php?f=52&amp;amp;t=18308 here].&lt;br /&gt;
                                                                                                                                                     &#039;&#039;&amp;lt;small&amp;gt;&#039;&#039;&#039;Guide is written by Azarael ( Return of Reckoning Core Developer )&#039;&#039;&#039;&amp;lt;/small&amp;gt;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>TreeNdaSea</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Open_RvR_Guide&amp;diff=21077</id>
		<title>Open RvR Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=Open_RvR_Guide&amp;diff=21077"/>
		<updated>2022-04-05T15:10:57Z</updated>

		<summary type="html">&lt;p&gt;TreeNdaSea: /* Siege Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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&#039;s keep.&lt;br /&gt;
&lt;br /&gt;
This page will aim to cover gameplay mechanics, and not the reward mechanisms for RvR.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Supply Line / Active Zones&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
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&#039;s fortress by one zone until a [[Fortresses|fortress]] at either side is successfully sieged, which will lock that pairing for 8 hours.&lt;br /&gt;
&lt;br /&gt;
When two pairings are locked by the same Realm within 8 hours from the first locked pair, it&#039;s time for a [[City Sieges Guide|city siege]], which then resets the pairings to tier 2.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Tier Differences&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Tier 1&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Tier 2&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Tiers 3 and 4&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Battlefield Objectives&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Locking&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The value of supplies depends upon the following factors:&lt;br /&gt;
* Rank of the keep.&lt;br /&gt;
* 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.&lt;br /&gt;
* The internal population imbalance scaler (referred to as internal or delayed AAO.)&lt;br /&gt;
* Distance of the host Battlefield Objective from the target. Supplies from further away are worth more.&lt;br /&gt;
* Destination. Supplies returned via the warcamp have a 50% transportation penalty.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Keeps&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
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&#039;s keep and lock three battlefield objectives while maintaining that captured keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Keep Rank&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&#039;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&#039;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Keep Doors&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If a door receives damage, the keep will enter an &amp;quot;attacked&amp;quot; state. During this time, the keep is considered &amp;quot;unsafe&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;safe&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Siege Weapons&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Siege weapons can be bought from your realm&#039;s Foreman, located in the gatehouse of the keeps outer wall. A siege weapon need only be bought once (with the exception of oil, which is consumable); using the item from your inventory constructs said siege weapon for you if the parameters for spawning it are correct.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In order to deploy a siege weapon, the following conditions must be satisfied:&lt;br /&gt;
* You are within a certain radius of an allied keep.&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
While towing a siege weapon, you will move more slowly, but you cannot be dismounted.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Types&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The following siege weapons are available:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Cannons&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
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&#039;s shot vector.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Artillery&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Rams&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
Rams are the only real means of destroying a door, dealing damage equal to 2.5% of the door&#039;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
In order to deploy a ram, you must be in a guild. If in Tier 4, your guild must be at least Rank 20.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Oil&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
Oil performs in the same manner it did on Age of Reckoning.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;big&amp;gt;Source&amp;lt;/big&amp;gt; ==&lt;br /&gt;
You can find original post by clicking [https://www.returnofreckoning.com/forum/viewtopic.php?f=52&amp;amp;t=18308 here].&lt;br /&gt;
                                                                                                                                                     &#039;&#039;&amp;lt;small&amp;gt;&#039;&#039;&#039;Guide is written by Azarael ( Return of Reckoning Core Developer )&#039;&#039;&#039;&amp;lt;/small&amp;gt;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>TreeNdaSea</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Character_Names&amp;diff=21076</id>
		<title>Character Names</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=Character_Names&amp;diff=21076"/>
		<updated>2022-04-03T20:21:52Z</updated>

		<summary type="html">&lt;p&gt;TreeNdaSea: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;&amp;lt;/big&amp;gt;{{Warning |heading=NOTICE | &#039;&#039;Characters that have been inactive for more than 1 year will now lose their name&#039;&#039;}}&lt;br /&gt;
[[File:Character_Name.jpg|right|311x311px]]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Character first name:&#039;&#039;&#039;&lt;br /&gt;
The first name is reserved upon creating your new character or renaming a new one, that being said, you&#039;ll launch your game with a first name only. You will also have a rename token that can be used once per month by writing in your chat &amp;quot;&#039;&#039;.namechange&#039;&#039;&amp;quot;. This will trigger a character rename and you will need to relog to choose and apply a new name.&lt;br /&gt;
&lt;br /&gt;
Character names are subject to Return of Reckoning&#039;s [https://www.returnofreckoning.com/forum/viewtopic.php?f=2&amp;amp;t=13607#p148995 Terms of Use] and can result in severe punishments if found breaching these rules with racist, sexist or morally unacceptable names.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Character last name:&#039;&#039;&#039;&lt;br /&gt;
The last name of your character can be bought in the city and can be changed at any given time. In order to get yourself a last name, you will need to spend 5 gold. Last names are also subject to Terms of Use and consequences.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;April 2021 Patch Changes:&#039;&#039;&#039;&lt;br /&gt;
As of the [https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=44952#p477516 patch] that was released on the 28th of April 2021, a new automation system has been implemented that allows the release of inactive characters&#039; names. This new system will check and refresh on the spot all the character names that have been released. So if the name you&#039;re seeking wasn&#039;t released yet, you can check every few days or months!&lt;br /&gt;
&lt;br /&gt;
The characters and their equipment will not be affected.&lt;/div&gt;</summary>
		<author><name>TreeNdaSea</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Fortresses&amp;diff=21075</id>
		<title>Fortresses</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=Fortresses&amp;diff=21075"/>
		<updated>2022-04-03T20:03:17Z</updated>

		<summary type="html">&lt;p&gt;TreeNdaSea: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Each pairing has two fortresses that sit at opposing ends of the pairing. Upon arriving in Tier 4 a Realm must successfully siege and lock two zones (middle and pre-fort) to reach the fort.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Before the Fortress siege begins&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Population Caps&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Fortresses are capped to 168 attackers (7 full warbands) and 135 defenders (80% of the attackers, 5 full warbands, 1 half-full warband). It is very common to see more attackers and defenders in a pre-fort siege, so entry to a fortress siege is determined by [[RvR_Contribution|contribution]] in the pre-fort zone. Entry is further complicated by the need for each side to have a reasonable number of each archtype, and therefore it&#039;s not as straightforward as &amp;quot;the top 168 attackers by contribution get in&amp;quot;. Often underplayed heal/tank archtypes find entry into fortresses more consistent while more DPS roles do not, however this is wildly varying by time of day, realm attacking/defending, which fortress is being attacked, and other factors.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Fortress Zones&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Dwarfs vs Greenskins&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
===== &amp;lt;span style=&amp;quot;color:#03a1fc&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Stonewatch&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; =====&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=&amp;quot;300&amp;quot; heights=&amp;quot;300&amp;quot;&amp;gt;&lt;br /&gt;
File:Stonewatch.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;How To Get There&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stonewatch is the Dwarfen fort at the North end of the Dwarf / Greenskin pairing. The defenders (Order) will be able to get there by going South out of the front gate of Karaz-a-Karak or taking a portal there from Reikwald or Shining Way. Both the attackers and defenders can arrive there by crossing the Northern border of Kadrin Valley. To make it easier for the attackers (Destruction) to arrive at the Northern border of Kadrin Valley, they may take a Skaven tunnel outside of their Warcamp at the coordinates (45089,55181) which takes you to (51265,9150), and from there they would run down South West into the RvR lake, and then Northwards into the Fort (this route can&#039;t be completed without flagging for RvR).&lt;br /&gt;
&lt;br /&gt;
===== &amp;lt;span style=&amp;quot;color:#cf1919&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Butcher&#039;s Pass&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; =====&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=&amp;quot;300&amp;quot; heights=&amp;quot;300&amp;quot;&amp;gt;&lt;br /&gt;
File:Butcher&#039;s Pass.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;How To Get There&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Butcher&#039;s Pass is the Greenskin fort at the South end of the Dwarf / Greenskin pairing. The defenders (Destruction) will be able to get there by going North out of the front gate of Karak Eight Peaks or taking a portal there from The Maw or Fell Landing. Both the attackers and defenders can arrive there by crossing the Southern border of Black Crag. To make it easier for the attackers (Order) to arrive at the Southern border of Black Crag, they may take a PVE route outside of their Warcamp following the bridges and roads to Dwarf Chapter 22, and from there they would run down South following the PVE road, then climb the stairs to the top and head into Butchers Pass, then jump down the cliff into the Fort (this route can be completed without flagging for RvR).&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Empire vs Chaos&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
===== &amp;lt;span style=&amp;quot;color:#03a1fc&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Reikwald&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; =====&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=&amp;quot;300&amp;quot; heights=&amp;quot;300&amp;quot;&amp;gt;&lt;br /&gt;
File:Reikwald.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;How To Get There&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Reikwald is the Imperial fort at the South end of the Empire / Chaos pairing. The defenders (Order) will be able to get there by going North out of the front gate of Altdorf or taking a portal there from Stonewatch or Shining Way. Both the attackers and defenders can arrive there by crossing the Southern border of Reikland. To make it easier for the attackers (Destruction) to arrive at the Southern border of Reikland, they may take a PVE route outside of their Warcamp following the road South to Chaos Chapter 22, and from there they would run Southeast following the PVE road, then turn South into Reikwald, once in Reikwald cross the bridge West over the river into the Fort (this route can be completed without flagging for RvR).&lt;br /&gt;
&lt;br /&gt;
===== &amp;lt;span style=&amp;quot;color:#cf1919&amp;quot;&amp;gt;&amp;lt;big&amp;gt;The Maw&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; =====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=&amp;quot;300&amp;quot; heights=&amp;quot;300&amp;quot;&amp;gt;&lt;br /&gt;
File:The Maw.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;How To Get There&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Maw is the Chaos fort at the North end of the Empire / Chaos pairing. The defenders (Destruction) will be able to get there by going South out of the front gate of Inevitable City or taking a portal there from Butcher&#039;s Pass or Fell Landing. Both the attackers and defenders can arrive there by crossing the Northern border of Chaos Wastes. To make it easier for the attackers (Order) to arrive at the Northern border of Chaos Wastes, they may take a PVE route outside of their Warcamp following the road North to Empire Chapter 22, and from there they would run West following the PVE road, then climb down into the RVR lake at &amp;quot;Choke Thorn Bramble&amp;quot;, then climb the cliff into the Fort area (this route can&#039;t be completed without flagging for RvR).&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;High Elves vs Dark Elves&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
===== &amp;lt;span style=&amp;quot;color:#03a1fc&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Shining Way&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; =====&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=&amp;quot;300&amp;quot; heights=&amp;quot;300&amp;quot;&amp;gt;&lt;br /&gt;
File:Shining way.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;How To Get There&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Shining Way is the High Elven fort at the East end of the High Elf / Dark Elf pairing. The defenders (Order) will be able to get there by taking a portal there from Stonewatch or Reikwald. Both the attackers and defenders can arrive there by crossing the Eastern border of Eataine. To make it easier for the attackers (Destruction) to arrive at the Eastern border of Eataine, they may take a PVE route outside of their Warcamp following the river East to &amp;quot;Follow the Light&amp;quot; Player Quest, and from there they would Swim East into Shining Way, then swim North into the Fort (this route can be completed without flagging for RvR).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== &amp;lt;span style=&amp;quot;color:#cf1919&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Fell Landing&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; =====&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=&amp;quot;300&amp;quot; heights=&amp;quot;300&amp;quot;&amp;gt;&lt;br /&gt;
File:Fell Landing.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;How To Get There&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fell Landing is the Dark Elven fort at the West end of the High Elf / Dark Elf pairing. The defenders (Destruction) will be able to get there by taking a portal there from Butcher&#039;s Pass or The Maw. Both the attackers and defenders can arrive there by crossing the Western border of Caledor. To make it easier for the attackers (Order) to arrive at the Western border of Caledor, they may take a PVE route outside of their Warcamp following the Road South and then West to High Elf CH22, and from there they would run North and then West following the road to the waterfall outside of Hatred&#039;s Way, then carefully attempt to decend the waterfall, aiming for rocks (yes really) from there, if you make it alive, run west into the Fort (this route can&#039;t be completed without flagging for RvR).&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Stages&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Stage 1.&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
Stage 1 is the same for both attackers and defenders. A 5 minute timer will count down to the end of the stage, during which both sides will begin to organise, form warbands, and strategise entrances, defences, locations etc. During this time the attackers cannot access the inner fortress.&lt;br /&gt;
If the population caps have been hit, those who did not get into the fortress can queue (by running into the zone) at which point they&#039;ll be teleported to their Realm queueing location; behind the fort for defenders, the zone boundary for attackers.&lt;br /&gt;
&lt;br /&gt;
Once the timer is completed, all those who had reservations that did not join the fortress battle surrender those reservations, and the people in the queue are invited to fill the open spots.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Stage 2.&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
Stage 2 plays like a much smaller zone battle, but with five Battlefield Objectives instead of four. Each realm vies for control of each objective, with objectives granting a realm points on a control bar (shown in the upper centre of your screen). When your control points exceed the opposing Realm&#039;s points, the inner door health moves in your direction (down for attackers, up for defenders).&lt;br /&gt;
&lt;br /&gt;
It is important to fight at Battlefield Objectives, both for your realm and yourself. Objectives provide points towards victory for your realm, but they also provide contribution for you. Defending friendly objectives and attacking enemy objectives gives greater amounts of contribution, and therefore you&#039;re more likely to be rewarded at the end.&lt;br /&gt;
&lt;br /&gt;
Once the door reaches ~20% it is typical for the defenders to retreat into the keep for two reasons. Firstly to wait out any lingering wounds debuffs before the attackers get in, and secondly to avoid being unable to make it to the keep when the door hits 0, because dying after that point sends defenders to jail if an ally is unable to resurrect them.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Stage 3.&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
Stage 3 begins once the outer keep door reaches 0%, when it opens up and the attackers flood in. They&#039;ll clear out the mobs inside and make their way to the second floor, where the siege begins anew. The Fortress Lord resides in the centre of the second floor, and the defenders will surround the two entrances - main, and postern.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This stage is the most important by far. Fortress outcomes are, in almost all cases, decided by which side organises better in stage 3.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Strategy &amp;amp; Tips&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ======&lt;br /&gt;
&lt;br /&gt;
Morale is key to victory, for both sides. It&#039;s vitally important that every individual player builds up their morale abilities. It is therefore equally important that &#039;&#039;&#039;you do not die&#039;&#039;&#039; whilst waiting for the clash to begin. If you die your morale resets, and you are much less useful without it once the fight begins. Enough people dying and losing morale will ensure the fight ends unfavourably for your side.&lt;br /&gt;
&lt;br /&gt;
Each archtype has a role to play before the fighting begins. &lt;br /&gt;
* Tanks need to Hold The Line near, but not in front of, the doors. Ranged combatants will be flinging spells and attacks through the doors constantly, in both directions, and using point 1 it&#039;s clear you must protect the people behind you. &lt;br /&gt;
* RDPS tpyically attack through the doors, however this is of limited usefulness and often gets you shot in return, putting pressure on your healers when they really need to be keeping tanks alive.&lt;br /&gt;
* MDPS need to maintain combat status. This is best achieved by edging out or forward until you get shot then backing off immediately. Staying in the firing line puts pressure on your healers, and they really need to keep tanks alive.&lt;br /&gt;
* Healers need to keep the tanks alive, and at the same time ensure the DPS that don&#039;t follow the above advice don&#039;t die either.&lt;br /&gt;
Warband leaders need to communicate on both sides. Both sides will attack/defend two locations (postern door, main door), and on some occassions the upper floors. All entrances need to be covered by both sides in most cases.&lt;br /&gt;
&lt;br /&gt;
For the attackers during stage 3 another option exists. Flyers will spawn in your warcamp (six currently) that will fly one person to a random choice between the third and fourth floors. &lt;br /&gt;
* Flyers are a relatively new addition to Fortress sieges.&lt;br /&gt;
* Solo or uncoordinated players taking the flyers are going to be knocked off the floor instantly, or die; flyers heavily telegraph your landing spot to anyone watching, and it takes much, much less time for a defender to run upstairs than it does for your flyer to make a round trip anyone going on a flyer without a group plan will be useless. Don&#039;t take the flyers if you don&#039;t have a group plan to do so - you&#039;re preventing a coordinated group from using them, and they&#039;re very slow.&lt;br /&gt;
* The most successful uses of flyers so far appear to be sending tanks and healers first. Three tanks and three healers demand more than six players to respond to them, else they can hold the upper floors until more arrive.&lt;br /&gt;
* If a foothold is gained on the upper floors, the sole objective of the inhabitants when the siege begins is to get down the ramp and push as many healers and RDPS off it as soon as possible. This removes a huge tactical advantage from the defenders, and pushes a lot of now-panicking healers and RDPS into the AoE storm that occurs in the centre of the floor. Doing this will heavily lower the AoE pressure on your own team.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Outcome&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
If the defenders won the fight they&#039;ll begin resurrecting their allies (since anyone clicking respawn will go to Jail). The attackers will do the same, and some will run back from the warcamp. The process then repeats, with both sides beginning to build morales once again.&lt;br /&gt;
&lt;br /&gt;
If the attackers win the fight they&#039;ll immediately begin attacking the Fortress Lord. The Fortress Lord has a tremendous amount of health, and will take 5-8 minutes to kill even with all of the attacker solely focused on him.&lt;br /&gt;
&lt;br /&gt;
During this time, the defenders will be in Jail. A lever exists outside of Jail that the attackers will usually guard. If that lever is pulled, all the attackers flood out of the jail and can immediately make their way to the keep and attempt to stop the Fortress Lord being attacked. &amp;quot;JAILBREAK&amp;quot; will be called for the attackers, and tanks will begin to move and cover the doors, just like the defenders did minutes prior. Jailbreaks do not often lead to successful Fortress Lord saves for two reasons; firstly, the attackers build morale on the Fortress Lord while the defenders coming from Jail have no morale built up, and secondly the attackers outnumber the defenders. Think how hard attacking is (pushes fail in many Fortress sieges, and defenders often win by repelling 4-5 pushes) and then imagine how hard that&#039;d be if the defenders outnumbered the attackers rather than the other way around!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If the Fortress Lord is killed the attackers win instantly.&#039;&#039;&#039; For defenders to win the timer must run out with the Lord alive - note that alive simply means alive, not at 100%. If the Lord has 1% health when the timer runs out the defenders still win. Both sides are free to leave at this point; rewards are given out automatically, and bags will land in your mailbox as usual.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Rewards&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Fortress Rewards&lt;br /&gt;
!Bags&lt;br /&gt;
!Victory&lt;br /&gt;
!Defeat&lt;br /&gt;
|-&lt;br /&gt;
|Gold &lt;br /&gt;
|60 War Crests &lt;br /&gt;
|N/A &lt;br /&gt;
|-&lt;br /&gt;
|Purple &amp;amp;nbsp; &amp;amp;nbsp; &amp;amp;nbsp;&lt;br /&gt;
|48 War Crests &lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Blue&lt;br /&gt;
|36 War Crests&lt;br /&gt;
|36 War Crests &lt;br /&gt;
|-&lt;br /&gt;
|Green&lt;br /&gt;
|24 War Crests &lt;br /&gt;
|24 War Crests &lt;br /&gt;
|-&lt;br /&gt;
|White &lt;br /&gt;
|12 War Crests &lt;br /&gt;
|12 War Crests&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>TreeNdaSea</name></author>
	</entry>
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